diff options
-rw-r--r-- | build/common.targets | 2 | ||||
-rw-r--r-- | docs/release-notes.md | 11 | ||||
-rw-r--r-- | docs/technical/mod-package.md | 5 | ||||
-rw-r--r-- | src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj | 4 | ||||
-rw-r--r-- | src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs | 23 | ||||
-rw-r--r-- | src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj | 4 | ||||
-rw-r--r-- | src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs | 16 | ||||
-rw-r--r-- | src/SMAPI.Mods.ConsoleCommands/manifest.json | 4 | ||||
-rw-r--r-- | src/SMAPI.Mods.ErrorHandler/manifest.json | 4 | ||||
-rw-r--r-- | src/SMAPI.Mods.SaveBackup/ModEntry.cs | 57 | ||||
-rw-r--r-- | src/SMAPI.Mods.SaveBackup/manifest.json | 4 | ||||
-rw-r--r-- | src/SMAPI.Tests/SMAPI.Tests.csproj | 10 | ||||
-rw-r--r-- | src/SMAPI.Toolkit/SMAPI.Toolkit.csproj | 4 | ||||
-rw-r--r-- | src/SMAPI.Web/SMAPI.Web.csproj | 14 | ||||
-rw-r--r-- | src/SMAPI/Constants.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 10 | ||||
-rw-r--r-- | src/SMAPI/Framework/SModHooks.cs | 18 | ||||
-rw-r--r-- | src/SMAPI/SMAPI.csproj | 6 | ||||
-rw-r--r-- | src/SMAPI/Utilities/DelegatingModHooks.cs | 137 |
19 files changed, 229 insertions, 106 deletions
diff --git a/build/common.targets b/build/common.targets index 512107a0..590e0415 100644 --- a/build/common.targets +++ b/build/common.targets @@ -7,7 +7,7 @@ repo. It imports the other MSBuild files as needed. <Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup> <!--set general build properties --> - <Version>3.18.1</Version> + <Version>3.18.2</Version> <Product>SMAPI</Product> <LangVersion>latest</LangVersion> <AssemblySearchPaths>$(AssemblySearchPaths);{GAC}</AssemblySearchPaths> diff --git a/docs/release-notes.md b/docs/release-notes.md index ae98a0c4..9eb55b36 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -7,6 +7,17 @@ _If needed, you can update to SMAPI 3.16.0 first and then install the latest version._ --> +## 3.18.2 +Released 09 January 2023 for Stardew Valley 1.5.6 or later. + +* For players: + * Fixed empty save backups for some macOS players. + * Fixed `player_add` console command not handling custom slingshots correctly (thanks too DaLion!). + +* For mod authors: + * Added `DelegatingModHooks` utility for mods which need to override SMAPI's mod hooks directly. + * Updated to Newtonsoft.Json 13.0.2 (see [changes](https://github.com/JamesNK/Newtonsoft.Json/releases/tag/13.0.2)) and Pintail 2.2.2 (see [changes](https://github.com/Nanoray-pl/Pintail/blob/master/docs/release-notes.md#222)). + ## 3.18.1 Released 01 December 2022 for Stardew Valley 1.5.6 or later. diff --git a/docs/technical/mod-package.md b/docs/technical/mod-package.md index 707b1641..23f0b221 100644 --- a/docs/technical/mod-package.md +++ b/docs/technical/mod-package.md @@ -412,8 +412,11 @@ The NuGet package is generated automatically in `StardewModdingAPI.ModBuildConfi when you compile it. ## Release notes -## Upcoming release +### 4.1.0 +Released 08 January 2023. + * Added `manifest.json` format validation on build (thanks to tylergibbs2!). +* Fixed game DLLs not excluded from the release zip when they're referenced explicitly but `BundleExtraAssemblies` isn't set. ### 4.0.2 Released 09 October 2022. diff --git a/src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj b/src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj index 3be9c225..1719d39b 100644 --- a/src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj +++ b/src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj @@ -6,9 +6,9 @@ <ItemGroup> <PackageReference Include="Microsoft.CodeAnalysis.CSharp.Workspaces" Version="3.10.0" /> - <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.2.0" /> + <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.4.1" /> <PackageReference Include="NUnit" Version="3.13.3" /> - <PackageReference Include="NUnit3TestAdapter" Version="4.2.1" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" /> + <PackageReference Include="NUnit3TestAdapter" Version="4.3.1" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" /> </ItemGroup> <ItemGroup> diff --git a/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs b/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs index 00f3f439..d47e492a 100644 --- a/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs +++ b/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs @@ -215,13 +215,24 @@ namespace StardewModdingAPI.ModBuildConfig.Framework return true; } - // check for bundled assembly types - // When bundleAssemblyTypes is set, *all* dependencies are copied into the build output but only those which match the given assembly types should be bundled. - if (bundleAssemblyTypes != ExtraAssemblyTypes.None) + // ignore by assembly type + ExtraAssemblyTypes type = this.GetExtraAssemblyType(file, modDllName); + switch (bundleAssemblyTypes) { - var type = this.GetExtraAssemblyType(file, modDllName); - if (type != ExtraAssemblyTypes.None && !bundleAssemblyTypes.HasFlag(type)) - return true; + // Only explicitly-referenced assemblies are in the build output. These should be added to the zip, + // since it's possible the game won't load them (except game assemblies which will always be loaded + // separately). If they're already loaded, SMAPI will just ignore them. + case ExtraAssemblyTypes.None: + if (type is ExtraAssemblyTypes.Game) + return true; + break; + + // All assemblies are in the build output (due to how .NET builds references), but only those which + // match the bundled type should be in the zip. + default: + if (type != ExtraAssemblyTypes.None && !bundleAssemblyTypes.HasFlag(type)) + return true; + break; } return false; diff --git a/src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj b/src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj index cded6f65..badabfc7 100644 --- a/src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj +++ b/src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj @@ -10,7 +10,7 @@ <!--NuGet package--> <PackageId>Pathoschild.Stardew.ModBuildConfig</PackageId> <Title>Build package for SMAPI mods</Title> - <Version>4.0.2</Version> + <Version>4.1.0</Version> <Authors>Pathoschild</Authors> <Description>Automates the build configuration for crossplatform Stardew Valley SMAPI mods. For SMAPI 3.13.0 or later.</Description> <PackageLicenseExpression>MIT</PackageLicenseExpression> @@ -24,7 +24,7 @@ <ItemGroup> <PackageReference Include="Microsoft.Build.Utilities.Core" Version="16.10" /> - <PackageReference Include="Newtonsoft.Json" Version="13.0.1" /> + <PackageReference Include="Newtonsoft.Json" Version="13.0.2" /> <!