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-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index 1f2bf3ac..dbc257e1 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -1118,6 +1118,8 @@ namespace StardewModdingAPI.Framework
{
if (this.AfterLoadTimer == 0)
{
+ this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}'.", LogLevel.Trace);
+
SaveEvents.InvokeAfterLoad(this.Monitor);
PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
TimeEvents.InvokeAfterDayStarted(this.Monitor);
@@ -1132,6 +1134,7 @@ namespace StardewModdingAPI.Framework
// after exit to title
if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
{
+ this.Monitor.Log("Context: returned to title", LogLevel.Trace);
SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
this.AfterLoadTimer = 5;
this.IsExiting = false;
@@ -1199,9 +1202,13 @@ namespace StardewModdingAPI.Framework
// raise save events
// (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu)
if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
+ {
+ this.Monitor.Log("Context: before save.", LogLevel.Trace);
SaveEvents.InvokeBeforeSave(this.Monitor);
+ }
else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
{
+ this.Monitor.Log("Context: after save, starting new day.", LogLevel.Trace);
SaveEvents.InvokeAfterSave(this.Monitor);
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}