diff options
Diffstat (limited to 'src/SMAPI/Framework/SCore.cs')
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 801 |
1 files changed, 754 insertions, 47 deletions
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 5bd02dc8..47a23c87 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Concurrent; using System.Collections.Generic; using System.Diagnostics; using System.IO; @@ -9,21 +10,31 @@ using System.Runtime.ExceptionServices; using System.Security; using System.Text; using System.Threading; +using System.Threading.Tasks; +using Microsoft.Xna.Framework; #if SMAPI_FOR_WINDOWS using System.Windows.Forms; #endif using Newtonsoft.Json; +using StardewModdingAPI.Enums; using StardewModdingAPI.Events; +using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Exceptions; +using StardewModdingAPI.Framework.Input; using StardewModdingAPI.Framework.Logging; using StardewModdingAPI.Framework.Models; using StardewModdingAPI.Framework.ModHelpers; using StardewModdingAPI.Framework.ModLoading; +using StardewModdingAPI.Framework.Networking; using StardewModdingAPI.Framework.Patching; using StardewModdingAPI.Framework.PerformanceMonitoring; using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.Rendering; using StardewModdingAPI.Framework.Serialization; +using StardewModdingAPI.Framework.StateTracking.Comparers; +using StardewModdingAPI.Framework.StateTracking.Snapshots; +using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Patches; using StardewModdingAPI.Toolkit; using StardewModdingAPI.Toolkit.Framework.Clients.WebApi; @@ -42,15 +53,18 @@ namespace StardewModdingAPI.Framework /********* ** Fields *********/ + /**** + ** Low-level components + ****/ + /// <summary>Tracks whether the game should exit immediately and any pending initialization should be cancelled.</summary> + private readonly CancellationTokenSource CancellationToken = new CancellationTokenSource(); + /// <summary>Manages the SMAPI console window and log file.</summary> private readonly LogManager LogManager; /// <summary>The core logger and monitor for SMAPI.</summary> private Monitor Monitor => this.LogManager.Monitor; - /// <summary>Tracks whether the game should exit immediately and any pending initialization should be cancelled.</summary> - private readonly CancellationTokenSource CancellationToken = new CancellationTokenSource(); - /// <summary>Simplifies access to private game code.</summary> private readonly Reflector Reflection = new Reflector(); @@ -60,11 +74,26 @@ namespace StardewModdingAPI.Framework /// <summary>The SMAPI configuration settings.</summary> private readonly SConfig Settings; + /// <summary>The mod toolkit used for generic mod interactions.</summary> + private readonly ModToolkit Toolkit = new ModToolkit(); + + /**** + ** Higher-level components + ****/ + /// <summary>Manages console commands.</summary> + private readonly CommandManager CommandManager = new CommandManager(); + /// <summary>The underlying game instance.</summary> private SGame GameInstance; - /// <summary>The underlying content manager.</summary> - private ContentCoordinator ContentCore => this.GameInstance.ContentCore; + /// <summary>Manages input visible to the game.</summary> + private SInputState Input => SGame.Input; + + /// <summary>The game's core multiplayer utility.</summary> + private SMultiplayer Multiplayer => SGame.Multiplayer; + + /// <summary>SMAPI's content manager.</summary> + private ContentCoordinator ContentCore; /// <summary>Tracks the installed mods.</summary> /// <remarks>This is initialized after the game starts.</remarks> @@ -73,17 +102,52 @@ namespace StardewModdingAPI.Framework /// <summary>Manages SMAPI events for mods.</summary> private readonly EventManager EventManager; + /// <summary>Monitors the entire game state for changes.</summary> + private WatcherCore Watchers; + + /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary> + private readonly WatcherSnapshot WatcherSnapshot = new WatcherSnapshot(); + + /**** + ** State + ****/ + /// <summary>The path to search for mods.</summary> + private string ModsPath => Constants.ModsPath; + /// <summary>Whether the game is currently running.</summary> private bool IsGameRunning; /// <summary>Whether the program has been disposed.</summary> private bool IsDisposed; - /// <summary>The mod toolkit used for generic mod interactions.