diff options
24 files changed, 644 insertions, 135 deletions
diff --git a/release-notes.md b/release-notes.md index d600db57..56b41214 100644 --- a/release-notes.md +++ b/release-notes.md @@ -10,6 +10,21 @@ For mod developers: images). --> +## 1.11 +See [log](https://github.com/Pathoschild/SMAPI/compare/1.10...1.11). + +For players: +* SMAPI now detects issues in `ObjectInformation.xnb` files caused by outdated XNB mods. +* Errors when loading a save are now shown in the SMAPI console. +* Improved console logging performance. +* Fixed errors during game update causing the game to hang. +* Fixed errors due to mod events triggering during game save in Stardew Valley 1.2. + +For mod developers: +* Added a content API which loads custom textures/maps/data from the mod's folder (`.xnb` or `.png` format) or game content. +* `Console.Out` messages are now written to the log file. +* `Monitor.ExitGameImmediately` now aborts SMAPI initialisation and events more quickly. + ## 1.10 See [log](https://github.com/Pathoschild/SMAPI/compare/1.9...1.10). diff --git a/src/.editorconfig b/src/.editorconfig new file mode 100644 index 00000000..3037884e --- /dev/null +++ b/src/.editorconfig @@ -0,0 +1,58 @@ +# topmost editorconfig +root: true + +########## +## General formatting +## documentation: http://editorconfig.org +########## +[*] +indent_style = space +indent_size = 4 +insert_final_newline = true +trim_trailing_whitespace = true + + +########## +## C# formatting +## documentation: https://docs.microsoft.com/en-us/visualstudio/ide/editorconfig-code-style-settings-reference +## some undocumented settings from: https://github.com/dotnet/roslyn/blob/master/.editorconfig +########## +[*.cs] + +#sort 'system' usings first +dotnet_sort_system_directives_first = true + +# use 'this.' qualifier +dotnet_style_qualification_for_field = true:error +dotnet_style_qualification_for_property = true:error +dotnet_style_qualification_for_method = true:error +dotnet_style_qualification_for_event = true:error + +# use language keywords (like int) instead of type (like Int32) +dotnet_style_predefined_type_for_locals_parameters_members = true:error +dotnet_style_predefined_type_for_member_access = true:error + +# don't use 'var' for language keywords +csharp_style_var_for_built_in_types = false:error + +# suggest modern C# features where simpler +dotnet_style_object_initializer = true:suggestion +dotnet_style_collection_initializer = true:suggestion +dotnet_style_coalesce_expression = true:suggestion +dotnet_style_null_propagation = true:suggestion +dotnet_style_explicit_tuple_names = true:suggestion +csharp_style_pattern_matching_over_is_with_cast_check = true:suggestion +csharp_style_pattern_matching_over_as_with_null_check = true:suggestion +csharp_style_conditional_delegate_call = true:suggestion + +# prefer method block bodies +csharp_style_expression_bodied_methods = false:suggestion +csharp_style_expression_bodied_constructors = false:suggestion + +# prefer property expression bodies +csharp_style_expression_bodied_properties = true:suggestion +csharp_style_expression_bodied_indexers = true:suggestion +csharp_style_expression_bodied_accessors = true:suggestion + +# prefer inline out variables +csharp_style_inlined_variable_declaration = true:warning diff --git a/src/GlobalAssemblyInfo.cs b/src/GlobalAssemblyInfo.cs index b591153a..3de78da4 100644 --- a/src/GlobalAssemblyInfo.cs +++ b/src/GlobalAssemblyInfo.cs @@ -2,5 +2,5 @@ using System.Runtime.InteropServices; [assembly: ComVisible(false)] -[assembly: AssemblyVersion("1.8.0.0")] -[assembly: AssemblyFileVersion("1.8.0.0")]
\ No newline at end of file +[assembly: AssemblyVersion("1.11.0.0")] +[assembly: AssemblyFileVersion("1.11.0.0")]
\ No newline at end of file diff --git a/src/StardewModdingAPI.sln b/src/StardewModdingAPI.sln index 441b51a9..57f94648 100644 --- a/src/StardewModdingAPI.sln +++ b/src/StardewModdingAPI.sln @@ -1,7 +1,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio 15 -VisualStudioVersion = 15.0.26228.4 +VisualStudioVersion = 15.0.26403.7 MinimumVisualStudioVersion = 10.0.40219.1 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TrainerMod", "TrainerMod\TrainerMod.csproj", "{28480467-1A48-46A7-99F8-236D95225359}" EndProject @@ -9,6 +9,7 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI", "Starde EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "metadata", "metadata", "{86C452BE-D2D8-45B4-B63F-E329EB06CEDA}" ProjectSection(SolutionItems) = preProject + .editorconfig = .editorconfig ..\.gitattributes = ..\.gitattributes ..\.gitignore = ..\.gitignore crossplatform.targets = crossplatform.targets diff --git a/src/StardewModdingAPI.sln.DotSettings b/src/StardewModdingAPI.sln.DotSettings index 81b52fd4..06cc66ef 100644 --- a/src/StardewModdingAPI.sln.DotSettings +++ b/src/StardewModdingAPI.sln.DotSettings @@ -1,5 +1,7 @@ <wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation"> + <s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=MemberCanBeMadeStatic_002ELocal/@EntryIndexedValue">DO_NOT_SHOW</s:String> <s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=RedundantNameQualifier/@EntryIndexedValue">HINT</s:String> + <s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=RedundantTypeArgumentsOfMethod/@EntryIndexedValue">HINT</s:String> <s:String x:Key="/Default/CodeStyle/CodeFormatting/CSharpCodeStyle/StaticQualifier/STATIC_MEMBERS_QUALIFY_MEMBERS/@EntryValue">Field, Property, Event, Method</s:String> <s:String x:Key="/Default/CodeStyle/CodeFormatting/CSharpCodeStyle/ThisQualifier/INSTANCE_MEMBERS_QUALIFY_MEMBERS/@EntryValue">Field, Property, Event, Method</s:String> <s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/LINE_FEED_AT_FILE_END/@EntryValue">True</s:Boolean> diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs index 6ba16935..fec634e0 100644 --- a/src/StardewModdingAPI/Constants.cs +++ b/src/StardewModdingAPI/Constants.cs @@ -20,10 +20,10 @@ namespace StardewModdingAPI ** Properties *********/ /// <summary>The directory path containing the current save's data (if a save is loaded).</summary> - private static string RawSavePath => Constants.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null; + private static string RawSavePath => Context.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null; /// <summary>Whether the directory containing the current save's data exists on disk.</summary> - private static bool SavePathReady => Constants.IsSaveLoaded && Directory.Exists(Constants.RawSavePath); + private static bool SavePathReady => Context.IsSaveLoaded && Directory.Exists(Constants.RawSavePath); /********* @@ -33,10 +33,10 @@ namespace StardewModdingAPI ** Public ****/ /// <summary>SMAPI's current semantic version.