diff options
Diffstat (limited to 'StardewModdingAPI/Program.cs')
-rw-r--r-- | StardewModdingAPI/Program.cs | 183 |
1 files changed, 109 insertions, 74 deletions
diff --git a/StardewModdingAPI/Program.cs b/StardewModdingAPI/Program.cs index 161ae9b2..9767c1b4 100644 --- a/StardewModdingAPI/Program.cs +++ b/StardewModdingAPI/Program.cs @@ -18,10 +18,13 @@ namespace StardewModdingAPI { public class Program { + 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 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"); public static Texture2D DebugPixel { get; private set; } @@ -36,85 +39,98 @@ 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 = _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(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")); //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) + _modPaths.ForEach(path => VerifyPath(path)); + _modContentPaths.ForEach(path => VerifyPath(path)); + VerifyPath(LogPath); + + StardewModdingAPI.Log.Initialize(LogPath);
+
+ StardewModdingAPI.Log.Verbose(LogPath);
+
+ if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe"))
{ - try - { - if (!Directory.Exists(ModContentPath)) - Directory.CreateDirectory(ModContentPath); - } - catch (Exception ex) - { - StardewModdingAPI.Log.Error("Could not create a missing ModContentPath: " + ModContentPath + "\n\n" + ex); + throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", ExecutionPath));
} } - //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); - } - StardewModdingAPI.Log.Info("Initializing SDV Assembly..."); - if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe")) + /// <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()
{ - //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); - } - - //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) + foreach (string ModPath in _modPaths) { foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll")) { @@ -144,6 +160,17 @@ namespace StardewModdingAPI } } } + } + + /// <summary>
+ /// Load Stardev Valley and control features
+ /// </summary> + private static void ConfigureSDV()
+ { + StardewModdingAPI.Log.Info("Initializing SDV Assembly..."); + + // Load in that assembly. Also, ignore security :D + StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe"); StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true); StardewGameInfo = StardewProgramType.GetField("gamePtr"); @@ -187,7 +214,7 @@ namespace StardewModdingAPI //Change the game's version StardewModdingAPI.Log.Info("Injecting New SDV Version..."); - Game1.version += "-Z_MODDED | SMAPI " + Version.VersionString; + Game1.version += "-Z_MODDED | SMAPI " + Version.VersionString;
//Create the thread for the game to run in. gameThread = new Thread(RunGame); @@ -233,12 +260,18 @@ 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(ConsoleColor.Cyan, "Type 'help' for help, or 'help <cmd>' for a command's usage");
//Begin listening to input consoleInputThread.Start(); @@ -256,25 +289,27 @@ 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 +373,7 @@ 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")) { |