diff options
Diffstat (limited to 'src/SMAPI/Framework/SGame.cs')
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 810 |
1 files changed, 37 insertions, 773 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index abb766f2..8efc8996 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -1,29 +1,15 @@ using System; -using System.Collections; -using System.Collections.Concurrent; -using System.Collections.Generic; using System.Collections.ObjectModel; using System.Diagnostics.CodeAnalysis; -using System.Linq; using System.Text; -using System.Threading; using System.Threading.Tasks; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Netcode; -using StardewModdingAPI.Enums; -using StardewModdingAPI.Events; -using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Input; -using StardewModdingAPI.Framework.Networking; -using StardewModdingAPI.Framework.PerformanceMonitoring; using StardewModdingAPI.Framework.Reflection; -using StardewModdingAPI.Framework.Rendering; -using StardewModdingAPI.Framework.StateTracking.Comparers; -using StardewModdingAPI.Framework.StateTracking.Snapshots; using StardewModdingAPI.Framework.Utilities; -using StardewModdingAPI.Toolkit.Serialization; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Events; @@ -42,107 +28,46 @@ namespace StardewModdingAPI.Framework /********* ** Fields *********/ - /**** - ** SMAPI state - ****/ /// <summary>Encapsulates monitoring and logging for SMAPI.</summary> private readonly Monitor Monitor; - /// <summary>Encapsulates monitoring and logging on the game's behalf.</summary> - private readonly IMonitor MonitorForGame; - /// <summary>Manages SMAPI events for mods.</summary> private readonly EventManager Events; - /// <summary>Tracks the installed mods.</summary> - private readonly ModRegistry ModRegistry; - - /// <summary>Manages deprecation warnings.</summary> - private readonly DeprecationManager DeprecationManager; - - /// <summary>Tracks performance metrics.</summary> - private readonly PerformanceMonitor PerformanceMonitor; - /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary> private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second - /// <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>A callback to invoke the first time *any* game content manager loads an asset.</summary> - private readonly Action OnLoadingFirstAsset; - - /// <summary>A callback to invoke after the game finishes initializing.</summary> - private readonly Action OnGameInitialized; - - /// <summary>A callback to invoke when the game exits.</summary> - private readonly Action OnGameExiting; - /// <summary>Simplifies access to private game code.</summary> private readonly Reflector Reflection; - /// <summary>Encapsulates access to SMAPI core translations.</summary> - private readonly Translator Translator; - - /// <summary>Propagates notification that SMAPI should exit.</summary> - private readonly CancellationTokenSource CancellationToken; - - /**** - ** Game state - ****/ - /// <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(); - - /// <summary>Whether post-game-startup initialization has been performed.</summary> - private bool IsInitialized; - - /// <summary>Whether the next content manager requested by the game will be for <see cref="Game1.content"/>.</summary> - private bool NextContentManagerIsMain; + /// <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> + private readonly Action<string> ExitGameImmediately; /********* ** Accessors *********/ - /// <summary>Static state to use while <see cref="Game1"/> is initializing, which happens before the <see cref="SGame"/> constructor runs.</summary> - internal static SGameConstructorHack ConstructorHack { get; 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; } + /// <summary>Manages input visible to the game.</summary> + public static SInputState Input => (SInputState)Game1.input; - /// <summary>SMAPI's content manager.</summary> - public ContentCoordinator ContentCore { get; private set; } + /// <summary>The game's core multiplayer utility.</summary> + public static SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer; - /// <summary>Manages console commands.</summary> - public CommandManager CommandManager { get; } = new CommandManager(); + /// <summary>The game background task which initializes a new day.</summary> + public static Task NewDayTask => Game1._newDayTask; - /// <summary>Manages input visible to the game.</summary> - public SInputState Input => (SInputState)Game1.input; + /// <summary>Construct a content manager to read game content files.</summary> + /// <remarks>This must be static because the game accesses it before the <see cref="SGame"/> constructor is called.</remarks> + public static Func<IServiceProvider, string, LocalizedContentManager> CreateContentManagerImpl; - /// <summary>The game's core multiplayer utility.</summary> - public SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer; + /// <summary>Raised after the game finishes loading its initial content.