-- This is imported through Microsoft.Build.Utilities.Core. When installed by a mod, NuGet diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs index 88ddfe6b..c4619577 100644 --- a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs @@ -104,12 +104,18 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework // weapons if (ShouldGet(ItemType.Weapon)) { - foreach (int id in this.TryLoad<int, string>("Data\\weapons").Keys) + Dictionary<int, string> weaponsData = this.TryLoad<int, string>("Data\\weapons"); + foreach (KeyValuePair<int, string> pair in weaponsData) { - yield return this.TryCreate(ItemType.Weapon, id, p => p.ID is >= 32 and <= 34 - ? new Slingshot(p.ID) - : new MeleeWeapon(p.ID) - ); + string rawFields = pair.Value; + yield return this.TryCreate(ItemType.Weapon, pair.Key, p => + { + string[] fields = rawFields.Split('/'); + bool isSlingshot = fields.Length > 8 && fields[8] == "4"; + return isSlingshot + ? new Slingshot(p.ID) + : new MeleeWeapon(p.ID); + }); } } diff --git a/src/SMAPI.Mods.ConsoleCommands/manifest.json b/src/SMAPI.Mods.ConsoleCommands/manifest.json index 0afb5837..6ababef0 100644 --- a/src/SMAPI.Mods.ConsoleCommands/manifest.json +++ b/src/SMAPI.Mods.ConsoleCommands/manifest.json @@ -1,9 +1,9 @@ { "Name": "Console Commands", "Author": "SMAPI", - "Version": "3.18.1", + "Version": "3.18.2", "Description": "Adds SMAPI console commands that let you manipulate the game.", "UniqueID": "SMAPI.ConsoleCommands", "EntryDll": "ConsoleCommands.dll", - "MinimumApiVersion": "3.18.1" + "MinimumApiVersion": "3.18.2" } diff --git a/src/SMAPI.Mods.ErrorHandler/manifest.json b/src/SMAPI.Mods.ErrorHandler/manifest.json index fe802d88..82630479 100644 --- a/src/SMAPI.Mods.ErrorHandler/manifest.json +++ b/src/SMAPI.Mods.ErrorHandler/manifest.json @@ -1,9 +1,9 @@ { "Name": "Error Handler", "Author": "SMAPI", - "Version": "3.18.1", + "Version": "3.18.2", "Description": "Handles some common vanilla errors to log more useful info or avoid breaking the game.", "UniqueID": "SMAPI.ErrorHandler", "EntryDll": "ErrorHandler.dll", - "MinimumApiVersion": "3.18.1" + "MinimumApiVersion": "3.18.2" } diff --git a/src/SMAPI.Mods.SaveBackup/ModEntry.cs b/src/SMAPI.Mods.SaveBackup/ModEntry.cs index a79c092f..8a22a5f3 100644 --- a/src/SMAPI.Mods.SaveBackup/ModEntry.cs +++ b/src/SMAPI.Mods.SaveBackup/ModEntry.cs @@ -1,10 +1,8 @@ using System; -using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.IO; using System.IO.Compression; using System.Linq; -using System.Reflection; using System.Threading.Tasks; using StardewValley; @@ -81,7 +79,7 @@ namespace StardewModdingAPI.Mods.SaveBackup } // compress backup if possible - if (!this.TryCompress(fallbackDir.FullName, targetFile, out Exception? compressError)) + if (!this.TryCompressDir(fallbackDir.FullName, targetFile, out Exception? compressError)) { this.Monitor.Log(Constants.TargetPlatform != GamePlatform.Android ? $"Backed up to {fallbackDir.FullName}." // expected to fail on Android @@ -136,19 +134,16 @@ namespace StardewModdingAPI.Mods.SaveBackup } } - /// <summary>Create a zip using the best available method.</summary> - /// <param name="sourcePath">The file or directory path to zip.</param> + /// <summary>Try to create a compressed zip file for a directory.</summary> + /// <param name="sourcePath">The directory path to zip.</param> /// <param name="destination">The destination file to create.</param> /// <param name="error">The error which occurred trying to compress, if applicable. This is <see cref="NotSupportedException"/> if compression isn't supported on this platform.</param> /// <returns>Returns whether compression succeeded.</returns> - private bool TryCompress(string sourcePath, FileInfo destination, [NotNullWhen(false)] out Exception? error) + private bool TryCompressDir(string sourcePath, FileInfo destination, [NotNullWhen(false)] out Exception? error) { try { - if (Constants.TargetPlatform == GamePlatform.Mac) - this.CompressUsingMacProcess(sourcePath, destination); // due to limitations with the bundled Mono on macOS, we can't reference System.IO.Compression - else - this.CompressUsingNetFramework(sourcePath, destination); + ZipFile.CreateFromDirectory(sourcePath, destination.FullName, CompressionLevel.Fastest, false); error = null; return true; @@ -160,48 +155,6 @@ namespace StardewModdingAPI.Mods.SaveBackup } } - /// <summary>Create a zip using the .NET compression library.