</summary> - public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 10, 0); + public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 11, 0); /// <summary>The minimum supported version of Stardew Valley.</summary> - public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.15"); + public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.26"); /// <summary>The maximum supported version of Stardew Valley.</summary> public static ISemanticVersion MaximumGameVersion { get; } = null; @@ -54,7 +54,7 @@ namespace StardewModdingAPI public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves"); /// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary> - public static string SaveFolderName => Constants.IsSaveLoaded ? Constants.GetSaveFolderName() : ""; + public static string SaveFolderName => Context.IsSaveLoaded ? Constants.GetSaveFolderName() : ""; /// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary> public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : ""; @@ -74,9 +74,6 @@ namespace StardewModdingAPI /// <summary>The full path to the folder containing mods.</summary> internal static string ModPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods"); - /// <summary>Whether a player save has been loaded.</summary> - internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name); - /// <summary>The game's current semantic version.</summary> internal static ISemanticVersion GameVersion { get; } = Constants.GetGameVersion(); diff --git a/src/StardewModdingAPI/ContentSource.cs b/src/StardewModdingAPI/ContentSource.cs new file mode 100644 index 00000000..35c8bc21 --- /dev/null +++ b/src/StardewModdingAPI/ContentSource.cs @@ -0,0 +1,12 @@ +namespace StardewModdingAPI +{ + /// <summary>Specifies a source containing content that can be loaded.</summary> + public enum ContentSource + { + /// <summary>Assets in the game's content manager (i.e. XNBs in the game's content folder).</summary> + GameContent, + + /// <summary>XNB files in the current mod's folder.</summary> + ModFolder + } +} diff --git a/src/StardewModdingAPI/Context.cs b/src/StardewModdingAPI/Context.cs new file mode 100644 index 00000000..415b4aac --- /dev/null +++ b/src/StardewModdingAPI/Context.cs @@ -0,0 +1,20 @@ +using StardewValley; + +namespace StardewModdingAPI +{ + /// <summary>Provides information about the current game state.</summary> + internal static class Context + { + /********* + ** Accessors + *********/ + /// <summary>Whether a player save has been loaded.</summary> + public static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name); + + /// <summary>Whether the game is currently writing to the save file.</summary> + public static bool IsSaving => SaveGame.IsProcessing; + + /// <summary>Whether the game is currently running the draw loop.</summary> + public static bool IsInDrawLoop { get; set; } + } +} diff --git a/src/StardewModdingAPI/Framework/ContentHelper.cs b/src/StardewModdingAPI/Framework/ContentHelper.cs new file mode 100644 index 00000000..762b7e35 --- /dev/null +++ b/src/StardewModdingAPI/Framework/ContentHelper.cs @@ -0,0 +1,233 @@ +using System; +using System.Diagnostics.CodeAnalysis; +using System.IO; +using System.Linq; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using StardewValley; + +namespace StardewModdingAPI.Framework +{ + /// <summary>Provides an API for loading content assets.</summary> + internal class ContentHelper : IContentHelper + { + /********* + ** Properties + *********/ + /// <summary>SMAPI's underlying content manager.</summary> + private readonly SContentManager ContentManager; + + /// <summary>The absolute path to the mod folder.</summary> + private readonly string ModFolderPath; + + /// <summary>The path to the mod's folder, relative to the game's content folder (e.g. "../Mods/ModName").</summary> + private readonly string ModFolderPathFromContent; + + /// <summary>The friendly mod name for use in errors.</summary> + private readonly string ModName; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="contentManager">SMAPI's underlying content manager.</param> + /// <param name="modFolderPath">The absolute path to the mod folder.</param> + /// <param name="modName">The friendly mod name for use in errors.</param> + public ContentHelper(SContentManager contentManager, string modFolderPath, string modName) + { + this.ContentManager = contentManager; + this.ModFolderPath = modFolderPath; + this.ModName = modName; + this.ModFolderPathFromContent = this.GetRelativePath(contentManager.FullRootDirectory, modFolderPath); + } + + /// <summary>Load content from the game folder or mod folder (if not already cached), and return it. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary> + /// <typeparam name="T">The expected data type. The main supported types are <see cref="Texture2D"/> and dictionaries; other types may be supported by the game's content pipeline.</typeparam> + /// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to an XNB file relative to the mod folder.</param> + /// <param name="source">Where to search for a matching content asset.</param> + /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception> + /// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception> + public T Load<T>(string key, ContentSource source) + { + this.AssertValidAssetKeyFormat(key); + try + { + switch (source) + { + case ContentSource.GameContent: + return this.ContentManager.Load<T>(this.StripXnbExtension(key)); + + case ContentSource.ModFolder: + // find content file + key = this.ContentManager.NormalisePathSeparators(key); + FileInfo file = new FileInfo(Path.Combine(this.ModFolderPath, key)); + if (!file.Exists && file.Extension == "") + file = new FileInfo(Path.Combine(this.ModFolderPath, key + ".xnb")); + if (!file.Exists) + throw new ContentLoadException($"There is no file at path '{file.FullName}'."); + + // get underlying asset key + string actualKey = this.GetActualAssetKey(key, source); + + // load content + switch (file.Extension.ToLower()) + { + case ".xnb": + return this.ContentManager.Load<T>(actualKey); + + case ".png": + // validate + if (typeof(T) != typeof(Texture2D)) + throw new ContentLoadException($"Can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); + + // try cache + if (this.ContentManager.IsLoaded(actualKey)) + return this.ContentManager.Load<T>(actualKey); + + // fetch & cache + using (FileStream stream = File.OpenRead(file.FullName)) + { + Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); + texture = this.PremultiplyTransparency(texture); + this.ContentManager.Inject(actualKey, texture); + return (T)(object)texture; + } + + default: + throw new ContentLoadException($"Unknown file extension '{file.Extension}'; must be '.xnb' or '.png'."); + } + + default: + throw new NotSupportedException($"Unknown content source '{source}'."); + } + } + catch (Exception ex) + { + throw new ContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}.", ex); + } + } + + /// <summary>Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.