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-rw-r--r--StardewModdingAPI/Program.cs104
1 files changed, 21 insertions, 83 deletions
diff --git a/StardewModdingAPI/Program.cs b/StardewModdingAPI/Program.cs
index af845440..f1ccd936 100644
--- a/StardewModdingAPI/Program.cs
+++ b/StardewModdingAPI/Program.cs
@@ -21,12 +21,6 @@ namespace StardewModdingAPI
private static List<string> _modPaths;
private static List<string> _modContentPaths;
- private static string _consoleTitle = string.Format("Stardew Modding API Console - Version {0}", Version.VersionString);
-
- public static string ExecutionPath { get; private set; }
- public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"));
- public static string LogPath = Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "ErrorLogs");
-
public static Texture2D DebugPixel { get; private set; }
public static SGame gamePtr;
@@ -75,7 +69,7 @@ namespace StardewModdingAPI
/// </summary>
private static void ConfigureUI()
{
- Console.Title = _consoleTitle;
+ Console.Title = Constants.ConsoleTitle;
#if DEBUG
Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION";
@@ -93,22 +87,21 @@ namespace StardewModdingAPI
_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
_modPaths.ForEach(path => VerifyPath(path));
_modContentPaths.ForEach(path => VerifyPath(path));
- VerifyPath(LogPath);
+ VerifyPath(Constants.LogPath);
- StardewModdingAPI.Log.Initialize(LogPath);
+ StardewModdingAPI.Log.Initialize(Constants.LogPath);
- if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe"))
+ if (!File.Exists(Constants.ExecutionPath + "\\Stardew Valley.exe"))
{
- throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", ExecutionPath));
+ throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", Constants.ExecutionPath));
}
}
@@ -122,11 +115,7 @@ namespace StardewModdingAPI
/// All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
/// </remarks>
private static void ConfigureInjector()
- {
- //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)
{
foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll"))
@@ -166,65 +155,22 @@ namespace StardewModdingAPI
{
StardewModdingAPI.Log.Info("Initializing SDV Assembly...");
- // Load in that assembly. Also, ignore security :D
- StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe");
-
+ // 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");
@@ -233,23 +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(() =>
{