</summary> - /// <param name="sourcePath">The file or directory path to zip.</param> - /// <param name="destination">The destination file to create.</param> - /// <exception cref="NotSupportedException">The compression libraries aren't available on this system.</exception> - private void CompressUsingNetFramework(string sourcePath, FileInfo destination) - { - // get compress method - MethodInfo createFromDirectory; - try - { - // create compressed backup - Assembly coreAssembly = Assembly.Load("System.IO.Compression, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"); - Assembly fsAssembly = Assembly.Load("System.IO.Compression.FileSystem, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"); - Type compressionLevelType = coreAssembly.GetType("System.IO.Compression.CompressionLevel") ?? throw new InvalidOperationException("Can't load CompressionLevel type."); - Type zipFileType = fsAssembly.GetType("System.IO.Compression.ZipFile") ?? throw new InvalidOperationException("Can't load ZipFile type."); - createFromDirectory = zipFileType.GetMethod("CreateFromDirectory", new[] { typeof(string), typeof(string), compressionLevelType, typeof(bool) }) ?? throw new InvalidOperationException("Can't load ZipFile.CreateFromDirectory method."); - } - catch (Exception ex) - { - throw new NotSupportedException("Couldn't load the .NET compression libraries on this system.", ex); - } - - // compress file - createFromDirectory.Invoke(null, new object[] { sourcePath, destination.FullName, CompressionLevel.Fastest, false }); - } - - /// <summary>Create a zip using a process command on macOS.</summary> - /// <param name="sourcePath">The file or directory path to zip.</param> - /// <param name="destination">The destination file to create.</param> - private void CompressUsingMacProcess(string sourcePath, FileInfo destination) - { - DirectoryInfo saveFolder = new(sourcePath); - ProcessStartInfo startInfo = new() - { - FileName = "zip", - Arguments = $"-rq \"{destination.FullName}\" \"{saveFolder.Name}\" -x \"*.DS_Store\" -x \"__MACOSX\"", - WorkingDirectory = $"{saveFolder.FullName}/../", - CreateNoWindow = true - }; - new Process { StartInfo = startInfo }.Start(); - } - /// <summary>Recursively copy a directory or file.</summary> /// <param name="source">The file or folder to copy.</param> /// <param name="targetFolder">The folder to copy into.</param> diff --git a/src/SMAPI.Mods.SaveBackup/manifest.json b/src/SMAPI.Mods.SaveBackup/manifest.json index 9a587a2b..e29a3ed3 100644 --- a/src/SMAPI.Mods.SaveBackup/manifest.json +++ b/src/SMAPI.Mods.SaveBackup/manifest.json @@ -1,9 +1,9 @@ { "Name": "Save Backup", "Author": "SMAPI", - "Version": "3.18.1", + "Version": "3.18.2", "Description": "Automatically backs up all your saves once per day into its folder.", "UniqueID": "SMAPI.SaveBackup", "EntryDll": "SaveBackup.dll", - "MinimumApiVersion": "3.18.1" + "MinimumApiVersion": "3.18.2" } diff --git a/src/SMAPI.Tests/SMAPI.Tests.csproj b/src/SMAPI.Tests/SMAPI.Tests.csproj index 597cd7dd..0b1fb638 100644 --- a/src/SMAPI.Tests/SMAPI.Tests.csproj +++ b/src/SMAPI.Tests/SMAPI.Tests.csproj @@ -14,12 +14,12 @@ </ItemGroup> <ItemGroup> - <PackageReference Include="FluentAssertions" Version="6.7.0" /> - <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.2.0" /> - <PackageReference