diff options
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r-- | src/SMAPI/Framework/Logging/LogManager.cs | 5 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/DataHelper.cs | 8 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/InputHelper.cs | 21 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/ModHelper.cs | 6 | ||||
-rw-r--r-- | src/SMAPI/Framework/Monitor.cs | 11 | ||||
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 358 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 121 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGameRunner.cs | 156 |
8 files changed, 451 insertions, 235 deletions
diff --git a/src/SMAPI/Framework/Logging/LogManager.cs b/src/SMAPI/Framework/Logging/LogManager.cs index 1e484709..a2c0125e 100644 --- a/src/SMAPI/Framework/Logging/LogManager.cs +++ b/src/SMAPI/Framework/Logging/LogManager.cs @@ -84,10 +84,11 @@ namespace StardewModdingAPI.Framework.Logging /// <param name="writeToConsole">Whether to output log messages to the console.</param> /// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param> /// <param name="isDeveloperMode">Whether to enable full console output for developers.</param> - public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode) + /// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param> + public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode, Func<int?> getScreenIdForLog) { // init construction logic - this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose) + this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose, getScreenIdForLog) { WriteToConsole = writeToConsole, ShowTraceInConsole = isDeveloperMode, diff --git a/src/SMAPI/Framework/ModHelpers/DataHelper.cs b/src/SMAPI/Framework/ModHelpers/DataHelper.cs index 41612387..0fe3209f 100644 --- a/src/SMAPI/Framework/ModHelpers/DataHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/DataHelper.cs @@ -69,8 +69,8 @@ namespace StardewModdingAPI.Framework.ModHelpers { if (Context.LoadStage == LoadStage.None) throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when a save file isn't loaded."); - if (!Game1.IsMasterGame) - throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)"); + if (!Context.IsOnHostComputer) + throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)"); string internalKey = this.GetSaveFileKey(key); @@ -87,8 +87,8 @@ namespace StardewModdingAPI.Framework.ModHelpers { if (Context.LoadStage == LoadStage.None) throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when a save file isn't loaded."); - if (!Game1.IsMasterGame) - throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)"); + if (!Context.IsOnHostComputer) + throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)"); string internalKey = this.GetSaveFileKey(key); string data = model != null diff --git a/src/SMAPI/Framework/ModHelpers/InputHelper.cs b/src/SMAPI/Framework/ModHelpers/InputHelper.cs index 09ce3c65..e1317544 100644 --- a/src/SMAPI/Framework/ModHelpers/InputHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/InputHelper.cs @@ -1,3 +1,4 @@ +using System; using StardewModdingAPI.Framework.Input; namespace StardewModdingAPI.Framework.ModHelpers @@ -8,8 +9,8 @@ namespace StardewModdingAPI.Framework.ModHelpers /********* ** Accessors *********/ - /// <summary>Manages the game's input state.</summary> - private readonly SInputState InputState; + /// <summary>Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</summary> + private readonly Func<SInputState> CurrentInputState; /********* @@ -17,41 +18,41 @@ namespace StardewModdingAPI.Framework.ModHelpers *********/ /// <summary>Construct an instance.</summary> /// <param name="modID">The unique ID of the relevant mod.</param> - /// <param name="inputState">Manages the game's input state.</param> - public InputHelper(string modID, SInputState inputState) + /// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param> + public InputHelper(string modID, Func<SInputState> currentInputState) : base(modID) { - this.InputState = inputState; + this.CurrentInputState = currentInputState; } /// <inheritdoc /> public ICursorPosition GetCursorPosition() { - return this.InputState.CursorPosition; + return this.CurrentInputState().CursorPosition; } /// <inheritdoc /> public bool IsDown(SButton button) { - return this.InputState.IsDown(button); + return this.CurrentInputState().IsDown(button); } /// <inheritdoc /> public bool IsSuppressed(SButton button) { - return this.InputState.IsSuppressed(button); + return