</summary> + public event Action OnGameContentLoaded; - /// <summary>A list of queued commands to execute.</summary> - /// <remarks>This property must be threadsafe, since it's accessed from a separate console input thread.</remarks> - public ConcurrentQueue<string> CommandQueue { get; } = new ConcurrentQueue<string>(); + /// <summary>Raised before the game exits.</summary> + public event Action OnGameExiting; - /// <summary>Asset interceptors added or removed since the last tick.</summary> - private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>(); + /// <summary>Raised when the game is updating its state (roughly 60 times per second).</summary> + public event Action<GameTime, Action> OnGameUpdating; /********* @@ -150,74 +75,35 @@ namespace StardewModdingAPI.Framework *********/ /// <summary>Construct an instance.</summary> /// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param> - /// <param name="monitorForGame">Encapsulates monitoring and logging on the game's behalf.</param> /// <param name="reflection">Simplifies access to private game code.</param> - /// <param name="translator">Encapsulates access to arbitrary translations.</param> /// <param name="eventManager">Manages SMAPI events for mods.</param> - /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> - /// <param name="modRegistry">Tracks the installed mods.</param> - /// <param name="deprecationManager">Manages deprecation warnings.</param> - /// <param name="performanceMonitor">Tracks performance metrics.</param> - /// <param name="onGameInitialized">A callback to invoke after the game finishes initializing.</param> - /// <param name="onGameExiting">A callback to invoke when the game exits.</param> - /// <param name="cancellationToken">Propagates notification that SMAPI should exit.</param> - /// <param name="logNetworkTraffic">Whether to log network traffic.</param> - internal SGame(Monitor monitor, IMonitor monitorForGame, Reflector reflection, Translator translator, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, DeprecationManager deprecationManager, PerformanceMonitor performanceMonitor, Action onGameInitialized, Action onGameExiting, CancellationTokenSource cancellationToken, bool logNetworkTraffic) + /// <param name="modHooks">Handles mod hooks provided by the game.</param> + /// <param name="multiplayer">The core multiplayer logic.</param> + /// <param name="exitGameImmediately">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.</param> + internal SGame(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately) { - this.OnLoadingFirstAsset = SGame.ConstructorHack.OnLoadingFirstAsset; - SGame.ConstructorHack = null; - - // check expectations - if (this.ContentCore == null) - throw new InvalidOperationException($"The game didn't initialize its first content manager before SMAPI's {nameof(SGame)} constructor. This indicates an incompatible lifecycle change."); - // init XNA Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; + // hook into game + Game1.input = new SInputState(); + Game1.multiplayer = multiplayer; + Game1.hooks = modHooks; + Game1.locations = new ObservableCollection<GameLocation>(); + // init SMAPI this.Monitor = monitor; - this.MonitorForGame = monitorForGame; this.Events = eventManager; - this.ModRegistry = modRegistry; this.Reflection = reflection; - this.Translator = translator; - this.DeprecationManager = deprecationManager; - this.PerformanceMonitor = performanceMonitor; - this.OnGameInitialized = onGameInitialized; - this.OnGameExiting = onGameExiting; - Game1.input = new SInputState(); - Game1.multiplayer = new SMultiplayer(monitor, eventManager, jsonHelper, modRegistry, reflection, this.OnModMessageReceived, logNetworkTraffic); - Game1.hooks = new SModHooks(this.OnNewDayAfterFade); - this.CancellationToken = cancellationToken; - - // init observables - Game1.locations = new ObservableCollection<GameLocation>(); + this.ExitGameImmediately = exitGameImmediately; } /// <summary>Load content when the game is launched.</summary> protected override void LoadContent() { - // load content base.LoadContent(); - Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice); - // log GPU info -#if SMAPI_FOR_WINDOWS - this.Monitor.Log($"Running on GPU: {this.GraphicsDevice?.Adapter?.Description ?? "<unknown>"}"); -#endif - } - - /// <summary>Initialize just before the game's first update tick.</summary> - private void InitializeAfterGameStarted() - { - // set initial state - this.Input.TrueUpdate(); - - // init watchers - this.Watchers = new WatcherCore(this.Input); - - // raise callback - this.OnGameInitialized(); + this.OnGameContentLoaded?.Invoke(); } /// <summary>Perform cleanup logic when the game exits.</summary> @@ -226,639 +112,25 @@ namespace StardewModdingAPI.Framework /// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks> protected override void OnExiting(object sender, EventArgs args) { - Game1.multiplayer.Disconnect(StardewValley.Multiplayer.DisconnectType.ClosedGame); this.OnGameExiting?.Invoke(); } - /// <summary>A callback invoked before <see cref="Game1.newDayAfterFade"/> runs.