</summary> - private readonly ModToolkit Toolkit = new ModToolkit(); + /// <summary>Whether the next content manager requested by the game will be for <see cref="Game1.content"/>.</summary> + private bool NextContentManagerIsMain; - /// <summary>The path to search for mods.</summary> - private string ModsPath => Constants.ModsPath; + /// <summary>Whether post-game-startup initialization has been performed.</summary> + private bool IsInitialized; + + /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary> + private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second + + /// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary> + /// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks> + private readonly Countdown AfterLoadTimer = new Countdown(5); + + /// <summary>Whether custom content was removed from the save data to avoid a crash.</summary> + private bool IsSaveContentRemoved; + + /// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary> + private bool IsBetweenSaveEvents; + + /// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary> + private bool IsBetweenCreateEvents; + + /// <summary>Asset interceptors added or removed since the last tick.</summary> + private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>(); + + /// <summary>A list of queued commands to execute.</summary> + /// <remarks>This property must be thread-safe, since it's accessed from a separate console input thread.</remarks> + public ConcurrentQueue<string> CommandQueue { get; } = new ConcurrentQueue<string>(); /********* @@ -97,6 +161,9 @@ namespace StardewModdingAPI.Framework /// <remarks>This is initialized after the game starts. This is non-private for use by Console Commands.</remarks> internal static PerformanceMonitor PerformanceMonitor { get; private set; } + /// <summary>The number of update ticks which have already executed. This is similar to <see cref="Game1.ticks"/>, but incremented more consistently for every tick.</summary> + internal static uint TicksElapsed { get; private set; } + /********* ** Public methods @@ -179,23 +246,24 @@ namespace StardewModdingAPI.Framework LocalizedContentManager.OnLanguageChange += locale => this.OnLocaleChanged(); // override game - SGame.ConstructorHack = new SGameConstructorHack(this.Monitor, this.Reflection, this.Toolkit.JsonHelper, this.InitializeBeforeFirstAssetLoaded); + var multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic); + var modHooks = new SModHooks(this.OnNewDayAfterFade); + SGame.CreateContentManagerImpl = this.CreateContentManager; // must be static since the game accesses it before the SGame constructor is called this.GameInstance = new SGame( monitor: this.Monitor, - monitorForGame: this.LogManager.MonitorForGame, reflection: this.Reflection, - translator: this.Translator, eventManager: this.EventManager, - jsonHelper: this.Toolkit.JsonHelper, - modRegistry: this.ModRegistry, - deprecationManager: SCore.DeprecationManager, - performanceMonitor: SCore.PerformanceMonitor, - onGameInitialized: this.InitializeAfterGameStart, - onGameExiting: this.Dispose, - cancellationToken: this.CancellationToken, - logNetworkTraffic: this.Settings.LogNetworkTraffic + modHooks: modHooks, + multiplayer: multiplayer, + exitGameImmediately: this.ExitGameImmediately ); - this.Translator.SetLocale(this.GameInstance.ContentCore.GetLocale(), this.GameInstance.ContentCore.Language); + + // hook game events + this.GameInstance.OnGameContentLoaded += this.OnLoadContent; + this.GameInstance.OnGameUpdating += this.OnGameUpdating; + this.GameInstance.OnGameExiting += this.OnGameExiting; + + this.Translator.SetLocale(this.ContentCore.GetLocale(), this.ContentCore.Language); StardewValley.Program.gamePtr = this.GameInstance; // apply game patches @@ -203,8 +271,8 @@ namespace StardewModdingAPI.Framework new EventErrorPatch(this.LogManager.MonitorForGame), new DialogueErrorPatch(this.LogManager.MonitorForGame, this.Reflection), new ObjectErrorPatch(), - new LoadContextPatch(this.Reflection, this.GameInstance.OnLoadStageChanged), - new LoadErrorPatch(this.Monitor, this.GameInstance.OnSaveContentRemoved), + new LoadContextPatch(this.Reflection, this.OnLoadStageChanged), + new LoadErrorPatch(this.Monitor, this.OnSaveContentRemoved), new ScheduleErrorPatch(this.LogManager.MonitorForGame) ); @@ -345,9 +413,15 @@ namespace StardewModdingAPI.Framework this.LogManager.SetConsoleTitle($"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods"); } - /// <summary>Initialize SMAPI and mods after the game starts.