Include="Moq" Version="4.18.1" /> - <PackageReference Include="Newtonsoft.Json" Version="13.0.1" /> + <PackageReference Include="FluentAssertions" Version="6.8.0" /> + <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.4.1" /> + <PackageReference Include="Moq" Version="4.18.4" /> + <PackageReference Include="Newtonsoft.Json" Version="13.0.2" /> <PackageReference Include="NUnit" Version="3.13.3" /> - <PackageReference Include="NUnit3TestAdapter" Version="4.2.1" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" /> + <PackageReference Include="NUnit3TestAdapter" Version="4.3.1" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" /> </ItemGroup> <ItemGroup> diff --git a/src/SMAPI.Toolkit/SMAPI.Toolkit.csproj b/src/SMAPI.Toolkit/SMAPI.Toolkit.csproj index 10f1df70..9529241f 100644 --- a/src/SMAPI.Toolkit/SMAPI.Toolkit.csproj +++ b/src/SMAPI.Toolkit/SMAPI.Toolkit.csproj @@ -9,8 +9,8 @@ <Import Project="..\..\build\common.targets" /> <ItemGroup> - <PackageReference Include="HtmlAgilityPack" Version="1.11.43" /> - <PackageReference Include="Newtonsoft.Json" Version="13.0.1" /> + <PackageReference Include="HtmlAgilityPack" Version="1.11.46" /> + <PackageReference Include="Newtonsoft.Json" Version="13.0.2" /> <PackageReference Include="Pathoschild.Http.FluentClient" Version="4.2.0" /> <PackageReference Include="System.Management" Version="5.0.0" Condition="'$(OS)' == 'Windows_NT'" /> <PackageReference Include="Microsoft.Win32.Registry" Version="5.0.0" Condition="'$(OS)' == 'Windows_NT'" /> diff --git a/src/SMAPI.Web/SMAPI.Web.csproj b/src/SMAPI.Web/SMAPI.Web.csproj index 81b187fe..1c0e4e42 100644 --- a/src/SMAPI.Web/SMAPI.Web.csproj +++ b/src/SMAPI.Web/SMAPI.Web.csproj @@ -2,7 +2,7 @@ <PropertyGroup> <AssemblyName>SMAPI.Web</AssemblyName> <RootNamespace>StardewModdingAPI.Web</RootNamespace> - <TargetFramework>net6.0</TargetFramework> + <TargetFramework>net7.0</TargetFramework> <LangVersion>latest</LangVersion> </PropertyGroup> @@ -15,14 +15,14 @@ </ItemGroup> <ItemGroup> - <PackageReference Include="Azure.Storage.Blobs" Version="12.13.0" /> - <PackageReference Include="Hangfire.AspNetCore" Version="1.7.29" /> + <PackageReference Include="Azure.Storage.Blobs" Version="12.14.1" /> + <PackageReference Include="Hangfire.AspNetCore" Version="1.7.32" /> <PackageReference Include="Hangfire.MemoryStorage" Version="1.7.0" /> - <PackageReference Include="HtmlAgilityPack" Version="1.11.43" /> + <PackageReference Include="HtmlAgilityPack" Version="1.11.46" /> <PackageReference Include="Humanizer.Core" Version="2.14.1" /> - <PackageReference Include="JetBrains.Annotations" Version="2022.1.0" /> - <PackageReference Include="Markdig" Version="0.30.2" /> - <PackageReference Include="Microsoft.AspNetCore.Mvc.NewtonsoftJson" Version="6.0.5" /> + <PackageReference Include="JetBrains.Annotations" Version="2022.3.1" /> + <PackageReference Include="Markdig" Version="0.30.4" /> + <PackageReference Include="Microsoft.AspNetCore.Mvc.NewtonsoftJson" Version="7.0.1" /> <PackageReference Include="Newtonsoft.Json.Schema" Version="3.0.14" /> <PackageReference Include="Pathoschild.FluentNexus" Version="1.0.5" /> <PackageReference Include="Pathoschild.Http.FluentClient" Version="4.2.0" /> diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs index c5058e4b..482ec816 100644 --- a/src/SMAPI/Constants.cs +++ b/src/SMAPI/Constants.cs @@ -52,7 +52,7 @@ namespace StardewModdingAPI internal static int? LogScreenId { get; set; } /// <summary>SMAPI's current raw semantic version.