this.CurrentInputState().IsSuppressed(button); } /// <inheritdoc /> public void Suppress(SButton button) { - this.InputState.OverrideButton(button, setDown: false); + this.CurrentInputState().OverrideButton(button, setDown: false); } /// <inheritdoc /> public SButtonState GetState(SButton button) { - return this.InputState.GetState(button); + return this.CurrentInputState().GetState(button); } } } diff --git a/src/SMAPI/Framework/ModHelpers/ModHelper.cs b/src/SMAPI/Framework/ModHelpers/ModHelper.cs index d9fc8621..058bff83 100644 --- a/src/SMAPI/Framework/ModHelpers/ModHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ModHelper.cs @@ -51,7 +51,7 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <summary>Construct an instance.</summary> /// <param name="modID">The mod's unique ID.</param> /// <param name="modDirectory">The full path to the mod's folder.</param> - /// <param name="inputState">Manages the game's input state.</param> + /// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param> /// <param name="events">Manages access to events raised by SMAPI.</param> /// <param name="contentHelper">An API for loading content assets.</param> /// <param name="contentPackHelper">An API for managing content packs.</param> @@ -63,7 +63,7 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param> /// <exception cref="ArgumentNullException">An argument is null or empty.</exception> /// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception> - public ModHelper(string modID, string modDirectory, SInputState inputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper) + public ModHelper(string modID, string modDirectory, Func<SInputState> currentInputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper) : base(modID) { // validate directory @@ -77,7 +77,7 @@ namespace StardewModdingAPI.Framework.ModHelpers this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper)); this.ContentPacks = contentPackHelper ?? throw new ArgumentNullException(nameof(contentPackHelper)); this.Data = dataHelper ?? throw new ArgumentNullException(nameof(dataHelper)); - this.Input = new InputHelper(modID, inputState); + this.Input = new InputHelper(modID, currentInputState); this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry)); this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper)); this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper)); diff --git a/src/SMAPI/Framework/Monitor.cs b/src/SMAPI/Framework/Monitor.cs index 533420a5..04e67d68 100644 --- a/src/SMAPI/Framework/Monitor.cs +++ b/src/SMAPI/Framework/Monitor.cs @@ -30,6 +30,9 @@ namespace StardewModdingAPI.Framework /// <summary>A cache of messages that should only be logged once.</summary> private readonly HashSet<string> LogOnceCache = new HashSet<string>(); + /// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary> + private readonly Func<int?> GetScreenIdForLog; + /********* ** Accessors @@ -56,7 +59,8 @@ namespace StardewModdingAPI.Framework /// <param name="logFile">The log file to which to write messages.</param> /// <param name="colorConfig">The colors to use for text written to the SMAPI console.</param> /// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param> - public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose) + /// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param> + public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose, Func<int?> getScreenIdForLog) { // validate if (string.IsNullOrWhiteSpace(source)) @@ -68,6 +72,7 @@ namespace StardewModdingAPI.Framework this.ConsoleWriter = new ColorfulConsoleWriter(Constants.Platform, colorConfig); this.IgnoreChar = ignoreChar; this.IsVerbose = isVerbose; + this.GetScreenIdForLog = getScreenIdForLog; } /// <inheritdoc /> @@ -143,7 +148,9 @@ namespace StardewModdingAPI.Framework private string GenerateMessagePrefix(string source, ConsoleLogLevel level) { string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength); - return $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}]"; + int? playerIndex = this.GetScreenIdForLog(); + + return $"[{DateTime.Now:HH:mm:ss} {levelStr}{(playerIndex != null ? $" screen_{playerIndex}" : "")} {source}]"; } } } diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 1b4c32bb..a7f8fbed 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -85,17 +85,14 @@ namespace StardewModdingAPI.Framework private readonly CommandManager CommandManager = new CommandManager(); /// <summary>The underlying game instance.