</summary> - private void InitializeAfterGameStart() + /// <summary>Raised after the game finishes initializing.</summary> + private void OnGameInitialized() { + // set initial state + this.Input.TrueUpdate(); + + // init watchers + this.Watchers = new WatcherCore(this.Input); + // validate XNB integrity if (!this.ValidateContentIntegrity()) this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error); @@ -355,14 +429,557 @@ namespace StardewModdingAPI.Framework // start SMAPI console new Thread( () => this.LogManager.RunConsoleInputLoop( - commandManager: this.GameInstance.CommandManager, + commandManager: this.CommandManager, reloadTranslations: this.ReloadTranslations, - handleInput: input => this.GameInstance.CommandQueue.Enqueue(input), + handleInput: input => this.CommandQueue.Enqueue(input), continueWhile: () => this.IsGameRunning && !this.CancellationToken.IsCancellationRequested ) ).Start(); } + /// <summary>Raised after the game finishes loading its initial content.</summary> + private void OnLoadContent() + { + // override map display device + Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, Game1.game1.GraphicsDevice); + + // log GPU info +#if SMAPI_FOR_WINDOWS + this.Monitor.Log($"Running on GPU: {Game1.game1.GraphicsDevice?.Adapter?.Description ?? "<unknown>"}"); +#endif + } + + /// <summary>Raised when the game is updating its state (roughly 60 times per second).</summary> + /// <param name="gameTime">A snapshot of the game timing state.</param> + /// <param name="runGameUpdate">Invoke the game's update logic.</param> + private void OnGameUpdating(GameTime gameTime, Action runGameUpdate) + { + var events = this.EventManager; + + try + { + SCore.DeprecationManager.PrintQueued(); + SCore.PerformanceMonitor.PrintQueuedAlerts(); + + /********* + ** First-tick initialization + *********/ + if (!this.IsInitialized) + { + this.IsInitialized = true; + this.OnGameInitialized(); + } + + /********* + ** Update input + *********/ + // This should *always* run, even when suppressing mod events, since the game uses + // this too. For example, doing this after mod event suppression would prevent the + // user from doing anything on the overnight shipping screen. + SInputState inputState = this.Input; + if (this.GameInstance.IsActive) + inputState.TrueUpdate(); + + /********* + ** Special cases + *********/ + // Abort if SMAPI is exiting. + if (this.CancellationToken.IsCancellationRequested) + { + this.Monitor.Log("SMAPI shutting down: aborting update."); + return; + } + + // Run async tasks synchronously to avoid issues due to mod events triggering + // concurrently with game code. + bool saveParsed = false; + if (Game1.currentLoader != null) + { + this.Monitor.Log("Game loader synchronizing..."); + while (Game1.currentLoader?.MoveNext() == true) + { + // raise load stage changed + switch (Game1.currentLoader.Current) + { + case 20 when (!saveParsed && SaveGame.loaded != null): + saveParsed = true; + this.OnLoadStageChanged(LoadStage.SaveParsed); + break; + + case 36: + this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo); + break; + + case 50: + this.OnLoadStageChanged(LoadStage.SaveLoadedLocations); + break; + + default: + if (Game1.gameMode == Game1.playingGameMode) + this.OnLoadStageChanged(LoadStage.Preloaded); + break; + } + } + + Game1.currentLoader = null; + this.Monitor.Log("Game loader done."); + } + if (SGame.NewDayTask?.Status == TaskStatus.Created) + { + this.Monitor.Log("New day task synchronizing..."); + SGame.NewDayTask.RunSynchronously(); + this.Monitor.Log("New day task done."); + } + + // While a background task is in progress, the game may make changes to the game + // state while mods are running their code. This is risky, because data changes can + // conflict (e.g. collection changed during enumeration errors) and data may change + // unexpectedly from one mod instruction to the next. + // + // Therefore we can just run Game1.Update here without raising any SMAPI events. There's + // a small chance that the task will finish after we defer but before the