</summary> + /// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to an XNB file relative to the mod folder.</param> + /// <param name="source">Where to search for a matching content asset.</param> + /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception> + public string GetActualAssetKey(string key, ContentSource source) + { + switch (source) + { + case ContentSource.GameContent: + return this.ContentManager.NormaliseAssetName(this.StripXnbExtension(key)); + + case ContentSource.ModFolder: + string contentPath = Path.Combine(this.ModFolderPathFromContent, key); + return this.ContentManager.NormaliseAssetName(this.StripXnbExtension(contentPath)); + + default: + throw new NotSupportedException($"Unknown content source '{source}'."); + } + } + + + /********* + ** Private methods + *********/ + /// <summary>Assert that the given key has a valid format.</summary> + /// <param name="key">The asset key to check.</param> + /// <exception cref="ArgumentException">The asset key is empty or contains invalid characters.</exception> + [SuppressMessage("ReSharper", "UnusedParameter.Local", Justification = "Parameter is only used for assertion checks by design.")] + private void AssertValidAssetKeyFormat(string key) + { + if (string.IsNullOrWhiteSpace(key)) + throw new ArgumentException("The asset key or local path is empty."); + if (key.Intersect(Path.GetInvalidPathChars()).Any()) + throw new ArgumentException("The asset key or local path contains invalid characters."); + } + + /// <summary>Strip the .xnb extension from an asset key, since it's assumed by the underlying content manager.</summary> + /// <param name="key">The asset key.</param> + private string StripXnbExtension(string key) + { + if (key.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase)) + return key.Substring(0, key.Length - 4); + return key; + } + + /// <summary>Get a directory path relative to a given root.</summary> + /// <param name="rootPath">The root path from which the path should be relative.</param> + /// <param name="targetPath">The target file path.</param> + private string GetRelativePath(string rootPath, string targetPath) + { + // convert to URIs + Uri from = new Uri(rootPath + "/"); + Uri to = new Uri(targetPath + "/"); + if (from.Scheme != to.Scheme) + throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{rootPath}'."); + + // get relative path + return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString()) + .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform + } + + /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing.</summary> + /// <param name="texture">The texture to premultiply.</param> + /// <returns>Returns a premultiplied texture.</returns> + /// <remarks>Based on <a href="https://gist.github.com/Layoric/6255384">code by Layoric</a>.</remarks> + private Texture2D PremultiplyTransparency(Texture2D texture) + { + // validate + if (Context.IsInDrawLoop) + throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop."); + + // process texture + using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height)) + using (SpriteBatch spriteBatch = new SpriteBatch(Game1.graphics.GraphicsDevice)) + { + //Viewport originalViewport = Game1.graphics.GraphicsDevice.Viewport; + + // create blank slate in render target + Game1.graphics.GraphicsDevice.SetRenderTarget(renderTarget); + Game1.graphics.GraphicsDevice.Clear(Color.Black); + + // multiply each color by the source alpha, and write just the color values into the final texture + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorDestinationBlend = Blend.Zero, + ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue, + AlphaDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.SourceAlpha, + ColorSourceBlend = Blend.SourceAlpha + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // copy the alpha values from the source texture into the final one without multiplying them + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorWriteChannels = ColorWriteChannels.Alpha, + AlphaDestinationBlend = Blend.Zero, + ColorDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.One, + ColorSourceBlend = Blend.One + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // release the GPU + Game1.graphics.GraphicsDevice.SetRenderTarget(null); + //Game1.graphics.GraphicsDevice.Viewport = originalViewport; + + // store data from render target because the RenderTarget2D is volatile + Color[] data = new Color[texture.Width * texture.Height]; + renderTarget.GetData(data); + + // unset texture from graphic device and set modified data back to it + Game1.graphics.GraphicsDevice.Textures[0] = null; + texture.SetData(data); + } + + return texture; + } + } +} diff --git a/src/StardewModdingAPI/Framework/DeprecationManager.cs b/src/StardewModdingAPI/Framework/DeprecationManager.cs index e44cd369..6b95960b 100644 --- a/src/StardewModdingAPI/Framework/DeprecationManager.cs +++ b/src/StardewModdingAPI/Framework/DeprecationManager.cs @@ -78,7 +78,7 @@ namespace StardewModdingAPI.Framework break; default: - throw new NotImplementedException($"Unknown deprecation level '{severity}'"); + throw new NotSupportedException($"Unknown deprecation level '{severity}'"); } } diff --git a/src/StardewModdingAPI/Framework/InternalExtensions.cs b/src/StardewModdingAPI/Framework/InternalExtensions.cs index a2d589ff..5199c72d 100644 --- a/src/StardewModdingAPI/Framework/InternalExtensions.cs +++ b/src/StardewModdingAPI/Framework/InternalExtensions.cs @@ -41,6 +41,14 @@ namespace StardewModdingAPI.Framework foreach (EventHandler handler in handlers.Cast<EventHandler>()) { + // handle SMAPI exiting + if (monitor.IsExiting) + { + monitor.Log($"SMAPI shutting down: aborting {name} event.", LogLevel.Warn); + return; + } + + // raise event try { handler.Invoke(sender, args ?? EventArgs.Empty); @@ -84,21 +92,20 @@ namespace StardewModdingAPI.Framework /// <param name="exception">The error to summarise.