</summary> - private SGame Game; - - /// <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; + private SGameRunner Game; /// <summary>SMAPI's content manager.</summary> private ContentCoordinator ContentCore; + /// <summary>The game's core multiplayer utility for the main player.</summary> + private SMultiplayer Multiplayer; + /// <summary>Tracks the installed mods.</summary> /// <remarks>This is initialized after the game starts.</remarks> private readonly ModRegistry ModRegistry = new ModRegistry(); @@ -103,11 +100,6 @@ 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 @@ -127,25 +119,15 @@ namespace StardewModdingAPI.Framework /// <summary>Whether post-game-startup initialization has been performed.</summary> private bool IsInitialized; + /// <summary>Whether the player just returned to the title screen.</summary> + public bool JustReturnedToTitle { get; set; } + /// <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>Whether the player just returned to the title screen.</summary> - private bool JustReturnedToTitle; - /// <summary>Asset interceptors added or removed since the last tick.</summary> private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>(); @@ -191,7 +173,7 @@ namespace StardewModdingAPI.Framework if (File.Exists(Constants.ApiUserConfigPath)) JsonConvert.PopulateObject(File.ReadAllText(Constants.ApiUserConfigPath), this.Settings); - this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode); + this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode, getScreenIdForLog: this.GetScreenIdForLog); SCore.PerformanceMonitor = new PerformanceMonitor(this.Monitor); this.EventManager = new EventManager(this.ModRegistry, SCore.PerformanceMonitor); @@ -250,22 +232,22 @@ namespace StardewModdingAPI.Framework LocalizedContentManager.OnLanguageChange += locale => this.OnLocaleChanged(); // override game - 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); + this.Multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic); SGame.CreateContentManagerImpl = this.CreateContentManager; // must be static since the game accesses it before the SGame constructor is called - this.Game = new SGame( + this.Game = new SGameRunner( monitor: this.Monitor, reflection: this.Reflection, eventManager: this.EventManager, - modHooks: modHooks, - multiplayer: multiplayer, + modHooks: new SModHooks(this.OnNewDayAfterFade), + multiplayer: this.Multiplayer, exitGameImmediately: this.ExitGameImmediately, onGameContentLoaded: this.OnGameContentLoaded, onGameUpdating: this.OnGameUpdating, + onPlayerInstanceUpdating: this.OnPlayerInstanceUpdating, onGameExiting: this.OnGameExiting ); - StardewValley.Program.gamePtr = this.Game; + StardewValley.GameRunner.instance = this.Game; // apply game patches new GamePatcher(this.Monitor).Apply( @@ -422,12 +404,6 @@ namespace StardewModdingAPI.Framework /// <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, this.Game.GetObservableLocations()); - // 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); @@ -460,8 +436,6 @@ namespace StardewModdingAPI.Framework /// <param name="runGameUpdate">Invoke the game's update logic.</param> private void OnGameUpdating(GameTime gameTime, Action runGameUpdate) { - var events = this.EventManager; - try { /********* @@ -471,15 +445,6 @@ namespace StardewModdingAPI.Framework SCore.DeprecationManager.PrintQueued(); SCore.PerformanceMonitor.PrintQueuedAlerts(); - // reapply overrides - if (this.JustReturnedToTitle) - { - if (!(Game1.mapDisplayDevice is SDisplayDevice)) - Game1.mapDisplayDevice = this.GetMapDisplayDevice(); - - this.JustReturnedToTitle = false; - } - /********* ** First-tick initialization *********/ @@ -490,25 +455,151 @@ namespace StardewModdingAPI.Framework } /********* + ** Special cases + *********/ + // Abort if SMAPI is exiting. + if (this.CancellationToken.IsCancellationRequested) + { + this.Monitor.Log("SMAPI shutting down: aborting update."); + 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); + } + } + + /********* + ** Show in-game warnings (for main player only) + *********/ + // 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)); + } + + /********* + ** Run game update + *********/ + runGameUpdate(); + + /********* + ** Reset crash timer + *********/ + 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."); + } + finally + { + SCore.TicksElapsed++; + } + } + + /// <summary>Raised when the game instance for a local player is updating (once per <see cref="OnGameUpdating"/> per player).</summary> + /// <param name="instance">The game instance being updated.