game checks, + // which means technically events should be raised, but the effects of missing one + // update tick are negligible and not worth the complications of bypassing Game1.Update. + if (SGame.NewDayTask != null || Game1.gameMode == Game1.loadingMode) + { + events.UnvalidatedUpdateTicking.RaiseEmpty(); + SCore.TicksElapsed++; + runGameUpdate(); + events.UnvalidatedUpdateTicked.RaiseEmpty(); + return; + } + + // Raise minimal events while saving. + // While the game is writing to the save file in the background, mods can unexpectedly + // fail since they don't have exclusive access to resources (e.g. collection changed + // during enumeration errors). To avoid problems, events are not invoked while a save + // is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is + // opened (since the save hasn't started yet), but all other events should be suppressed. + if (Context.IsSaving) + { + // raise before-create + if (!Context.IsWorldReady && !this.IsBetweenCreateEvents) + { + this.IsBetweenCreateEvents = true; + this.Monitor.Log("Context: before save creation."); + events.SaveCreating.RaiseEmpty(); + } + + // raise before-save + if (Context.IsWorldReady && !this.IsBetweenSaveEvents) + { + this.IsBetweenSaveEvents = true; + this.Monitor.Log("Context: before save."); + events.Saving.RaiseEmpty(); + } + + // suppress non-save events + events.UnvalidatedUpdateTicking.RaiseEmpty(); + SCore.TicksElapsed++; + runGameUpdate(); + events.UnvalidatedUpdateTicked.RaiseEmpty(); + return; + } + + /********* + ** Reload assets when interceptors are added/removed + *********/ + if (this.ReloadAssetInterceptorsQueue.Any()) + { + // get unique interceptors + AssetInterceptorChange[] interceptors = this.ReloadAssetInterceptorsQueue + .GroupBy(p => p.Instance, new ObjectReferenceComparer<object>()) + .Select(p => p.First()) + .ToArray(); + this.ReloadAssetInterceptorsQueue.Clear(); + + // log summary + this.Monitor.Log("Invalidating cached assets for new editors & loaders..."); + this.Monitor.Log( + " changed: " + + string.Join(", ", + interceptors + .GroupBy(p => p.Mod) + .OrderBy(p => p.Key.DisplayName) + .Select(modGroup => + $"{modGroup.Key.DisplayName} (" + + string.Join(", ", modGroup.GroupBy(p => p.WasAdded).ToDictionary(p => p.Key, p => p.Count()).Select(p => $"{(p.Key ? "added" : "removed")} {p.Value}")) + + ")" + ) + ) + ); + + // reload affected assets + this.ContentCore.InvalidateCache(asset => interceptors.Any(p => p.CanIntercept(asset))); + } + + /********* + ** Execute commands + *********/ + while (this.CommandQueue.TryDequeue(out string rawInput)) + { + // parse command + string name; + string[] args; + Command command; + try + { + if (!this.CommandManager.TryParse(rawInput, out name, out args, out command)) + { + this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); + continue; + } + } + catch (Exception ex) + { + this.Monitor.Log($"Failed parsing that command:\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } + + // execute command + try + { + command.Callback.Invoke(name, args); + } + catch (Exception ex) + { + if (command.Mod != null) + command.Mod.LogAsMod($"Mod failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error); + else + this.Monitor.Log($"Failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error); + } + } + + /********* + ** Update context + *********/ + bool wasWorldReady = Context.IsWorldReady; + if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle) + { + Context.IsWorldReady = false; + this.AfterLoadTimer.Reset(); + } + else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) + { + if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet) + this.AfterLoadTimer.Decrement(); + Context.IsWorldReady = this.AfterLoadTimer.Current == 0; + } + + /********* + ** Update watchers + ** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.) + *********/ + this.Watchers.Update(); + this.WatcherSnapshot.Update(this.Watchers); + this.Watchers.Reset(); + WatcherSnapshot state = this.WatcherSnapshot; + + /********* + ** Display in-game warnings + *********/ + // save content removed + if (this.IsSaveContentRemoved && Context.IsWorldReady) + { + this.IsSaveContentRemoved = false; + Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type)); + } + + /********* + ** Pre-update events + *********/ + { + /********* + ** Save created/loaded events + *********/ + if (this.IsBetweenCreateEvents) + { + // raise after-create + this.IsBetweenCreateEvents = false; + this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}."); + this.OnLoadStageChanged(LoadStage.CreatedSaveFile); + events.SaveCreated.RaiseEmpty(); + } + if (this.IsBetweenSaveEvents) + { + // raise after-save + this.IsBetweenSaveEvents = false; + this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}."); + events.Saved.RaiseEmpty(); + events.DayStarted.RaiseEmpty(); + } + + /********* + ** Locale changed events + *********/ + if (state.Locale.IsChanged) + this.Monitor.Log($"Context: locale set to {state.Locale.New}."); + + /********* + ** Load / return-to-title events + *********/ + if (wasWorldReady && !Context.IsWorldReady) + this.OnLoadStageChanged(LoadStage.None); + else if (Context.IsWorldReady && Context.LoadStage != LoadStage.Ready) + { + // print context + string context = $"Context: loaded save '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}, locale set to {this.ContentCore.Language}."; + if (Context.IsMultiplayer) + { + int onlineCount = Game1.getOnlineFarmers().Count(); + context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online."; + } + else + context += " Single-player."; + this.Monitor.Log(context); + + // raise events + this.OnLoadStageChanged(LoadStage.Ready); + events.SaveLoaded.RaiseEmpty(); + events.DayStarted.RaiseEmpty(); + } + + /********* + ** Window events + *********/ + // Here we depend on the game's viewport instead of listening to the Window.Resize + // event because we need to notify mods after the game handles the resize, so the + // game's metadata (like Game1.viewport) are updated. That's a bit complicated + // since the game adds & removes its own handler on the fly. + if (state.WindowSize.IsChanged) + { + if (this.Monitor.IsVerbose) + this.Monitor.Log($"Events: window size changed to {state.WindowSize.New}."); + + events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New)); + } + + /********* + ** Input events (if window has focus) + *********/ + if (this.GameInstance.IsActive) + { + // raise events + bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton)); + if (!isChatInput) + { + ICursorPosition cursor = this.Input.CursorPosition; + + // raise cursor moved event + if (state.Cursor.IsChanged) + events.CursorMoved.Raise(new CursorMovedEventArgs(state.Cursor.Old, state.Cursor.New)); + + // raise mouse wheel scrolled + if (state.MouseWheelScroll.IsChanged) + { + if (this.Monitor.IsVerbose) + this.Monitor.Log($"Events: mouse wheel scrolled to {state.MouseWheelScroll.New}."); + events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New)); + } + + // raise input button events + foreach (var pair in inputState.LastButtonStates) + { + SButton button = pair.Key; + SButtonState status = pair.Value; + + if (status == SButtonState.Pressed) + { + if (this.Monitor.IsVerbose) + this.Monitor.Log($"Events: button {button} pressed."); + + events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState)); + } + else if (status == SButtonState.Released) + { + if (this.Monitor.IsVerbose) + this.Monitor.Log($"Events: button {button} released."); + + events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState)); + } + } + } + } + + /********* + ** Menu events + *********/ + if (state.ActiveMenu.IsChanged) + { + if (this.Monitor.IsVerbose) + this.Monitor.Log($"Context: menu changed from {state.ActiveMenu.Old?.GetType().FullName ?? "none"} to {state.ActiveMenu.New?.GetType().FullName ?? "none"}."); + + // raise menu events + events.MenuChanged.Raise(new MenuChangedEventArgs(state.ActiveMenu.Old, state.ActiveMenu.New)); + } + + /********* + ** World & player events + *********/ + if (Context.IsWorldReady) + { + bool raiseWorldEvents = !state.SaveID.IsChanged; // don't report changes from unloaded => loaded + + // location list changes + if (state.Locations.LocationList.IsChanged && (events.LocationListChanged.HasListeners() || this.Monitor.IsVerbose)) + { + var added = state.Locations.LocationList.Added.ToArray(); + var removed = state.Locations.LocationList.Removed.ToArray(); + + if (this.Monitor.IsVerbose) + { + string addedText = added.Any() ? string.Join(", ", added.Select(p => p.Name)) : "none"; + string removedText = removed.Any() ? string.Join(", ", removed.Select(p => p.Name)) : "none"; + this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText})."); + } + + events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed)); + } + + // raise location contents changed + if (raiseWorldEvents) + { + foreach (LocationSnapshot locState in state.Locations.Locations) + { + var location = locState.Location; + + // buildings changed + if (locState.Buildings.IsChanged) + events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, locState.Buildings.Added, locState.Buildings.Removed)); + + // debris changed + if (locState.Debris.IsChanged) + events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, locState.Debris.Added, locState.Debris.Removed)); + + // large terrain features changed + if (locState.LargeTerrainFeatures.IsChanged) + events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, locState.LargeTerrainFeatures.Added, locState.LargeTerrainFeatures.Removed)); + + // NPCs changed + if (locState.Npcs.IsChanged) + events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, locState.Npcs.Added, locState.Npcs.Removed)); + + // objects changed + if (locState.Objects.IsChanged) + events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed)); + + // chest items changed + if (events.ChestInventoryChanged.HasListeners()) + { + foreach (var pair in locState.ChestItems) + { + SnapshotItemListDiff diff = pair.Value; + events.ChestInventoryChanged.Raise(new ChestInventoryChangedEventArgs(pair.Key, location, added: diff.Added, removed: diff.Removed, quantityChanged: diff.QuantityChanged)); + } + } + + // terrain features changed + if (locState.TerrainFeatures.IsChanged) + events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed)); + } + } + + // raise time changed + if (raiseWorldEvents && state.Time.IsChanged) + events.TimeChanged.Raise(new TimeChangedEventArgs(state.Time.Old, state.Time.New)); + + // raise player events + if (raiseWorldEvents) + { + PlayerSnapshot playerState = state.CurrentPlayer; + Farmer player = playerState.Player; + + // raise current location changed + if (playerState.Location.IsChanged) + { + if (this.Monitor.IsVerbose) + this.Monitor.Log($"Context: set location to {playerState.Location.New}."); + + events.Warped.Raise(new WarpedEventArgs(player, playerState.Location.Old, playerState.Location.New)); + } + + // raise player leveled up a skill + foreach (var pair in playerState.Skills) + { + if (!pair.Value.IsChanged) + continue; + + if (this.Monitor.IsVerbose) + this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.Old} to {pair.Value.New}."); + + events.LevelChanged.Raise(new LevelChangedEventArgs(player, pair.Key, pair.Value.Old, pair.Value.New)); + } + + // raise player inventory changed + if (playerState.Inventory.IsChanged) + { + var inventory = playerState.Inventory; + + if (this.Monitor.IsVerbose) + this.Monitor.Log("Events: player inventory changed."); + events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, added: inventory.Added, removed: inventory.Removed, quantityChanged: inventory.QuantityChanged)); + } + } + } + + /********* + ** Game update + *********/ + // game launched + bool isFirstTick = SCore.TicksElapsed == 0; + if (isFirstTick) + { + Context.IsGameLaunched = true; + events.GameLaunched.Raise(new GameLaunchedEventArgs()); + } + + // preloaded + if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0) + this.OnLoadStageChanged(LoadStage.Loaded); + } + + /********* + ** Game update tick + *********/ + { + bool isOneSecond = SCore.TicksElapsed % 60 == 0; + events.UnvalidatedUpdateTicking.RaiseEmpty(); + events.UpdateTicking.RaiseEmpty(); + if (isOneSecond) + events.OneSecondUpdateTicking.RaiseEmpty(); + try + { + this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now + SCore.TicksElapsed++; + runGameUpdate(); + } + catch (Exception ex) + { + this.LogManager.MonitorForGame.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); + } + + events.UnvalidatedUpdateTicked.RaiseEmpty(); + events.UpdateTicked.RaiseEmpty(); + if (isOneSecond) + events.OneSecondUpdateTicked.RaiseEmpty(); + } + + /********* + ** Update events + *********/ + this.UpdateCrashTimer.Reset(); + } + catch (Exception ex) + { + // log error + this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error); + + // exit if irrecoverable + if (!this.UpdateCrashTimer.Decrement()) + this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game."); + } + } + /// <summary>Handle the game changing locale.