</param> public static string GetLogSummary(this Exception exception) { - // type load exception - if (exception is TypeLoadException typeLoadEx) - return $"Failed loading type: {typeLoadEx.TypeName}: {exception}"; - - // reflection type load exception - if (exception is ReflectionTypeLoadException reflectionTypeLoadEx) + switch (exception) { - string summary = exception.ToString(); - foreach (Exception childEx in reflectionTypeLoadEx.LoaderExceptions) - summary += $"\n\n{childEx.GetLogSummary()}"; - return summary; - } + case TypeLoadException ex: + return $"Failed loading type '{ex.TypeName}': {exception}"; + + case ReflectionTypeLoadException ex: + string summary = exception.ToString(); + foreach (Exception childEx in ex.LoaderExceptions) + summary += $"\n\n{childEx.GetLogSummary()}"; + return summary; - // anything else - return exception.ToString(); + default: + return exception.ToString(); + } } /**** diff --git a/src/StardewModdingAPI/Framework/Logging/ConsoleInterceptionManager.cs b/src/StardewModdingAPI/Framework/Logging/ConsoleInterceptionManager.cs index d84671ee..b8f2c34e 100644 --- a/src/StardewModdingAPI/Framework/Logging/ConsoleInterceptionManager.cs +++ b/src/StardewModdingAPI/Framework/Logging/ConsoleInterceptionManager.cs @@ -18,8 +18,8 @@ namespace StardewModdingAPI.Framework.Logging /// <summary>Whether the current console supports color formatting.</summary> public bool SupportsColor { get; } - /// <summary>The event raised when something writes a line to the console directly.</summary> - public event Action<string> OnLineIntercepted; + /// <summary>The event raised when a message is written to the console directly.</summary> + public event Action<string> OnMessageIntercepted; /********* @@ -30,7 +30,7 @@ namespace StardewModdingAPI.Framework.Logging { // redirect output through interceptor this.Output = new InterceptingTextWriter(Console.Out); - this.Output.OnLineIntercepted += line => this.OnLineIntercepted?.Invoke(line); + this.Output.OnMessageIntercepted += line => this.OnMessageIntercepted?.Invoke(line); Console.SetOut(this.Output); // test color support diff --git a/src/StardewModdingAPI/Framework/Logging/InterceptingTextWriter.cs b/src/StardewModdingAPI/Framework/Logging/InterceptingTextWriter.cs index 14789109..9ca61b59 100644 --- a/src/StardewModdingAPI/Framework/Logging/InterceptingTextWriter.cs +++ b/src/StardewModdingAPI/Framework/Logging/InterceptingTextWriter.cs @@ -1,5 +1,4 @@ using System; -using System.Collections.Generic; using System.IO; using System.Text; @@ -9,13 +8,6 @@ namespace StardewModdingAPI.Framework.Logging internal class InterceptingTextWriter : TextWriter { /********* - ** Properties - *********/ - /// <summary>The current line being intercepted.</summary> - private readonly List<char> Line = new List<char>(); - - - /********* ** Accessors *********/ /// <summary>The underlying console output.</summary> @@ -27,8 +19,8 @@ namespace StardewModdingAPI.Framework.Logging /// <summary>Whether to intercept console output.</summary> public bool ShouldIntercept { get; set; } - /// <summary>The event raised when a line of text is intercepted.</summary> - public event Action<string> OnLineIntercepted; + /// <summary>The event raised when a message is written to the console directly.</summary> + public event Action<string> OnMessageIntercepted; /********* @@ -41,39 +33,31 @@ namespace StardewModdingAPI.Framework.Logging this.Out = output; } + /// <summary>Writes a subarray of characters to the text string or stream.</summary> + /// <param name="buffer">The character array to write data from.</param> + /// <param name="index">The character position in the buffer at which to start retrieving data.</param> + /// <param name="count">The number of characters to write.</param> + public override void Write(char[] buffer, int index, int count) + { + if (this.ShouldIntercept) + this.OnMessageIntercepted?.Invoke(new string(buffer, index, count).TrimEnd('\r', '\n')); + else + this.Out.Write(buffer, index, count); + } + /// <summary>Writes a character to the text string or stream.</summary> /// <param name="ch">The character to write to the text stream.</param> + /// <remarks>Console log messages from the game should be caught by <see cref="Write(char[],int,int)"/>. This method passes through anything that bypasses that method for some reason, since it's better to show it to users than hide it from everyone.</remarks> public override void Write(char ch) { - // intercept - if (this.ShouldIntercept) - { - switch (ch) - { - case '\r': - return; - - case '\n': - this.OnLineIntercepted?.Invoke(new string(this.Line.ToArray())); - this.Line.Clear(); - break; - - default: - this.Line.Add(ch); - break; - } - } - - // pass through - else - this.Out.Write(ch); + this.Out.Write(ch); } /// <summary>Releases the unmanaged resources used by the <see cref="T:System.IO.TextWriter" /> and optionally releases the managed resources.</summary> /// <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { - this.OnLineIntercepted = null; + this.OnMessageIntercepted = null; } } } diff --git a/src/StardewModdingAPI/Framework/ModHelper.cs b/src/StardewModdingAPI/Framework/ModHelper.cs index c8c44dba..09297a65 100644 --- a/src/StardewModdingAPI/Framework/ModHelper.cs +++ b/src/StardewModdingAPI/Framework/ModHelper.cs @@ -6,7 +6,7 @@ using StardewModdingAPI.Framework.Serialisation; namespace StardewModdingAPI.Framework { /// <summary>Provides simplified APIs for writing mods.</summary> - internal class ModHelper : IModHelper + internal class ModHelper : IModHelper, IDisposable { /********* ** Properties @@ -18,9 +18,12 @@ namespace StardewModdingAPI.Framework /********* ** Accessors *********/ - /// <summary>The mod directory path.</summary> + /// <summary>The full path to the mod's folder.</summary> public string DirectoryPath { get; } + /// <summary>An API for loading content assets.</summary> + public IContentHelper Content { get; } + /// <summary>Simplifies access to private game code.</summary> public IReflectionHelper Reflection { get; } = new ReflectionHelper(); @@ -35,14 +38,15 @@ namespace StardewModdingAPI.Framework ** Public methods *********/ /// <summary>Construct an instance.</summary> - /// <param name="modName">The friendly mod name.</param> - /// <param name="modDirectory">The mod directory path.</param> + /// <param name="manifest">The manifest for the associated mod.</param> + /// <param name="modDirectory">The full path to the mod's folder.</param> /// <param name="jsonHelper">Encapsulate SMAPI's JSON parsing.</param> /// <param name="modRegistry">Metadata about loaded mods.</param> /// <param name="commandManager">Manages console commands.</param> + /// <param name="contentManager">The content manager which loads content assets.</param> /// <exception cref="ArgumentNullException">An argument is null or empty.