</param> + /// <param name="gameTime">A snapshot of the game timing state.</param> + /// <param name="runUpdate">Invoke the game's update logic.</param> + private void OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) + { + var events = this.EventManager; + + try + { + // reapply overrides + if (this.JustReturnedToTitle) + { + if (!(Game1.mapDisplayDevice is SDisplayDevice)) + Game1.mapDisplayDevice = this.GetMapDisplayDevice(); + + this.JustReturnedToTitle = false; + } + + /********* ** 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; + SInputState inputState = instance.Input; if (this.Game.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; @@ -544,10 +635,10 @@ namespace StardewModdingAPI.Framework this.Monitor.Log("Game loader done."); } - if (SGame.NewDayTask?.Status == TaskStatus.Created) + if (instance.NewDayTask?.Status == TaskStatus.Created) { this.Monitor.Log("New day task synchronizing..."); - SGame.NewDayTask.RunSynchronously(); + instance.NewDayTask.RunSynchronously(); this.Monitor.Log("New day task done."); } @@ -560,11 +651,10 @@ namespace StardewModdingAPI.Framework // 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) + if (instance.NewDayTask != null || Game1.gameMode == Game1.loadingMode) { events.UnvalidatedUpdateTicking.RaiseEmpty(); - SCore.TicksElapsed++; - runGameUpdate(); + runUpdate(); events.UnvalidatedUpdateTicked.RaiseEmpty(); return; } @@ -578,132 +668,52 @@ namespace StardewModdingAPI.Framework if (Context.IsSaving) { // raise before-create - if (!Context.IsWorldReady && !this.IsBetweenCreateEvents) + if (!Context.IsWorldReady && !instance.IsBetweenCreateEvents) { - this.IsBetweenCreateEvents = true; + instance.IsBetweenCreateEvents = true; this.Monitor.Log("Context: before save creation."); events.SaveCreating.RaiseEmpty(); } // raise before-save - if (Context.IsWorldReady && !this.IsBetweenSaveEvents) + if (Context.IsWorldReady && !instance.IsBetweenSaveEvents) { - this.IsBetweenSaveEvents = true; + instance.IsBetweenSaveEvents = true; this.Monitor.Log("Context: before save."); events.Saving.RaiseEmpty(); } // suppress non-save events events.UnvalidatedUpdateTicking.RaiseEmpty(); - SCore.TicksElapsed++; - runGameUpdate(); + runUpdate(); 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(); + instance.AfterLoadTimer.Reset(); } - else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) + else if (Context.IsSaveLoaded && instance.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; + instance.AfterLoadTimer.Decrement(); + Context.IsWorldReady = instance.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)); - } + instance.Watchers.Update(); + instance.WatcherSnapshot.Update(instance.Watchers); + instance.Watchers.Reset(); + WatcherSnapshot state = instance.WatcherSnapshot; /********* ** Pre-update events @@ -712,19 +722,19 @@ namespace StardewModdingAPI.Framework /********* ** Save created/loaded events *********/ - if (this.IsBetweenCreateEvents) + if (instance.IsBetweenCreateEvents) { // raise after-create - this.IsBetweenCreateEvents = false; + instance.IsBetweenCreateEvents = false; this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}."); this.OnLoadStageChanged(LoadStage.CreatedSaveFile); events.SaveCreated.RaiseEmpty(); } - if (this.IsBetweenSaveEvents) + if (instance.IsBetweenSaveEvents) { // raise after-save - this.IsBetweenSaveEvents = false; + instance.IsBetweenSaveEvents = false; this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}."); events.Saved.RaiseEmpty(); events.DayStarted.RaiseEmpty(); @@ -785,7 +795,7 @@ namespace StardewModdingAPI.Framework 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; + ICursorPosition cursor = instance.Input.CursorPosition; // raise cursor moved event if (state.Cursor.IsChanged) @@ -950,9 +960,8 @@ namespace StardewModdingAPI.Framework /********* ** Game update *********/ - // game launched - bool isFirstTick = SCore.TicksElapsed == 0; - if (isFirstTick) + // game launched (not raised for secondary players in split-screen mode) + if (instance.IsFirstTick && !Context.IsGameLaunched) { Context.IsGameLaunched = true; events.GameLaunched.Raise(new GameLaunchedEventArgs()); @@ -974,9 +983,8 @@ namespace StardewModdingAPI.Framework events.OneSecondUpdateTicking.RaiseEmpty(); try { - this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now - SCore.TicksElapsed++; - runGameUpdate(); + instance.