</summary> - internal static string RawApiVersion = "3.18.1"; + internal static string RawApiVersion = "3.18.2"; } /// <summary>Contains SMAPI's constants and assumptions.</summary> diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index c977ad65..1d146d5f 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -258,7 +258,11 @@ namespace StardewModdingAPI.Framework monitor: this.Monitor, reflection: this.Reflection, eventManager: this.EventManager, - modHooks: new SModHooks(this.OnNewDayAfterFade, this.Monitor), + modHooks: new SModHooks( + parent: new ModHooks(), + beforeNewDayAfterFade: this.OnNewDayAfterFade, + monitor: this.Monitor + ), multiplayer: this.Multiplayer, exitGameImmediately: this.ExitGameImmediately, @@ -1795,7 +1799,7 @@ namespace StardewModdingAPI.Framework // call entry method try { - mod.Entry(mod.Helper!); + mod.Entry(mod.Helper); } catch (Exception ex) { @@ -1822,7 +1826,7 @@ namespace StardewModdingAPI.Framework } // validate mod doesn't implement both GetApi() and GetApi(mod) - if (metadata.Api != null && mod.GetType().GetMethod(nameof(Mod.GetApi), new Type[] { typeof(IModInfo) })!.DeclaringType != typeof(Mod)) + if (metadata.Api != null && mod.GetType().GetMethod(nameof(Mod.GetApi), new[] { typeof(IModInfo) })!.DeclaringType != typeof(Mod)) metadata.LogAsMod($"Mod implements both {nameof(Mod.GetApi)}() and {nameof(Mod.GetApi)}({nameof(IModInfo)}), which isn't allowed. The latter will be ignored.", LogLevel.Error); } Context.HeuristicModsRunningCode.TryPop(out _); diff --git a/src/SMAPI/Framework/SModHooks.cs b/src/SMAPI/Framework/SModHooks.cs index a7736c8b..ac4f242c 100644 --- a/src/SMAPI/Framework/SModHooks.cs +++ b/src/SMAPI/Framework/SModHooks.cs @@ -1,11 +1,12 @@ using System; using System.Threading.Tasks; +using StardewModdingAPI.Utilities; using StardewValley; namespace StardewModdingAPI.Framework { /// <summary>Invokes callbacks for mod hooks provided by the game.</summary> - internal class SModHooks : ModHooks + internal class SModHooks : DelegatingModHooks { /********* ** Fields @@ -21,25 +22,24 @@ namespace StardewModdingAPI.Framework ** Public methods *********/ /// <summary>Construct an instance.</summary> + /// <param name="parent">The underlying hooks to call by default.</param> /// <param name="beforeNewDayAfterFade">A callback to invoke before <see cref="Game1.newDayAfterFade"/> runs.</param> /// <param name="monitor">Writes messages to the console.</param> - public SModHooks(Action beforeNewDayAfterFade, IMonitor monitor) + public SModHooks(ModHooks parent, Action beforeNewDayAfterFade, IMonitor monitor) + : base(parent) { this.BeforeNewDayAfterFade = beforeNewDayAfterFade; this.Monitor = monitor; } - /// <summary>A hook invoked when <see cref="Game1.newDayAfterFade"/> is called.</summary> - /// <param name="action">The vanilla <see cref="Game1.newDayAfterFade"/> logic.</param> + /// <inheritdoc /> public override void OnGame1_NewDayAfterFade(Action action) { this.BeforeNewDayAfterFade(); action(); } - /// <summary>Start an asynchronous task for the game.</summary> - /// <param name="task">The task to start.</param> - /// <param name="id">A unique key which identifies the task.</param> + /// <inheritdoc /> public override Task StartTask(Task task, string id) { this.Monitor.Log($"Synchronizing '{id}' task..."); @@ -48,9 +48,7 @@ namespace StardewModdingAPI.Framework return task; } - /// <summary>Start an asynchronous task for the game.</summary> - /// <param name="task">The task to start.</param> - /// <param name="id">A unique key which identifies the task.