</exception> /// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception> - public ModHelper(string modName, string modDirectory, JsonHelper jsonHelper, IModRegistry modRegistry, CommandManager commandManager) + public ModHelper(IManifest manifest, string modDirectory, JsonHelper jsonHelper, IModRegistry modRegistry, CommandManager commandManager, SContentManager contentManager) { // validate if (string.IsNullOrWhiteSpace(modDirectory)) @@ -55,10 +59,11 @@ namespace StardewModdingAPI.Framework throw new InvalidOperationException("The specified mod directory does not exist."); // initialise - this.JsonHelper = jsonHelper; this.DirectoryPath = modDirectory; + this.JsonHelper = jsonHelper; + this.Content = new ContentHelper(contentManager, modDirectory, manifest.Name); this.ModRegistry = modRegistry; - this.ConsoleCommands = new CommandHelper(modName, commandManager); + this.ConsoleCommands = new CommandHelper(manifest.Name, commandManager); } /**** @@ -107,5 +112,14 @@ namespace StardewModdingAPI.Framework path = Path.Combine(this.DirectoryPath, path); this.JsonHelper.WriteJsonFile(path, model); } + + /**** + ** Disposal + ****/ + /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary> + public void Dispose() + { + // nothing to dispose yet + } } } diff --git a/src/StardewModdingAPI/Framework/Monitor.cs b/src/StardewModdingAPI/Framework/Monitor.cs index 51feff78..925efc33 100644 --- a/src/StardewModdingAPI/Framework/Monitor.cs +++ b/src/StardewModdingAPI/Framework/Monitor.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Linq; +using System.Threading; using StardewModdingAPI.Framework.Logging; namespace StardewModdingAPI.Framework @@ -34,13 +35,16 @@ namespace StardewModdingAPI.Framework [LogLevel.Alert] = ConsoleColor.Magenta }; - /// <summary>A delegate which requests that SMAPI immediately exit the game. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary> - private readonly RequestExitDelegate RequestExit; + /// <summary>Propagates notification that SMAPI should exit.</summary> + private readonly CancellationTokenSource ExitTokenSource; /********* ** Accessors *********/ + /// <summary>Whether SMAPI is aborting. Mods don't need to worry about this unless they have background tasks.</summary> + public bool IsExiting => this.ExitTokenSource.IsCancellationRequested; + /// <summary>Whether to show trace messages in the console.</summary> internal bool ShowTraceInConsole { get; set; } @@ -58,20 +62,18 @@ namespace StardewModdingAPI.Framework /// <param name="source">The name of the module which logs messages using this instance.</param> /// <param name="consoleManager">Manages access to the console output.</param> /// <param name="logFile">The log file to which to write messages.</param> - /// <param name="requestExitDelegate">A delegate which requests that SMAPI immediately exit the game.</param> - public Monitor(string source, ConsoleInterceptionManager consoleManager, LogFileManager logFile, RequestExitDelegate requestExitDelegate) + /// <param name="exitTokenSource">Propagates notification that SMAPI should exit.</param> + public Monitor(string source, ConsoleInterceptionManager consoleManager, LogFileManager logFile, CancellationTokenSource exitTokenSource) { // validate if (string.IsNullOrWhiteSpace(source)) throw new ArgumentException("The log source cannot be empty."); - if (logFile == null) - throw new ArgumentNullException(nameof(logFile), "The log file manager cannot be null."); // initialise this.Source = source; - this.LogFile = logFile; + this.LogFile = logFile ?? throw new ArgumentNullException(nameof(logFile), "The log file manager cannot be null."); this.ConsoleManager = consoleManager; - this.RequestExit = requestExitDelegate; + this.ExitTokenSource = exitTokenSource; } /// <summary>Log a message for the player or developer.</summary> @@ -86,14 +88,8 @@ namespace StardewModdingAPI.Framework /// <param name="reason">The reason for the shutdown.</param> public void ExitGameImmediately(string reason) { - this.RequestExit(this.Source, reason); - } - - /// <summary>Log a fatal error message.</summary> - /// <param name="message">The message to log.</param> - internal void LogFatal(string message) - { - this.LogImpl(this.Source, message, LogLevel.Error, ConsoleColor.White, background: ConsoleColor.Red); + this.LogFatal($"{this.Source} requested an immediate game shutdown: {reason}"); + this.ExitTokenSource.Cancel(); } /// <summary>Log a message for the player or developer, using the specified console color.</summary> @@ -111,6 +107,13 @@ namespace StardewModdingAPI.Framework /********* ** Private methods *********/ + /// <summary>Log a fatal error message.</summary> + /// <param name="message">The message to log.</param> + private void LogFatal(string message) + { + this.LogImpl(this.Source, message, LogLevel.Error, ConsoleColor.White, background: ConsoleColor.Red); + } + /// <summary>Write a message line to the log.</summary> /// <param name="source">The name of the mod logging the message.</param> /// <param name="message">The message to log.</param> diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs index ef5855b2..88e1df2b 100644 --- a/src/StardewModdingAPI/Framework/SContentManager.cs +++ b/src/StardewModdingAPI/Framework/SContentManager.cs @@ -5,6 +5,7 @@ using System.IO; using System.Linq; using System.Threading; using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; using StardewModdingAPI.AssemblyRewriters; using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Content; @@ -17,7 +18,7 @@ namespace StardewModdingAPI.Framework internal class SContentManager : LocalizedContentManager { /********* - ** Accessors + ** Properties *********/ /// <summary>The possible directory separator characters in an asset key.</summary> private static readonly char[] PossiblePathSeparators = new[] { '/', '\\', Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }.Distinct().ToArray(); @@ -39,6 +40,13 @@ namespace StardewModdingAPI.Framework /********* + ** Accessors + *********/ + /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> + public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); + + + /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> @@ -75,6 +83,33 @@ namespace StardewModdingAPI.Framework this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic } + /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary> + /// <param name="path">The file path to normalise.</param> + public string NormalisePathSeparators(string path) + { + string[] parts = path.