diff options
-rw-r--r-- | StardewModdingAPI/Constants.cs | 44 | ||||
-rw-r--r-- | StardewModdingAPI/Program.cs | 254 | ||||
-rw-r--r-- | StardewModdingAPI/StardewModdingAPI.csproj | 2 | ||||
-rw-r--r-- | StardewModdingAPI/Version.cs | 23 |
4 files changed, 157 insertions, 166 deletions
diff --git a/StardewModdingAPI/Constants.cs b/StardewModdingAPI/Constants.cs new file mode 100644 index 00000000..f8b913f7 --- /dev/null +++ b/StardewModdingAPI/Constants.cs @@ -0,0 +1,44 @@ +using System; +using System.IO; +using System.Reflection; + +namespace StardewModdingAPI +{ + /// <summary> + /// Static class containing readonly values. + /// </summary> + public static class Constants + { + /// <summary> + /// Stardew Valley's local app data location. + /// %LocalAppData%//StardewValley + /// </summary> + public static string DataPath => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"); + + /// <summary> + /// Execution path to execute the code. + /// </summary> + public static string ExecutionPath => Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); + + /// <summary> + /// Title for the API console + /// </summary> + public static string ConsoleTitle => string.Format("Stardew Modding API Console - Version {0}", VersionString); + + /// <summary> + /// Path for log files to be output to. + /// %LocalAppData%//StardewValley//ErrorLogs + /// </summary> + public static string LogPath => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "ErrorLogs"); + + public const int MajorVersion = 0; + + public const int MinorVersion = 37; + + public const int PatchVersion = 1; + + public const string Build = "Alpha"; + + public static string VersionString => string.Format("{0}.{1}.{2} {3}", MajorVersion, MinorVersion, PatchVersion, Build); + } +} diff --git a/StardewModdingAPI/Program.cs b/StardewModdingAPI/Program.cs index 161ae9b2..f1ccd936 100644 --- a/StardewModdingAPI/Program.cs +++ b/StardewModdingAPI/Program.cs @@ -18,11 +18,8 @@ namespace StardewModdingAPI { public class Program { - public static string ExecutionPath { get; private set; } - public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")); - public static List<string> ModPaths = new List<string>(); - public static List<string> ModContentPaths = new List<string>();
- public static string LogPath = Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "ErrorLogs"); + private static List<string> _modPaths; + private static List<string> _modContentPaths; public static Texture2D DebugPixel { get; private set; } @@ -36,85 +33,90 @@ namespace StardewModdingAPI public static Thread gameThread; public static Thread consoleInputThread; - + public static bool StardewInjectorLoaded { get; private set; } public static Mod StardewInjectorMod { get; private set; } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + /// <summary>
+ /// Main method holding the API execution
+ /// </summary>
+ /// <param name="args"></param> private static void Main(string[] args) { - Console.Title = "Stardew Modding API Console"; + try
+ {
+ ConfigureUI();
+ ConfigurePaths();
+ ConfigureInjector();
+ ConfigureSDV();
+
+ GameRunInvoker();
+ }
+ catch (Exception e)
+ {
+ // Catch and display all exceptions.
+ StardewModdingAPI.Log.Error("Critical error: " + e);
+ }
+
+ StardewModdingAPI.Log.Comment("The API will now terminate. Press any key to continue...");
+ Console.ReadKey();
+ } + + /// <summary>
+ /// Set up the console properties
+ /// </summary> + private static void ConfigureUI()
+ { + Console.Title = Constants.ConsoleTitle;
- Console.Title += " - Version " + Version.VersionString;
#if DEBUG Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION";
#endif
+ }
+
+ /// <summary>
+ /// Setup the required paths and logging
+ /// </summary>
+ private static void ConfigurePaths()
+ {
+ StardewModdingAPI.Log.Info("Validating api paths..."); +
+ _modPaths = new List<string>();
+ _modContentPaths = new List<string>();
//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
- ExecutionPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); - ModPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods")); - ModPaths.Add(Path.Combine(ExecutionPath, "Mods")); - ModPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content")); - ModContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content")); + _modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods")); + _modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods")); + _modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content")); + _modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content")); //Checks that all defined modpaths exist as directories - foreach (string ModPath in ModPaths) - { - try - { - if (File.Exists(ModPath)) - File.Delete(ModPath); - if (!Directory.Exists(ModPath)) - Directory.CreateDirectory(ModPath); - } - catch (Exception ex) - { - StardewModdingAPI.Log.Error("Could