</param> + /// <inheritdoc /> public override Task<T> StartTask<T>(Task<T> task, string id) { this.Monitor.Log($"Synchronizing '{id}' task..."); diff --git a/src/SMAPI/SMAPI.csproj b/src/SMAPI/SMAPI.csproj index e5d8937c..59ad47f0 100644 --- a/src/SMAPI/SMAPI.csproj +++ b/src/SMAPI/SMAPI.csproj @@ -22,12 +22,12 @@ <Import Project="..\..\build\common.targets" /> <ItemGroup> - <PackageReference Include="LargeAddressAware" Version="1.0.5" /> + <PackageReference Include="LargeAddressAware" Version="1.0.6" /> <PackageReference Include="Mono.Cecil" Version="0.11.4" /> <PackageReference Include="MonoMod.Common" Version="22.3.5.1" /> - <PackageReference Include="Newtonsoft.Json" Version="13.0.1" /> + <PackageReference Include="Newtonsoft.Json" Version="13.0.2" /> <PackageReference Include="Pathoschild.Http.FluentClient" Version="4.2.0" /> - <PackageReference Include="Pintail" Version="2.2.1" /> + <PackageReference Include="Pintail" Version="2.2.2" /> <PackageReference Include="Platonymous.TMXTile" Version="1.5.9" /> <PackageReference Include="System.Reflection.Emit" Version="4.7.0" /> diff --git a/src/SMAPI/Utilities/DelegatingModHooks.cs b/src/SMAPI/Utilities/DelegatingModHooks.cs new file mode 100644 index 00000000..3ebcf997 --- /dev/null +++ b/src/SMAPI/Utilities/DelegatingModHooks.cs @@ -0,0 +1,137 @@ +using System; +using System.Threading.Tasks; +using Microsoft.Xna.Framework.Input; +using StardewModdingAPI.Events; +using StardewModdingAPI.Framework; +using StardewValley; +using StardewValley.Events; + +namespace StardewModdingAPI.Utilities +{ + /// <summary>An implementation of <see cref="ModHooks"/> which automatically calls the parent instance for any method that's not overridden.</summary> + /// <remarks>The mod hooks are primarily meant for SMAPI to use. Using this directly in mods is a last resort, since it's very easy to break SMAPI this way. This class requires that SMAPI is present in the parent chain.</remarks> + public class DelegatingModHooks : ModHooks + { + /********* + ** Accessors + *********/ + /// <summary>The underlying instance to delegate to by default.</summary> + public ModHooks Parent { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="modHooks">The underlying instance to delegate to by default.</param> + public DelegatingModHooks(ModHooks modHooks) + { + this.AssertSmapiInChain(modHooks); + + this.Parent = modHooks; + } + + /// <summary>Raised before the in-game clock changes.</summary> + /// <param name="action">Run the vanilla update logic.</param> + /// <remarks>In mods, consider using <see cref="IGameLoopEvents.TimeChanged"/> instead.</remarks> + public override void OnGame1_PerformTenMinuteClockUpdate(Action action) + { + this.Parent.OnGame1_PerformTenMinuteClockUpdate(action); + } + + /// <summary>Raised before initializing the new day and saving.</summary> + /// <param name="action">Run the vanilla update logic.</param> + /// <remarks>In mods, consider using <see cref="IGameLoopEvents.DayEnding"/> or <see cref="IGameLoopEvents.Saving"/> instead.</remarks> + public override void OnGame1_NewDayAfterFade(Action action) + { + this.Parent.OnGame1_NewDayAfterFade(action); + } + + /// <summary>Raised before showing the end-of-day menus (e.g. shipping menus, level-up screen, etc).</summary> + /// <param name="action">Run the vanilla update logic.</param> + public override void OnGame1_ShowEndOfNightStuff(Action action) + { + this.Parent.OnGame1_ShowEndOfNightStuff(action); + } + + /// <summary>Raised before updating the gamepad, mouse, and keyboard input state.</summary> + /// <param name="keyboardState">The keyboard state.