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); + string normalised = string.Join(SContentManager.PreferredPathSeparator, parts); + if (path.StartsWith(SContentManager.PreferredPathSeparator)) + normalised = SContentManager.PreferredPathSeparator + normalised; // keep root slash + return normalised; + } + + /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> + /// <param name="assetName">The asset key.</param> + public string NormaliseAssetName(string assetName) + { + assetName = this.NormalisePathSeparators(assetName); + return this.NormaliseAssetNameForPlatform(assetName); + } + + /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + public bool IsLoaded(string assetName) + { + assetName = this.NormaliseAssetName(assetName); + return this.IsNormalisedKeyLoaded(assetName); + } + /// <summary>Load an asset that has been processed by the content pipeline.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> @@ -85,7 +120,7 @@ namespace StardewModdingAPI.Framework string cacheLocale = this.GetCacheLocale(assetName); // skip if already loaded - if (this.IsLoaded(assetName)) + if (this.IsNormalisedKeyLoaded(assetName)) return base.Load<T>(assetName); // load data @@ -98,25 +133,22 @@ namespace StardewModdingAPI.Framework return (T)helper.Data; } + /// <summary>Inject an asset into the cache.</summary> + /// <typeparam name="T">The type of asset to inject.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + /// <param name="value">The asset value.</param> + public void Inject<T>(string assetName, T value) + { + assetName = this.NormaliseAssetName(assetName); + this.Cache[assetName] = value; + } /********* ** Private methods *********/ - /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> - /// <param name="assetName">The asset key.</param> - private string NormaliseAssetName(string assetName) - { - // ensure name format is consistent - string[] parts = assetName.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); - assetName = string.Join(SContentManager.PreferredPathSeparator, parts); - - // apply platform normalisation logic - return this.NormaliseAssetNameForPlatform(assetName); - } - /// <summary>Get whether an asset has already been loaded.</summary> /// <param name="normalisedAssetName">The normalised asset name.</param> - private bool IsLoaded(string normalisedAssetName) + private bool IsNormalisedKeyLoaded(string normalisedAssetName) { return this.Cache.ContainsKey(normalisedAssetName) || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index 61493e87..fe7d3aa3 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -200,6 +200,13 @@ namespace StardewModdingAPI.Framework /// <param name="gameTime">A snapshot of the game timing state.</param> protected override void Update(GameTime gameTime) { + // SMAPI exiting, stop processing game updates + if (this.Monitor.IsExiting) + { + this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace); + return; + } + // While a background new-day task is in progress, the game skips its own update logic // and defers to the XNA Update method. Running mod code in parallel to the background // update is risky, because data changes can conflict (e.g. collection changed during @@ -216,6 +223,16 @@ namespace StardewModdingAPI.Framework return; } + // While the game is writing to the save file in the background, mods can unexpectedly + // fail since they don't have exclusive access to resources (e.g. collection changed + // during enumeration errors). To avoid problems, events are not invoked while a save + // is in progress. + if (Context.IsSaving) + { + base.Update(gameTime); + return; + } + // raise game loaded if (this.FirstUpdate) { @@ -235,7 +252,6 @@ namespace StardewModdingAPI.Framework catch (Exception ex) { this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); - Console.ReadKey(); } // raise update events @@ -281,6 +297,7 @@ namespace StardewModdingAPI.Framework [SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")] protected override void Draw(GameTime gameTime) { + Context.IsInDrawLoop = true; try { if (Game1.debugMode) @@ -932,6 +949,7 @@ namespace StardewModdingAPI.Framework { this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error); } + Context.IsInDrawLoop = false; } /**** @@ -1075,7 +1093,7 @@ namespace StardewModdingAPI.Framework } // save loaded event - if (Constants.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0) + if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0) { if (this.AfterLoadTimer == 0) { diff --git a/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs b/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs index bd15c7bb..64d8738e 100644 --- a/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs +++ b/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs @@ -31,9 +31,14 @@ namespace StardewModdingAPI.Framework.Serialisation /// <typeparam name="TModel">The model type.</typeparam> /// <param name="fullPath">The absolete file path.</param> /// <returns>Returns the deserialised model, or <c>null</c> if the file doesn't exist or is empty.</returns> + /// <exception cref="InvalidOperationException">The given path is empty or invalid.</exception> public TModel ReadJsonFile<TModel>(string fullPath) where TModel : class { + // validate + if (string.IsNullOrWhiteSpace(fullPath)) + throw new ArgumentException("The file path is empty or invalid.", nameof(fullPath)); + // read file string json; try @@ -53,11 +58,18 @@ namespace StardewModdingAPI.Framework.Serialisation /// <typeparam name="TModel">The model type.</typeparam> /// <param name="fullPath">The absolete file path.</param> /// <param name="model">The model to save.</param> + /// <exception cref="InvalidOperationException">The given path is empty or invalid.</exception> public void WriteJsonFile<TModel>(string fullPath, TModel model) where TModel : class { + // validate + if (string.IsNullOrWhiteSpace(fullPath)) + throw new ArgumentException("The file path is empty or invalid.", nameof(fullPath)); + // create directory if needed string dir = Path.GetDirectoryName(fullPath); + if (dir == null) + throw new ArgumentException("The file path is invalid.", nameof(fullPath)); if (!Directory.Exists(dir)) Directory.CreateDirectory(dir); diff --git a/src/StardewModdingAPI/IContentHelper.cs b/src/StardewModdingAPI/IContentHelper.cs new file mode 100644 index 00000000..7cde413b --- /dev/null +++ b/src/StardewModdingAPI/IContentHelper.cs @@ -0,0 +1,24 @@ +using System; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; + +namespace StardewModdingAPI +{ + /// <summary>Provides an API for loading content assets.</summary> + public interface IContentHelper + { + /// <summary>Load content from the game folder or mod folder (if not already cached), and return it. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary> + /// <typeparam name="T">The expected data type. The main supported types are <see cref="Texture2D"/> and dictionaries; other types may be supported by the game's content pipeline.</typeparam> + /// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to an XNB file relative to the mod folder.</param> + /// <param name="source">Where to search for a matching content asset.</param> + /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception> + /// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception> + T Load<T>(string key, ContentSource source); + + /// <summary>Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.</summary> + /// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to an XNB file relative to the mod folder.</param> + /// <param name="source">Where to search for a matching content asset.</param> + /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception> + string GetActualAssetKey(string key, ContentSource source); + } +} diff --git a/src/StardewModdingAPI/IModHelper.cs b/src/StardewModdingAPI/IModHelper.cs index ef67cd1c..cdff6ac8 100644 --- a/src/StardewModdingAPI/IModHelper.cs +++ b/src/StardewModdingAPI/IModHelper.cs @@ -6,9 +6,12 @@ /********* ** Accessors *********/ - /// <summary>The mod directory path.</summary> + /// <summary>The full path to the mod's folder.</summary> string DirectoryPath { get; } + /// <summary>An API for loading content assets.</summary> + IContentHelper Content { get; } + /// <summary>Simplifies access to private game code.</summary> IReflectionHelper Reflection { get; } diff --git a/src/StardewModdingAPI/IMonitor.cs b/src/StardewModdingAPI/IMonitor.cs index 571c7403..62c479bc 100644 --- a/src/StardewModdingAPI/IMonitor.cs +++ b/src/StardewModdingAPI/IMonitor.cs @@ -4,6 +4,13 @@ public interface IMonitor { /********* + ** Accessors + *********/ + /// <summary>Whether SMAPI is aborting. Mods don't need to worry about this unless they have background tasks.</summary> + bool IsExiting { get; } + + + /********* ** Methods *********/ /// <summary>Log a message for the player or developer.</summary> diff --git a/src/StardewModdingAPI/Mod.cs b/src/StardewModdingAPI/Mod.cs index caa20774..8033e1fd 100644 --- a/src/StardewModdingAPI/Mod.cs +++ b/src/StardewModdingAPI/Mod.cs @@ -65,7 +65,7 @@ namespace StardewModdingAPI { Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigPath)}", "1.0", DeprecationLevel.Info); Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigFolder)}", "1.0"); // avoid redundant warnings - return Constants.IsSaveLoaded ? Path.Combine(this.PerSaveConfigFolder, $"{Constants.SaveFolderName}.json") : ""; + return Context.IsSaveLoaded ? Path.Combine(this.PerSaveConfigFolder, $"{Constants.SaveFolderName}.json") : ""; } } diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index 31aeb3a6..1e5fcfc3 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -16,7 +16,9 @@ using StardewModdingAPI.Framework; using StardewModdingAPI.Framework.Logging; using StardewModdingAPI.Framework.Models; using StardewModdingAPI.Framework.Serialisation; +using StardewValley; using Monitor = StardewModdingAPI.Framework.Monitor; +using SObject = StardewValley.Object; namespace StardewModdingAPI { @@ -32,7 +34,7 @@ namespace StardewModdingAPI /// <summary>Manages console output interception.</summary> private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager(); - /// <summary>The core logger for SMAPI.</summary> + /// <summary>The core logger and monitor for SMAPI.</summary> private readonly Monitor Monitor; /// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary> @@ -99,7 +101,7 @@ namespace StardewModdingAPI public Program(bool writeToConsole, string logPath) { this.LogFile = new LogFileManager(logPath); - this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.ExitGameImmediately) { WriteToConsole = writeToConsole }; + this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource) { WriteToConsole = writeToConsole }; } /// <summary>Launch SMAPI.</summary> @@ -142,6 +144,17 @@ namespace StardewModdingAPI this.GameInstance = new SGame(this.Monitor); StardewValley.Program.gamePtr = this.GameInstance; + // add exit handler + new Thread(() => + { + this.CancellationTokenSource.Token.WaitHandle.WaitOne(); + if (this.IsGameRunning) + { + this.GameInstance.Exiting += (sender, e) => this.PressAnyKeyToExit(); + this.GameInstance.Exit(); + } + }).Start(); + // hook into game events #if SMAPI_FOR_WINDOWS ((Form)Control.FromHandle(this.GameInstance.Window.Handle)).FormClosing += (sender, args) => this.Dispose(); @@ -180,20 +193,6 @@ namespace StardewModdingAPI } } - /// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary> - /// <param name="module">The module which requested an immediate exit.</param> - /// <param name="reason">The reason provided for the shutdown.</param> - public void ExitGameImmediately(string module, string reason) - { - this.Monitor.LogFatal($"{module} requested an immediate game shutdown: {reason}"); - this.CancellationTokenSource.Cancel(); - if (this.IsGameRunning) - { - this.GameInstance.Exiting += (sender, e) => this.PressAnyKeyToExit(); - this.GameInstance.Exit(); - } - } - /// <summary>Get a monitor for legacy code which doesn't have one passed in.</summary> [Obsolete("This method should only be used when needed for backwards compatibility.")] internal IMonitor GetLegacyMonitorForMod() @@ -205,10 +204,16 @@ namespace StardewModdingAPI /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary> public void Dispose() { + // skip if already disposed if (this.IsDisposed) return; this.IsDisposed = true; + // dispose mod helpers + foreach (var mod in this.ModRegistry.GetMods()) + (mod.Helper as IDisposable)?.Dispose(); + + // dispose core components this.IsGameRunning = false; this.LogFile?.Dispose(); this.ConsoleManager?.Dispose(); @@ -247,27 +252,30 @@ namespace StardewModdingAPI // redirect direct console output { Monitor monitor = this.GetSecondaryMonitor("Console.Out"); - monitor.WriteToFile = false; // not useful for troubleshooting mods per discussion if (monitor.WriteToConsole) - this.ConsoleManager.OnLineIntercepted += line => monitor.Log(line, LogLevel.Trace); + this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message); } - // add warning headers + // add headers if (this.Settings.DeveloperMode) { this.Monitor.ShowTraceInConsole = true; - this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Warn); + this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info); } if (!this.Settings.CheckForUpdates) this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn); if (!this.Monitor.WriteToConsole) this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); + // validate XNB integrity + if (!this.ValidateContentIntegrity()) + this.Monitor.Log("SMAPI found problems in the game's XNB files which may cause errors or crashes while you're playing. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Warn); + // load mods int modsLoaded = this.LoadMods(); - if (this.CancellationTokenSource.IsCancellationRequested) + if (this.Monitor.IsExiting) { - this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); + this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn); return; } @@ -308,12 +316,59 @@ namespace StardewModdingAPI inputThread.Start(); // keep console thread alive while the game is running - while (this.IsGameRunning) + while (this.IsGameRunning && !this.Monitor.IsExiting) Thread.Sleep(1000 / 10); if (inputThread.ThreadState == ThreadState.Running) inputThread.Abort(); } + /// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary> + /// <returns>Returns whether all integrity checks passed.</returns> + private bool ValidateContentIntegrity() + { + this.Monitor.Log("Detecting common issues..."); + bool issuesFound = false; + + + // object format (commonly broken by outdated files) + { + void LogIssue(int id, string issue) => this.Monitor.Log($"Detected issue: item #{id} in Content\\Data\\ObjectInformation is invalid ({issue}).", LogLevel.Warn); + foreach (KeyValuePair<int, string> entry in Game1.objectInformation) + { + // must not be empty + if (string.IsNullOrWhiteSpace(entry.Value)) + { + LogIssue(entry.Key, "entry is empty"); + issuesFound = true; + continue; + } + + // require core fields + string[] fields = entry.Value.Split('/'); + if (fields.Length < SObject.objectInfoDescriptionIndex + 1) + { + LogIssue(entry.Key, $"too few fields for an object"); + issuesFound = true; + continue; + } + + // check min length for specific types + switch (fields[SObject.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0]) + { + case "Cooking": + if (fields.Length < SObject.objectInfoBuffDurationIndex + 1) + { + LogIssue(entry.Key, "too few fields for a cooking item"); + issuesFound = true; + } + break; + } + } + } + + return !issuesFound; + } + /// <summary>Asynchronously check for a new version of SMAPI, and print a message to the console if an update is available.</summary> private void CheckForUpdateAsync() { @@ -369,18 +424,17 @@ namespace StardewModdingAPI List<Action> deprecationWarnings = new List<Action>(); // queue up deprecation warnings to show after mod list foreach (string directoryPath in Directory.GetDirectories(Constants.ModPath)) { + if (this.Monitor.IsExiting) + { + this.Monitor.Log("SMAPI shutting down: aborting mod scan.", LogLevel.Warn); + return modsLoaded; + } + // passthrough empty directories DirectoryInfo directory = new DirectoryInfo(directoryPath); while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1) directory = directory.GetDirectories().First(); - // check for cancellation - if (this.CancellationTokenSource.IsCancellationRequested) - { - this.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error); - return modsLoaded; - } - // get manifest path string manifestPath = Path.Combine(directory.FullName, "manifest.json"); if (!File.Exists(manifestPath)) @@ -542,7 +596,7 @@ namespace StardewModdingAPI // inject data // get helper mod.ModManifest = manifest; - mod.Helper = new ModHelper(manifest.Name, directory.FullName, jsonHelper, this.ModRegistry, this.CommandManager); + mod.Helper = new ModHelper(manifest, directory.FullName, jsonHelper, this.ModRegistry, this.CommandManager, (SContentManager)Game1.content); mod.Monitor = this.GetSecondaryMonitor(manifest.Name); mod.PathOnDisk = directory.FullName; @@ -604,6 +658,15 @@ namespace StardewModdingAPI } } + /// <summary>Redirect messages logged directly to the console to the given monitor.</summary> + /// <param name="monitor">The monitor with which to log messages.</param> + /// <param name="message">The message to log.</param> + private void HandleConsoleMessage(IMonitor monitor, string message) + { + LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace; // intercept potential exceptions + monitor.Log(message, level); + } + /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary> private void PressAnyKeyToExit() { @@ -617,7 +680,7 @@ namespace StardewModdingAPI /// <param name="name">The name of the module which will log messages with this instance.</param> private Monitor GetSecondaryMonitor(string name) { - return new Monitor(name, this.ConsoleManager, this.LogFile, this.ExitGameImmediately) { WriteToConsole = this.Monitor.WriteToConsole, ShowTraceInConsole = this.Settings.DeveloperMode }; + return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource) { WriteToConsole = this.Monitor.WriteToConsole, ShowTraceInConsole = this.Settings.DeveloperMode }; } /// <summary>Get a human-readable name for the current platform.</summary> diff --git a/src/StardewModdingAPI/StardewModdingAPI.csproj b/src/StardewModdingAPI/StardewModdingAPI.csproj index bcd0c390..87ce65b0 100644 --- a/src/StardewModdingAPI/StardewModdingAPI.csproj +++ b/src/StardewModdingAPI/StardewModdingAPI.csproj @@ -114,6 +114,7 @@ <Link>Properties\GlobalAssemblyInfo.cs</Link> </Compile> <Compile Include="Command.cs" /> + <Compile Include="ContentSource.cs" /> <Compile Include="Events\ContentEvents.cs" /> <Compile Include="Events\EventArgsValueChanged.cs" /> <Compile Include="Framework\Command.cs" /> @@ -146,10 +147,12 @@ <Compile Include="Framework\AssemblyDefinitionResolver.cs" /> <Compile Include="Framework\AssemblyParseResult.cs" /> <Compile Include="Framework\CommandManager.cs" /> + <Compile Include="Framework\ContentHelper.cs" /> <Compile Include="Framework\Content\ContentEventData.cs" /> <Compile Include="Framework\Content\ContentEventHelper.cs" /> <Compile Include="Framework\Content\ContentEventHelperForDictionary.cs" /> <Compile Include="Framework\Content\ContentEventHelperForImage.cs" /> + <Compile Include="Context.cs" /> <Compile Include="Framework\Logging\ConsoleInterceptionManager.cs" /> <Compile Include="Framework\Logging\InterceptingTextWriter.cs" /> <Compile Include="Framework\CommandHelper.cs" /> @@ -166,6 +169,7 @@ <Compile Include="IContentEventHelper.cs" /> <Compile Include="IContentEventHelperForDictionary.cs" /> <Compile Include="IContentEventHelperForImage.cs" /> + <Compile Include="IContentHelper.cs" /> <Compile Include="IModRegistry.cs" /> <Compile Include="Events\LocationEvents.cs" /> <Compile Include="Events\MenuEvents.cs" /> |