not create a missing ModPath: " + ModPath + "\n\n" + ex); - } - } - //Same for content - foreach (string ModContentPath in ModContentPaths) - { - try - { - if (!Directory.Exists(ModContentPath)) - Directory.CreateDirectory(ModContentPath); - } - catch (Exception ex) - { - StardewModdingAPI.Log.Error("Could not create a missing ModContentPath: " + ModContentPath + "\n\n" + ex); - } - } - //And then make sure we have an errorlog dir - try - { - if (!Directory.Exists(LogPath)) - Directory.CreateDirectory(LogPath); - } - catch (Exception ex) - { - StardewModdingAPI.Log.Error("Could not create the missing ErrorLogs path: " + LogPath + "\n\n" + ex); - } + _modPaths.ForEach(path => VerifyPath(path)); + _modContentPaths.ForEach(path => VerifyPath(path)); + VerifyPath(Constants.LogPath); - StardewModdingAPI.Log.Info("Initializing SDV Assembly..."); - if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe")) + StardewModdingAPI.Log.Initialize(Constants.LogPath);
+
+ if (!File.Exists(Constants.ExecutionPath + "\\Stardew Valley.exe"))
{ - //If the api isn't next to SDV.exe then terminate. Though it'll crash before we even get here w/o sdv.exe. Perplexing. - StardewModdingAPI.Log.Error("Could not find: " + ExecutionPath + "\\Stardew Valley.exe"); - StardewModdingAPI.Log.Error("The API will now terminate."); - Console.ReadKey(); - Environment.Exit(-4); + throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", Constants.ExecutionPath));
} + } - //Load in that assembly. Also, ignore security :D - StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe"); - - //This will load the injector before anything else if it sees it - //It doesn't matter though - //I'll leave it as a feature in case anyone in the community wants to tinker with it - //All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method - foreach (string ModPath in ModPaths) + /// <summary>
+ /// Load the injector.
+ /// </summary> + /// <remarks> + /// This will load the injector before anything else if it sees it
+ /// It doesn't matter though
+ /// I'll leave it as a feature in case anyone in the community wants to tinker with it
+ /// All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
+ /// </remarks> + private static void ConfigureInjector()
+ { + foreach (string ModPath in _modPaths) { foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll")) { @@ -144,63 +146,31 @@ namespace StardewModdingAPI } } } + } + /// <summary>
+ /// Load Stardev Valley and control features
+ /// </summary> + private static void ConfigureSDV()
+ { + StardewModdingAPI.Log.Info("Initializing SDV Assembly..."); + + // Load in the assembly - ignores security + StardewAssembly = Assembly.UnsafeLoadFrom(Constants.ExecutionPath + "\\Stardew Valley.exe"); StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true); StardewGameInfo = StardewProgramType.GetField("gamePtr"); - #region deprecated - /* - * Lol no. I tried though. - if (File.Exists(ExecutionPath + "\\Stardew_Injector.exe")) - { - //Stardew_Injector Mode - StardewInjectorLoaded = true; - Program.Log.LogInfo("STARDEW_INJECTOR DETECTED, LAUNCHING USING INJECTOR CALLS"); - Assembly inj = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew_Injector.exe"); - Type prog = inj.GetType("Stardew_Injector.Program", true); - FieldInfo hooker = prog.GetField("hooker", BindingFlags.NonPublic | BindingFlags.Static); - - //hook.GetMethod("Initialize").Invoke(hooker.GetValue(null), null); - //customize the initialize method for SGame instead of Game - Assembly cecil = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Mono.Cecil.dll"); - Type assDef = cecil.GetType("Mono.Cecil.AssemblyDefinition"); - var aDefs = assDef.GetMethods(BindingFlags.Public | BindingFlags.Static); - var aDef = aDefs.First(x => x.ToString().Contains("ReadAssembly(System.String)")); - var theAssDef = aDef.Invoke(null, new object[] { Assembly.GetExecutingAssembly().Location }); - var modDef = assDef.GetProperty("MainModule", BindingFlags.Public | BindingFlags.Instance); - var theModDef = modDef.GetValue(theAssDef); - Console.WriteLine("MODDEF: " + theModDef); - Type hook = inj.GetType("Stardew_Injector.Stardew_Hooker", true); - hook.GetField("m_vAsmDefinition", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(hooker.GetValue(null), theAssDef); - hook.GetField("m_vModDefinition", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(hooker.GetValue(null), theModDef); - - //hook.GetMethod("Initialize").Invoke(hooker.GetValue(null), null); - hook.GetMethod("ApplyHooks").Invoke(hooker.GetValue(null), null); - //hook.GetMethod("Finalize").Invoke(hooker.GetValue(null), null); - //hook.GetMethod("Run").Invoke(hooker.GetValue(null), null); - - Console.ReadKey(); - //Now go back and load Stardew through SMAPI - } - */ - #endregion - - //Change the game's version - StardewModdingAPI.Log.Info("Injecting New SDV Version..."); - Game1.version += "-Z_MODDED | SMAPI " + Version.VersionString; + // Change the game's version + StardewModdingAPI.Log.Verbose("Injecting New SDV Version..."); + Game1.version += string.Format("-Z_MODDED | SMAPI {0}", Constants.VersionString);