</summary> private void OnLocaleChanged() { @@ -380,6 +997,96 @@ namespace StardewModdingAPI.Framework mod.Translations.SetLocale(locale, languageCode); } + /// <summary>Raised when the low-level stage while loading a save changes.</summary> + /// <param name="newStage">The new load stage.</param> + internal void OnLoadStageChanged(LoadStage newStage) + { + // nothing to do + if (newStage == Context.LoadStage) + return; + + // update data + LoadStage oldStage = Context.LoadStage; + Context.LoadStage = newStage; + this.Monitor.VerboseLog($"Context: load stage changed to {newStage}"); + if (newStage == LoadStage.None) + { + this.Monitor.Log("Context: returned to title"); + this.OnReturnedToTitle(); + } + + // raise events + this.EventManager.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage)); + if (newStage == LoadStage.None) + this.EventManager.ReturnedToTitle.RaiseEmpty(); + } + + /// <summary>Raised after custom content is removed from the save data to avoid a crash.</summary> + internal void OnSaveContentRemoved() + { + this.IsSaveContentRemoved = true; + } + + /// <summary>A callback invoked before <see cref="Game1.newDayAfterFade"/> runs.</summary> + protected void OnNewDayAfterFade() + { + this.EventManager.DayEnding.RaiseEmpty(); + } + + /// <summary>Raised after the player returns to the title screen.</summary> + private void OnReturnedToTitle() + { + // perform cleanup + this.Multiplayer.CleanupOnMultiplayerExit(); + if (!(Game1.mapDisplayDevice is SDisplayDevice)) + Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, Game1.game1.GraphicsDevice); + } + + /// <summary>Raised before the game exits.</summary> + private void OnGameExiting() + { + this.Multiplayer.Disconnect(StardewValley.Multiplayer.DisconnectType.ClosedGame); + this.Dispose(); + } + + /// <summary>Raised when a mod network message is received.</summary> + /// <param name="message">The message to deliver to applicable mods.</param> + private void OnModMessageReceived(ModMessageModel message) + { + // get mod IDs to notify + HashSet<string> modIDs = new HashSet<string>(message.ToModIDs ?? this.ModRegistry.GetAll().Select(p => p.Manifest.UniqueID), StringComparer.OrdinalIgnoreCase); + if (message.FromPlayerID == Game1.player?.UniqueMultiplayerID) + modIDs.Remove(message.FromModID); // don't send a broadcast back to the sender + + // raise events + this.EventManager.ModMessageReceived.Raise(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID)); + } + + /// <summary>Constructor a content manager to read game content files.</summary> + /// <param name="serviceProvider">The service provider to use to locate services.</param> + /// <param name="rootDirectory">The root directory to search for content.</param> + private LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory) + { + // Game1._temporaryContent initializing from SGame constructor + // NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialized at this point. + if (this.ContentCore == null) + { + this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, this.Monitor, this.Reflection, this.Toolkit.JsonHelper, this.InitializeBeforeFirstAssetLoaded); + this.NextContentManagerIsMain = true; + return this.ContentCore.CreateGameContentManager("Game1._temporaryContent"); + } + + // Game1.content initializing from LoadContent + if (this.NextContentManagerIsMain) + { + this.NextContentManagerIsMain = false; + return this.ContentCore.MainContentManager; + } + + // any other content manager + return this.ContentCore.CreateGameContentManager("(generated)"); + } + /// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary> /// <returns>Returns whether all integrity checks passed.