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now + runUpdate(); } catch (Exception ex) { @@ -1113,6 +1121,13 @@ namespace StardewModdingAPI.Framework return this.ContentCore.CreateGameContentManager("(generated)"); } + /// <summary>Get the current game instance. This may not be the main player if playing in split-screen.</summary> + private SGame GetCurrentGameInstance() + { + return Game1.game1 as SGame + ?? throw new InvalidOperationException("The current game instance wasn't created by SMAPI."); + } + /// <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() @@ -1601,7 +1616,7 @@ namespace StardewModdingAPI.Framework IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor); IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.Multiplayer); - modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper); + modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, () => this.GetCurrentGameInstance().Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper); } // init mod @@ -1813,5 +1828,14 @@ namespace StardewModdingAPI.Framework this.Monitor.LogFatal(message); this.CancellationToken.Cancel(); } + + /// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary> + private int? GetScreenIdForLog() + { + if (Context.ScreenId != 0 || (Context.IsWorldReady && Context.IsSplitScreen)) + return Context.ScreenId; + + return null; + } } } diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 1c769c3f..aeb48f5c 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -5,9 +5,11 @@ using System.Text; using System.Threading.Tasks; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Input; using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.StateTracking.Snapshots; using StardewModdingAPI.Framework.Utilities; using StardewValley; using StardewValley.BellsAndWhistles; @@ -41,30 +43,47 @@ 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> private readonly Action<string> ExitGameImmediately; - /// <summary>Raised after the game finishes loading its initial content.</summary> - private readonly Action OnGameContentLoaded; + /// <summary>The initial override for <see cref="Input"/>. This value is null after initialization.</summary> + private SInputState InitialInput; - /// <summary>Raised when the game is updating its state (roughly 60 times per second).</summary> - private readonly Action<GameTime, Action> OnGameUpdating; + /// <summary>The initial override for <see cref="Multiplayer"/>. This value is null after initialization.</summary> + private SMultiplayer InitialMultiplayer; - /// <summary>Raised before the game exits.</summary> - private readonly Action OnGameExiting; + /// <summary>Raised when the instance is updating its state (roughly 60 times per second).</summary> + private readonly Action<SGame, GameTime, Action> OnUpdating; /********* ** Accessors *********/ /// <summary>Manages input visible to the game.</summary> - public static SInputState Input => (SInputState)Game1.input; - - /// <summary>The game's core multiplayer utility.</summary> - public static SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer; + public SInputState Input => (SInputState)Game1.input; /// <summary>The game background task which initializes a new day.</summary> - public static Task NewDayTask => Game1._newDayTask; + public Task NewDayTask => Game1._newDayTask; + + /// <summary>Monitors the entire game state for changes.</summary> + public WatcherCore Watchers { get; private set; } + + /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary> + public WatcherSnapshot WatcherSnapshot { get; } = new WatcherSnapshot(); + + /// <summary>Whether the current update tick is the first one for this instance.</summary> + public bool IsFirstTick = true; + + /// <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> + public Countdown AfterLoadTimer { get; } = new Countdown(5); + + /// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary> + public bool IsBetweenSaveEvents { get; set; } + + /// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary> + public bool IsBetweenCreateEvents { get; set; } /// <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> + [NonInstancedStatic] public static Func<IServiceProvider, string, LocalizedContentManager> CreateContentManagerImpl; @@ -72,63 +91,40 @@ namespace StardewModdingAPI.Framework ** Public methods *********/ /// <summary>Construct an instance.</summary> + /// <param name="playerIndex">The player index.</param> + /// <param name="instanceIndex">The instance index.</param> /// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param> /// <param name="reflection">Simplifies access to private game code.