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-rw-r--r--release-notes.md6
-rw-r--r--src/StardewModdingAPI/Inheritance/SGame.cs23
2 files changed, 17 insertions, 12 deletions
diff --git a/release-notes.md b/release-notes.md
index 6945a71a..4e91ee2e 100644
--- a/release-notes.md
+++ b/release-notes.md
@@ -1,5 +1,11 @@
# Release notes
+## 1.7
+See [log](https://github.com/Pathoschild/SMAPI/compare/1.6...1.7).
+
+For mod developers:
+* Fixed `PlayerEvents.LoadedGame` and `SaveEvents.AfterLoad` being fired before the world finishes initialising.
+
## 1.6
See [log](https://github.com/Pathoschild/SMAPI/compare/1.5...1.6).
diff --git a/src/StardewModdingAPI/Inheritance/SGame.cs b/src/StardewModdingAPI/Inheritance/SGame.cs
index 8e87bac6..28c2aa42 100644
--- a/src/StardewModdingAPI/Inheritance/SGame.cs
+++ b/src/StardewModdingAPI/Inheritance/SGame.cs
@@ -24,8 +24,9 @@ namespace StardewModdingAPI.Inheritance
/*********
** Properties
*********/
- /// <summary>Whether to raise <see cref="PlayerEvents.LoadedGame"/> on the next tick.</summary>
- private bool FireLoadedGameEvent;
+ /// <summary>The number of ticks until SMAPI should notify mods when <see cref="Game1.hasLoadedGame"/> is set.</summary>
+ /// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks>
+ private int AfterLoadTimer = 5;
/// <summary>The debug messages to add to the next debug output.</summary>
internal static Queue<string> DebugMessageQueue { get; private set; }
@@ -1028,17 +1029,15 @@ namespace StardewModdingAPI.Inheritance
this.PreviousYearOfGame = Game1.year;
}
- // raise player loaded save (in the following tick to let the game finish updating first)
- if (this.FireLoadedGameEvent)
+ // raise save loaded
+ if (Game1.hasLoadedGame && this.AfterLoadTimer >= 0)
{
- SaveEvents.InvokeAfterLoad(this.Monitor);
- PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
- this.FireLoadedGameEvent = false;
- }
- if (Game1.hasLoadedGame != this.PreviouslyLoadedGame)
- {
- this.FireLoadedGameEvent = true;
- this.PreviouslyLoadedGame = Game1.hasLoadedGame;
+ if (this.AfterLoadTimer == 0)
+ {
+ SaveEvents.InvokeAfterLoad(this.Monitor);
+ PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
+ }
+ this.AfterLoadTimer--;
}
// raise mine level changed