</returns> private bool ValidateContentIntegrity() @@ -635,8 +1342,8 @@ namespace StardewModdingAPI.Framework this.ContentCore.Loaders.Add(new ModLinked<IAssetLoader>(metadata, loader)); // ReSharper restore SuspiciousTypeConversion.Global - helper.ObservableAssetEditors.CollectionChanged += (sender, e) => this.OnInterceptorsChanged(metadata, e.NewItems?.Cast<IAssetEditor>(), e.OldItems?.Cast<IAssetEditor>(), this.ContentCore.Editors); - helper.ObservableAssetLoaders.CollectionChanged += (sender, e) => this.OnInterceptorsChanged(metadata, e.NewItems?.Cast<IAssetLoader>(), e.OldItems?.Cast<IAssetLoader>(), this.ContentCore.Loaders); + helper.ObservableAssetEditors.CollectionChanged += (sender, e) => this.OnAssetInterceptorsChanged(metadata, e.NewItems?.Cast<IAssetEditor>(), e.OldItems?.Cast<IAssetEditor>(), this.ContentCore.Editors); + helper.ObservableAssetLoaders.CollectionChanged += (sender, e) => this.OnAssetInterceptorsChanged(metadata, e.NewItems?.Cast<IAssetLoader>(), e.OldItems?.Cast<IAssetLoader>(), this.ContentCore.Loaders); } // call entry method @@ -670,34 +1377,27 @@ namespace StardewModdingAPI.Framework } } - // invalidate cache entries when needed - // (These listeners are registered after Entry to avoid repeatedly reloading assets as mods initialize.) - foreach (IModMetadata metadata in loadedMods) - { - if (metadata.Mod.Helper.Content is ContentHelper helper) - { - helper.ObservableAssetEditors.CollectionChanged += (sender, e) => this.GameInstance.OnAssetInterceptorsChanged(metadata, e.NewItems, e.OldItems); - helper.ObservableAssetLoaders.CollectionChanged += (sender, e) => this.GameInstance.OnAssetInterceptorsChanged(metadata, e.NewItems, e.OldItems); - } - } - // unlock mod integrations this.ModRegistry.AreAllModsInitialized = true; } - /// <summary>Handle a mod adding or removing asset interceptors.</summary> + /// <summary>Raised after a mod adds or removes asset interceptors.</summary> /// <typeparam name="T">The asset interceptor type (one of <see cref="IAssetEditor"/> or <see cref="IAssetLoader"/>).</typeparam> /// <param name="mod">The mod metadata.</param> /// <param name="added">The interceptors that were added.</param> /// <param name="removed">The interceptors that were removed.</param> - /// <param name="list">The list to update.</param> - private void OnInterceptorsChanged<T>(IModMetadata mod, IEnumerable<T> added, IEnumerable<T> removed, IList<ModLinked<T>> list) + /// <param name="list">A list of interceptors to update for the change.</param> + private void OnAssetInterceptorsChanged<T>(IModMetadata mod, IEnumerable<T> added, IEnumerable<T> removed, IList<ModLinked<T>> list) { foreach (T interceptor in added ?? new T[0]) + { + this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, interceptor, wasAdded: true)); list.Add(new ModLinked<T>(mod, interceptor)); + } foreach (T interceptor in removed ?? new T[0]) { + this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, interceptor, wasAdded: false)); foreach (ModLinked<T> entry in list.Where(p => p.Mod == mod && object.ReferenceEquals(p.Data, interceptor)).ToArray()) list.Remove(entry); } @@ -841,15 +1541,15 @@ namespace StardewModdingAPI.Framework } IModEvents events = new ModEvents(mod, this.EventManager); - ICommandHelper commandHelper = new CommandHelper(mod, this.GameInstance.CommandManager); + ICommandHelper commandHelper = new CommandHelper(mod, this.CommandManager); IContentHelper contentHelper = new ContentHelper(contentCore, mod.DirectoryPath, manifest.UniqueID, mod.DisplayName, monitor); IContentPackHelper contentPackHelper = new ContentPackHelper(manifest.UniqueID, new Lazy<IContentPack[]>(GetContentPacks), CreateFakeContentPack); IDataHelper dataHelper = new DataHelper(manifest.UniqueID, mod.DirectoryPath, jsonHelper); IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, mod.DisplayName, this.Reflection); IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor); - IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer); + IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.Multiplayer); - modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.GameInstance.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper); + modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper); } // init mod @@ -969,7 +1669,6 @@ namespace StardewModdingAPI.Framework catch (Exception ex) { errors.Add($"{file.Name} file couldn't be parsed: {ex.GetLogSummary()}"); - continue; } } } @@ -1045,5 +1744,13 @@ namespace StardewModdingAPI.Framework } } } + + /// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary> + /// <param name="message">The fatal log message.</param> + private void ExitGameImmediately(string message) + { + this.Monitor.LogFatal(message); + this.CancellationToken.Cancel(); + } } } |