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-rw-r--r--docs/release-notes.md1
-rw-r--r--src/SMAPI/Context.cs2
-rw-r--r--src/SMAPI/Framework/SGame.cs31
3 files changed, 16 insertions, 18 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 14cf78a2..2b449ac7 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -26,6 +26,7 @@
* Fixed `world_settime` sometimes breaking NPC schedules (e.g. so they stay in bed).
* Fixed launch issue for Linux players with some terminals. (Thanks to HanFox and kurumushi!)
* Fixed issue where a mod crashing in `CanEdit` or `CanLoad` could cause an abort-retry loop.
+ * Fixed many mods not working if the player name is blank.
* Renamed `install.exe` to `install on Windows.exe` to avoid confusion.
* Updated compatibility list.
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs
index 79067b2d..74def086 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -35,7 +35,7 @@ namespace StardewModdingAPI
** Internal
****/
/// <summary>Whether a player save has been loaded.</summary>
- internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.Name);
+ internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
/// <summary>Whether the game is currently writing to the save file.</summary>
internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 57afec06..def0943c 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -61,7 +61,7 @@ namespace StardewModdingAPI.Framework
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
/// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks>
- private int AfterLoadTimer = 5;
+ private readonly Countdown AfterLoadTimer = new Countdown(5);
/// <summary>Whether the after-load events were raised for this session.</summary>
private bool RaisedAfterLoadEvent;
@@ -313,13 +313,14 @@ namespace StardewModdingAPI.Framework
/*********
** Update context
*********/
- if (Context.IsWorldReady && !Context.IsSaveLoaded)
+ bool wasWorldReady = Context.IsWorldReady;
+ if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
this.MarkWorldNotReady();
- else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0 && Game1.currentLocation != null)
+ else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
{
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet)
- this.AfterLoadTimer--;
- Context.IsWorldReady = this.AfterLoadTimer <= 0;
+ this.AfterLoadTimer.Decrement();
+ Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
}
/*********
@@ -342,9 +343,14 @@ namespace StardewModdingAPI.Framework
}
/*********
- ** After load events
+ ** Load / return-to-title events
*********/
- if (!this.RaisedAfterLoadEvent && Context.IsWorldReady)
+ if (wasWorldReady && !Context.IsWorldReady)
+ {
+ this.Monitor.Log("Context: returned to title", LogLevel.Trace);
+ this.Events.Save_AfterReturnToTitle.Raise();
+ }
+ else if (!this.RaisedAfterLoadEvent && Context.IsWorldReady)
{
// print context
string context = $"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.";
@@ -364,15 +370,6 @@ namespace StardewModdingAPI.Framework
}
/*********
- ** Exit to title events
- *********/
- if (Game1.exitToTitle)
- {
- this.Monitor.Log("Context: returned to title", LogLevel.Trace);
- this.Events.Save_AfterReturnToTitle.Raise();
- }
-
- /*********
** Window events
*********/
// Here we depend on the game's viewport instead of listening to the Window.Resize
@@ -1342,7 +1339,7 @@ namespace StardewModdingAPI.Framework
private void MarkWorldNotReady()
{
Context.IsWorldReady = false;
- this.AfterLoadTimer = 5;
+ this.AfterLoadTimer.Reset();
this.RaisedAfterLoadEvent = false;
}