</summary> - protected void OnNewDayAfterFade() - { - this.Events.DayEnding.RaiseEmpty(); - } - - /// <summary>A callback invoked when a mod 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.Events.ModMessageReceived.Raise(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID)); - } - - /// <summary>A callback invoked when custom content is removed from the save data to avoid a crash.</summary> - internal void OnSaveContentRemoved() - { - this.IsSaveContentRemoved = true; - } - - /// <summary>A callback invoked when the game's low-level load stage 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", LogLevel.Trace); - this.OnReturnedToTitle(); - } - - // raise events - this.Events.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage)); - if (newStage == LoadStage.None) - this.Events.ReturnedToTitle.RaiseEmpty(); - } - - /// <summary>A callback invoked when a mod adds or removes an asset interceptor.</summary> - /// <param name="mod">The mod which added or removed interceptors.</param> - /// <param name="added">The added interceptors.</param> - /// <param name="removed">The removed interceptors.</param> - internal void OnAssetInterceptorsChanged(IModMetadata mod, IEnumerable added, IEnumerable removed) - { - if (added != null) - { - foreach (object instance in added) - this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, instance, wasAdded: true)); - } - if (removed != null) - { - foreach (object instance in removed) - this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, instance, wasAdded: false)); - } - } - - /// <summary>Perform cleanup when the game returns to the title screen.</summary> - private void OnReturnedToTitle() - { - this.Multiplayer.CleanupOnMultiplayerExit(); - - if (!(Game1.mapDisplayDevice is SDisplayDevice)) - Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice); - } - - /// <summary>Constructor a content manager to read XNB files.</summary> + /// <summary>Construct 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> protected override 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, SGame.ConstructorHack.Monitor, SGame.ConstructorHack.Reflection, SGame.ConstructorHack.JsonHelper, this.OnLoadingFirstAsset ?? SGame.ConstructorHack?.OnLoadingFirstAsset); - this.NextContentManagerIsMain = true; - return this.ContentCore.CreateGameContentManager("Game1._temporaryContent"); - } + if (SGame.CreateContentManagerImpl == null) + throw new InvalidOperationException($"The {nameof(SGame)}.{nameof(SGame.CreateContentManagerImpl)} must be set."); - // Game1.content initializing from LoadContent - if (this.NextContentManagerIsMain) - { - this.NextContentManagerIsMain = false; - return this.ContentCore.MainContentManager; - } - - // any other content manager - return this.ContentCore.CreateGameContentManager("(generated)"); + return SGame.CreateContentManagerImpl(serviceProvider, rootDirectory); } - /// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary> + /// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary> /// <param name="gameTime">A snapshot of the game timing state.</param> protected override void Update(GameTime gameTime) { - var events = this.Events; - - try - { - this.DeprecationManager.PrintQueued(); - this.PerformanceMonitor.PrintQueuedAlerts(); - - /********* - ** First-tick initialization - *********/ - if (!this.IsInitialized) - { - this.IsInitialized = true; - this.InitializeAfterGameStarted(); - } - - /********* - ** 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.IsActive) - inputState.TrueUpdate(); - - /********* - ** Special cases - *********/ - // Abort if SMAPI is exiting. - if (this.CancellationToken.IsCancellationRequested) - { - this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace); - 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...", LogLevel.Trace); - 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.", LogLevel.Trace); - } - if (Game1._newDayTask?.Status == TaskStatus.Created) - { - this.Monitor.Log("New day task synchronizing...", LogLevel.Trace); - Game1._newDayTask.RunSynchronously(); - this.Monitor.Log("New day task done.", LogLevel.Trace); - } - - // 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 (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode) - { - events.UnvalidatedUpdateTicking.RaiseEmpty(); - SGame.TicksElapsed++; - base.Update(gameTime); - 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.", LogLevel.Trace); - events.SaveCreating.RaiseEmpty(); - } - - // raise before-save - if (Context.IsWorldReady && !this.IsBetweenSaveEvents) - { - this.IsBetweenSaveEvents = true; - this.Monitor.Log("Context: before save.", LogLevel.Trace); - events.Saving.RaiseEmpty(); - } - - // suppress non-save events - events.UnvalidatedUpdateTicking.RaiseEmpty(); - SGame.TicksElapsed++; - base.Update(gameTime); - 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($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); - this.OnLoadStageChanged(LoadStage.CreatedSaveFile); - events.SaveCreated.RaiseEmpty(); - } - if (this.IsBetweenSaveEvents) - { - // raise after-save - this.IsBetweenSaveEvents = false; - this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); - events.Saved.RaiseEmpty(); - events.DayStarted.RaiseEmpty(); - } - - /********* - ** Locale changed events - *********/ - if (state.Locale.IsChanged) - this.Monitor.Log($"Context: locale set to {state.Locale.New}.", LogLevel.Trace); - - /********* - ** 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 += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online."; - } - else - context += " Single-player."; - this.Monitor.Log(context, LogLevel.Trace); - - // raise events - this.OnLoadStageChanged(LoadStage.Ready); - events.SaveLoaded.RaiseEmpty(); - events.DayStarted.RaiseEmpty(); - } - - /********* - ** Window events - *********/ - // Here we depend on the game's viewport instead of listening to the Window.Resize - // event because we need to notify mods after the game handles the resize, so the - // game's metadata (like Game1.viewport) are updated. That's a bit complicated - // since the game adds & removes its own handler on the fly. - if (state.WindowSize.IsChanged) - { - if (this.Monitor.IsVerbose) - this.Monitor.Log($"Events: window size changed to {state.WindowSize.New}.", LogLevel.Trace); - - events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New)); - } - - /********* - ** Input events (if window has focus) - *********/ - if (this.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($"Events: mouse wheel scrolled to {state.MouseWheelScroll.New}.", LogLevel.Trace); - events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New)); - } - - // raise input button events - foreach (var pair in inputState.LastButtonStates) - { - SButton button = pair.Key; - SButtonState status = pair.Value; - - if (status == SButtonState.Pressed) - { - if (this.Monitor.IsVerbose) - this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace); - - events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState)); - } - else if (status == SButtonState.Released) - { - if (this.Monitor.IsVerbose) - this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace); - - events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState)); - } - } - } - } - - /********* - ** Menu events - *********/ - if (state.ActiveMenu.IsChanged) - { - if (this.Monitor.IsVerbose) - this.Monitor.Log($"Context: menu changed from {state.ActiveMenu.Old?.GetType().FullName ?? "none"} to {state.ActiveMenu.New?.GetType().FullName ?? "none"}.", LogLevel.Trace); - - // 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}).", LogLevel.Trace); - } - - 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}.", LogLevel.Trace); - - 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($"Events: player skill '{pair.Key}' changed from {pair.Value.Old} to {pair.Value.New}.", LogLevel.Trace); - - events.LevelChanged.Raise(new LevelChangedEventArgs(player, pair.Key, pair.Value.Old, pair.Value.New)); - } - - // raise player inventory changed - if (playerState.Inventory.IsChanged) - { - var inventory = playerState.Inventory; - - if (this.Monitor.IsVerbose) - this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace); - events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, added: inventory.Added, removed: inventory.Removed, quantityChanged: inventory.QuantityChanged)); - } - } - } - - /********* - ** Game update - *********/ - // game launched - bool isFirstTick = SGame.TicksElapsed == 0; - if (isFirstTick) - { - Context.IsGameLaunched = true; - events.GameLaunched.Raise(new GameLaunchedEventArgs()); - } - - // preloaded - if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0) - this.OnLoadStageChanged(LoadStage.Loaded); - } - - /********* - ** Game update tick - *********/ - { - bool isOneSecond = SGame.TicksElapsed % 60 == 0; - events.UnvalidatedUpdateTicking.RaiseEmpty(); - events.UpdateTicking.RaiseEmpty(); - if (isOneSecond) - events.OneSecondUpdateTicking.RaiseEmpty(); - try - { - this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now - SGame.TicksElapsed++; - base.Update(gameTime); - } - catch (Exception ex) - { - this.MonitorForGame.Log($"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."); - } + this.OnGameUpdating?.Invoke(gameTime, () => base.Update(gameTime)); } /// <summary>The method called to draw everything to the screen.</summary> @@ -890,7 +162,7 @@ namespace StardewModdingAPI.Framework { if (Game1.spriteBatch.IsOpen(this.Reflection)) { - this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace); + this.Monitor.Log("Recovering sprite batch from error..."); Game1.spriteBatch.End(); } } @@ -1316,7 +588,7 @@ namespace StardewModdingAPI.Framework } Game1.drawPlayerHeldObject(Game1.player); } - label_139: + label_139: if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null))) Game1.drawTool(Game1.player); if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null) @@ -1604,13 +876,5 @@ 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(); - } } } |