</param> /// <param name="eventManager">Manages SMAPI events for mods.</param> + /// <param name="input">Manages the game's input state.</param> /// <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> - /// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param> - /// <param name="onGameUpdating">Raised when the game is updating its state (roughly 60 times per second).</param> - /// <param name="onGameExiting">Raised before the game exits.</param> - public SGame(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action onGameExiting) + /// <param name="onUpdating">Raised when the instance is updating its state (roughly 60 times per second).</param> + public SGame(PlayerIndex playerIndex, int instanceIndex, Monitor monitor, Reflector reflection, EventManager eventManager, SInputState input, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action<SGame, GameTime, Action> onUpdating) + : base(playerIndex, instanceIndex) { // init XNA Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // hook into game - Game1.input = new SInputState(); - Game1.multiplayer = multiplayer; + Game1.input = this.InitialInput = input; + Game1.multiplayer = this.InitialMultiplayer = multiplayer; Game1.hooks = modHooks; - Game1.locations = new ObservableCollection<GameLocation>(); + this._locations = new ObservableCollection<GameLocation>(); // init SMAPI this.Monitor = monitor; this.Events = eventManager; this.Reflection = reflection; this.ExitGameImmediately = exitGameImmediately; - this.OnGameContentLoaded = onGameContentLoaded; - this.OnGameUpdating = onGameUpdating; - this.OnGameExiting = onGameExiting; - } - - /// <summary>Get the observable location list.</summary> - public ObservableCollection<GameLocation> GetObservableLocations() - { - return (ObservableCollection<GameLocation>)Game1.locations; + this.OnUpdating = onUpdating; } /********* ** Protected methods *********/ - /// <summary>Load content when the game is launched.</summary> - protected override void LoadContent() - { - base.LoadContent(); - - this.OnGameContentLoaded(); - } - - /// <summary>Perform cleanup logic when the game exits.</summary> - /// <param name="sender">The event sender.</param> - /// <param name="args">The event args.</param> - /// <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) - { - this.OnGameExiting(); - } - /// <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> @@ -140,11 +136,42 @@ namespace StardewModdingAPI.Framework return SGame.CreateContentManagerImpl(serviceProvider, rootDirectory); } - /// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary> + /// <summary>Initialize the instance when the game starts.</summary> + protected override void Initialize() + { + base.Initialize(); + + // The game resets public static fields after the class is constructed (see + // GameRunner.SetInstanceDefaults), so SMAPI needs to re-override them here. + Game1.input = this.InitialInput; + Game1.multiplayer = this.InitialMultiplayer; + + // The Initial* fields should no longer be used after this point, since mods may + // further override them after initialization. + this.InitialInput = null; + this.InitialMultiplayer = null; + } + + /// <summary>The method called when the instance 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) { - this.OnGameUpdating(gameTime, () => base.Update(gameTime)); + // set initial state + if (this.IsFirstTick) + { + this.Input.TrueUpdate(); + this.Watchers = new WatcherCore(this.Input, (ObservableCollection<GameLocation>)this._locations); + } + + // update + try + { + this.OnUpdating(this, gameTime, () => base.Update(gameTime)); + } + finally + { + this.IsFirstTick = false; + } } /// <summary>The method called to draw everything to the screen.</summary> @@ -171,7 +198,7 @@ namespace StardewModdingAPI.Framework return; } - // recover sprite batch + // recover draw state try { if (Game1.spriteBatch.IsOpen(this.Reflection)) diff --git a/src/SMAPI/Framework/SGameRunner.cs b/src/SMAPI/Framework/SGameRunner.cs new file mode 100644 index 00000000..ae06f513 --- /dev/null +++ b/src/SMAPI/Framework/SGameRunner.cs @@ -0,0 +1,156 @@ +using System; +using System.Collections.Generic; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Events; +using StardewModdingAPI.Framework.Input; +using StardewModdingAPI.Framework.Reflection; +using StardewValley; + +namespace StardewModdingAPI.Framework +{ + /// <summary>SMAPI's extension of the game's core <see cref="GameRunner"/>, used to inject SMAPI components.