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-rw-r--r--StardewModdingAPI/Constants.cs44
-rw-r--r--StardewModdingAPI/Program.cs254
-rw-r--r--StardewModdingAPI/StardewModdingAPI.csproj2
-rw-r--r--StardewModdingAPI/Version.cs23
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);
- }
- }
- }
-}