</param> + /// <param name="mouseState">The mouse state.</param> + /// <param name="gamePadState">The gamepad state.</param> + /// <param name="action">Run the vanilla update logic.</param> + /// <remarks>In mods, consider using <see cref="IInputEvents"/> instead.</remarks> + public override void OnGame1_UpdateControlInput(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState, Action action) + { + this.Parent.OnGame1_UpdateControlInput(ref keyboardState, ref mouseState, ref gamePadState, action); + } + + /// <summary>Raised before a location is updated for the local player entering it.</summary> + /// <param name="location">The location that will be updated.</param> + /// <param name="action">Run the vanilla update logic.</param> + /// <remarks>In mods, consider using <see cref="IPlayerEvents.Warped"/> instead.</remarks> + public override void OnGameLocation_ResetForPlayerEntry(GameLocation location, Action action) + { + this.Parent.OnGameLocation_ResetForPlayerEntry(location, action); + } + + /// <summary>Raised before the game checks for an action to trigger for a player interaction with a tile.</summary> + /// <param name="location">The location being checked.</param> + /// <param name="tileLocation">The tile position being checked.</param> + /// <param name="viewport">The game's current position and size within the map, measured in pixels.</param> + /// <param name="who">The player interacting with the tile.</param> + /// <param name="action">Run the vanilla update logic.</param> + /// <returns>Returns whether the interaction was handled.</returns> + public override bool OnGameLocation_CheckAction(GameLocation location, xTile.Dimensions.Location tileLocation, xTile.Dimensions.Rectangle viewport, Farmer who, Func<bool> action) + { + return this.Parent.OnGameLocation_CheckAction(location, tileLocation, viewport, who, action); + } + + /// <summary>Raised before the game picks a night event to show on the farm after the player sleeps.</summary> + /// <param name="action">Run the vanilla update logic.</param> + /// <returns>Returns the selected farm event.</returns> + public override FarmEvent OnUtility_PickFarmEvent(Func<FarmEvent> action) + { + return this.Parent.OnUtility_PickFarmEvent(action); + } + + /// <summary>Start an asynchronous task for the game.</summary> + /// <param name="task">The task to start.</param> + /// <param name="id">A unique key which identifies the task.</param> + public override Task StartTask(Task task, string id) + { + return this.Parent.StartTask(task, id); + } + + /// <summary>Start an asynchronous task for the game.</summary> + /// <typeparam name="T">The type returned by the task when it completes.</typeparam> + /// <param name="task">The task to start.</param> + /// <param name="id">A unique key which identifies the task.</param> + public override Task<T> StartTask<T>(Task<T> task, string id) + { + return this.Parent.StartTask<T>(task, id); + } + + + /********* + ** Private methods + *********/ + /// <summary>Assert that SMAPI's mod hook implementation is in the inheritance chain.</summary> + /// <param name="hooks">The mod hooks to check.</param> + private void AssertSmapiInChain(ModHooks hooks) + { + // this is SMAPI + if (this is SModHooks) + return; + + // SMAPI in delegated chain + for (ModHooks? cur = hooks; cur != null; cur = (cur as DelegatingModHooks)?.Parent) + { + if (cur is SModHooks) + return; + } + + // SMAPI not found + throw new InvalidOperationException($"Can't create a {nameof(DelegatingModHooks)} instance without SMAPI's mod hooks in the parent chain."); + } + } +} |