</summary> + internal class SGameRunner : GameRunner + { + /********* + ** Fields + *********/ + /// <summary>Encapsulates monitoring and logging for SMAPI.</summary> + private readonly Monitor Monitor; + + /// <summary>Manages SMAPI events for mods.</summary> + private readonly EventManager Events; + + /// <summary>Simplifies access to private game code.</summary> + private readonly Reflector Reflection; + + /// <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; + + /// <summary>The core SMAPI mod hooks.</summary> + private readonly SModHooks ModHooks; + + /// <summary>The core multiplayer logic.</summary> + private readonly SMultiplayer Multiplayer; + + /// <summary>Raised after the game finishes loading its initial content.</summary> + private readonly Action OnGameContentLoaded; + + /// <summary>Raised when XNA is updating (roughly 60 times per second).</summary> + private readonly Action<GameTime, Action> OnGameUpdating; + + /// <summary>Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</summary> + private readonly Action<SGame, GameTime, Action> OnPlayerInstanceUpdating; + + /// <summary>Raised before the game exits.</summary> + private readonly Action OnGameExiting; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param> + /// <param name="reflection">Simplifies access to private game code.</param> + /// <param name="eventManager">Manages SMAPI events for mods.</param> + /// <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> + /// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param> + /// <param name="onGameUpdating">Raised when XNA is updating its state (roughly 60 times per second).</param> + /// <param name="onPlayerInstanceUpdating">Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</param> + /// <param name="onGameExiting">Raised before the game exits.</param> + public SGameRunner(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action<SGame, GameTime, Action> onPlayerInstanceUpdating, Action onGameExiting) + { + // init XNA + Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; + + // hook into game + this.ModHooks = modHooks; + + // init SMAPI + this.Monitor = monitor; + this.Events = eventManager; + this.Reflection = reflection; + this.Multiplayer = multiplayer; + this.ExitGameImmediately = exitGameImmediately; + this.OnGameContentLoaded = onGameContentLoaded; + this.OnGameUpdating = onGameUpdating; + this.OnPlayerInstanceUpdating = onPlayerInstanceUpdating; + this.OnGameExiting = onGameExiting; + } + + /// <summary>Create a game instance for a local player.</summary> + /// <param name="playerIndex">The player index.</param> + /// <param name="instanceIndex">The instance index.</param> + public override Game1 CreateGameInstance(PlayerIndex playerIndex = PlayerIndex.One, int instanceIndex = 0) + { + SInputState inputState = new SInputState(); + return new SGame(playerIndex, instanceIndex, this.Monitor, this.Reflection, this.Events, inputState, this.ModHooks, this.Multiplayer, this.ExitGameImmediately, this.OnPlayerInstanceUpdating); + } + + /// <inheritdoc /> + public override void AddGameInstance(PlayerIndex playerIndex) + { + base.AddGameInstance(playerIndex); + + EarlyConstants.LogScreenId = Context.ScreenId; + this.UpdateForSplitScreenChanges(); + } + + /// <inheritdoc /> + public override void RemoveGameInstance(Game1 instance) + { + base.RemoveGameInstance(instance); + + if (this.gameInstances.Count <= 1) + EarlyConstants.LogScreenId = null; + this.UpdateForSplitScreenChanges(); + } + + + /********* + ** Protected methods + *********/ + /// <summary>Load content when the game is launched.</summary> + protected override void LoadContent() + { + base.LoadContent(); + + this.OnGameContentLoaded(); + } + + /// <summary>Perform cleanup logic when the game exits.</summary> + /// <param name="sender">The event sender.</param> + /// <param name="args">The event args.</param> + /// <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) + { + this.OnGameExiting(); + } + + /// <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) + { + this.OnGameUpdating(gameTime, () => base.Update(gameTime)); + } + + private void UpdateForSplitScreenChanges() + { + HashSet<int> oldScreenIds = new HashSet<int>(Context.ActiveScreenIds); + + // track active screens + Context.ActiveScreenIds.Clear(); + foreach (var screen in this.gameInstances) + Context.ActiveScreenIds.Add(screen.instanceId); + + // remember last removed screen + foreach (int id in oldScreenIds) + { + if (!Context.ActiveScreenIds.Contains(id)) + Context.LastRemovedScreenId = id; + } + } + } +} |