- //Create the thread for the game to run in. + // Create the thread for the game to run in. gameThread = new Thread(RunGame); StardewModdingAPI.Log.Info("Starting SDV..."); - gameThread.Start(); - - //I forget. - SGame.GetStaticFields();
+ gameThread.Start();
- while (!ready) - { - //Wait for the game to load up - } + // Wait for the game to load up
+ while (!ready) ; //SDV is running StardewModdingAPI.Log.Comment("SDV Loaded Into Memory"); @@ -209,23 +179,15 @@ namespace StardewModdingAPI StardewModdingAPI.Log.Verbose("Initializing Console Input Thread..."); consoleInputThread = new Thread(ConsoleInputThread); - //The only command in the API (at least it should be, for now)\ - + // The only command in the API (at least it should be, for now) Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += help_CommandFired; //Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); }; //Subscribe to events Events.ControlEvents.KeyPressed += Events_KeyPressed; Events.GameEvents.LoadContent += Events_LoadContent;
- //Events.MenuChanged += Events_MenuChanged; //Idk right now
-
-#if DEBUG
- //Experimental
- //Events.LocationsChanged += Events_LocationsChanged;
- //Events.CurrentLocationChanged += Events_CurrentLocationChanged;
-#endif + //Events.MenuChanged += Events_MenuChanged; //Idk right now - //Do tweaks using winforms invoke because I'm lazy StardewModdingAPI.Log.Verbose("Applying Final SDV Tweaks..."); StardewInvoke(() => {
@@ -233,12 +195,18 @@ namespace StardewModdingAPI gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version;
StardewForm.Resize += Events.GraphicsEvents.InvokeResize; }); + } + /// <summary>
+ /// Wrap the 'RunGame' method for console output
+ /// </summary> + private static void GameRunInvoker()
+ { //Game's in memory now, send the event StardewModdingAPI.Log.Verbose("Game Loaded"); Events.GameEvents.InvokeGameLoaded(); - StardewModdingAPI.Log.Comment(ConsoleColor.Cyan, "Type 'help' for help, or 'help <cmd>' for a command's usage"); + StardewModdingAPI.Log.Comment("Type 'help' for help, or 'help <cmd>' for a command's usage");
//Begin listening to input consoleInputThread.Start(); @@ -256,25 +224,27 @@ namespace StardewModdingAPI StardewModdingAPI.Log.Verbose("Game Execution Finished"); StardewModdingAPI.Log.Verbose("Shutting Down..."); Thread.Sleep(100); - /* - int time = 0; - int step = 100; - int target = 1000; - while (true) - { - time += step; - Thread.Sleep(step); - - Console.Write("."); - - if (time >= target) - break; - } - */ Environment.Exit(0); }
-
+ /// <summary>
+ /// Create the given directory path if it does not exist
+ /// </summary>
+ /// <param name="path">Desired directory path</param>
+ private static void VerifyPath(string path)
+ {
+ try
+ {
+ if (!Directory.Exists(path))
+ {
+ Directory.CreateDirectory(path);
+ }
+ }
+ catch (Exception ex)
+ { + StardewModdingAPI.Log.Error("Could not create a path: " + path + "\n\n" + ex);
+ } + }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -338,7 +308,7 @@ namespace StardewModdingAPI { StardewModdingAPI.Log.Verbose("LOADING MODS"); int loadedMods = 0; - foreach (string ModPath in ModPaths) + foreach (string ModPath in _modPaths) { foreach (String s in Directory.GetFiles(ModPath, "*.dll")) { diff --git a/StardewModdingAPI/StardewModdingAPI.csproj b/StardewModdingAPI/StardewModdingAPI.csproj index 8d9dc4ba..6d70b1c5 100644 --- a/StardewModdingAPI/StardewModdingAPI.csproj +++ b/StardewModdingAPI/StardewModdingAPI.csproj @@ -98,6 +98,7 @@ </ItemGroup>
<ItemGroup>
<Compile Include="Command.cs" />
+ <Compile Include="Constants.cs" />
<Compile Include="Events\Controls.cs" />
<Compile Include="Events\EventArgs.cs" />
<Compile Include="Events\Game.cs" />
@@ -121,7 +122,6 @@ <Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Inheritance\SGame.cs" />
- <Compile Include="Version.cs" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
diff --git a/StardewModdingAPI/Version.cs b/StardewModdingAPI/Version.cs deleted file mode 100644 index 10c541ab..00000000 --- a/StardewModdingAPI/Version.cs +++ /dev/null @@ -1,23 +0,0 @@ -using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using System.Threading.Tasks;
-
-namespace StardewModdingAPI
-{
- public static class Version
- {
- public const int MajorVersion = 0;
- public const int MinorVersion = 37;
- public const int PatchVersion = 1;
- public const string Build = "Alpha";
-
- public static string VersionString {
- get
- {
- return string.Format("{0}.{1}.{2} {3}", MajorVersion, MinorVersion, PatchVersion, Build);
- }
- }
- }
-}
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