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diff --git a/src/SMAPI/Program.cs b/src/SMAPI/Program.cs
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+using System;
+using System.Collections.Generic;
+using System.Diagnostics.CodeAnalysis;
+using System.IO;
+using System.Linq;
+using System.Reflection;
+using System.Runtime.ExceptionServices;
+using System.Security;
+using System.Threading;
+#if SMAPI_FOR_WINDOWS
+using System.Management;
+using System.Windows.Forms;
+#endif
+using Newtonsoft.Json;
+using StardewModdingAPI.Common.Models;
+using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework;
+using StardewModdingAPI.Framework.Exceptions;
+using StardewModdingAPI.Framework.Logging;
+using StardewModdingAPI.Framework.Models;
+using StardewModdingAPI.Framework.ModHelpers;
+using StardewModdingAPI.Framework.ModLoading;
+using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Framework.Serialisation;
+using StardewValley;
+using Monitor = StardewModdingAPI.Framework.Monitor;
+using SObject = StardewValley.Object;
+
+namespace StardewModdingAPI
+{
+ /// <summary>The main entry point for SMAPI, responsible for hooking into and launching the game.</summary>
+ internal class Program : IDisposable
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The log file to which to write messages.</summary>
+ private readonly LogFileManager LogFile;
+
+ /// <summary>Manages console output interception.</summary>
+ private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager();
+
+ /// <summary>The core logger and monitor for SMAPI.</summary>
+ private readonly Monitor Monitor;
+
+ /// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary>
+ private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource();
+
+ /// <summary>Simplifies access to private game code.</summary>
+ private readonly Reflector Reflection = new Reflector();
+
+ /// <summary>The underlying game instance.</summary>
+ private SGame GameInstance;
+
+ /// <summary>The underlying content manager.</summary>
+ private SContentManager ContentManager => this.GameInstance.SContentManager;
+
+ /// <summary>The SMAPI configuration settings.</summary>
+ /// <remarks>This is initialised after the game starts.</remarks>
+ private SConfig Settings;
+
+ /// <summary>Tracks the installed mods.</summary>
+ /// <remarks>This is initialised after the game starts.</remarks>
+ private ModRegistry ModRegistry;
+
+ /// <summary>Manages deprecation warnings.</summary>
+ /// <remarks>This is initialised after the game starts.</remarks>
+ private DeprecationManager DeprecationManager;
+
+ /// <summary>Manages console commands.</summary>
+ /// <remarks>This is initialised after the game starts.</remarks>
+ private CommandManager CommandManager;
+
+ /// <summary>Whether the game is currently running.</summary>
+ private bool IsGameRunning;
+
+ /// <summary>Whether the program has been disposed.</summary>
+ private bool IsDisposed;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>The main entry point which hooks into and launches the game.</summary>
+ /// <param name="args">The command-line arguments.</param>
+ public static void Main(string[] args)
+ {
+ Program.AssertMinimumCompatibility();
+
+ // get flags from arguments
+ bool writeToConsole = !args.Contains("--no-terminal");
+
+ // get log path from arguments
+ string logPath = null;
+ {
+ int pathIndex = Array.LastIndexOf(args, "--log-path") + 1;
+ if (pathIndex >= 1 && args.Length >= pathIndex)
+ {
+ logPath = args[pathIndex];
+ if (!Path.IsPathRooted(logPath))
+ logPath = Path.Combine(Constants.LogDir, logPath);
+ }
+ }
+ if (string.IsNullOrWhiteSpace(logPath))
+ logPath = Constants.DefaultLogPath;
+
+ // load SMAPI
+ using (Program program = new Program(writeToConsole, logPath))
+ program.RunInteractively();
+ }
+
+ /// <summary>Construct an instance.</summary>
+ /// <param name="writeToConsole">Whether to output log messages to the console.</param>
+ /// <param name="logPath">The full file path to which to write log messages.</param>
+ public Program(bool writeToConsole, string logPath)
+ {
+ this.LogFile = new LogFileManager(logPath);
+ this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource) { WriteToConsole = writeToConsole };
+ }
+
+ /// <summary>Launch SMAPI.</summary>
+ [HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions
+ public void RunInteractively()
+ {
+ // initialise SMAPI
+ try
+ {
+ // init logging
+ this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {this.GetFriendlyPlatformName()}", LogLevel.Info);
+ this.Monitor.Log($"Mods go here: {Constants.ModPath}");
+ this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC", LogLevel.Trace);
+
+ // validate paths
+ this.VerifyPath(Constants.ModPath);
+ this.VerifyPath(Constants.LogDir);
+
+ // validate game version
+ if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion))
+ {
+ this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI.", LogLevel.Error);
+ this.PressAnyKeyToExit();
+ return;
+ }
+ if (Constants.MaximumGameVersion != null && Constants.GameVersion.IsNewerThan(Constants.MaximumGameVersion))
+ {
+ this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameVersion}, but this version of SMAPI is only compatible up to Stardew Valley {Constants.MaximumGameVersion}. Please check for a newer version of SMAPI.", LogLevel.Error);
+ this.PressAnyKeyToExit();
+ return;
+ }
+
+ // add error handlers
+#if SMAPI_FOR_WINDOWS
+ Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error);
+ Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
+#endif
+ AppDomain.CurrentDomain.UnhandledException += (sender, e) => this.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error);
+
+ // override game
+ this.GameInstance = new SGame(this.Monitor, this.Reflection);
+ StardewValley.Program.gamePtr = this.GameInstance;
+
+ // add exit handler
+ new Thread(() =>
+ {
+ this.CancellationTokenSource.Token.WaitHandle.WaitOne();
+ if (this.IsGameRunning)
+ {
+ try
+ {
+ File.WriteAllText(Constants.FatalCrashMarker, string.Empty);
+ File.Copy(this.LogFile.Path, Constants.FatalCrashLog, overwrite: true);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"SMAPI failed trying to track the crash details: {ex.GetLogSummary()}");
+ }
+
+ this.GameInstance.Exit();
+ }
+ }).Start();
+
+ // hook into game events
+#if SMAPI_FOR_WINDOWS
+ ((Form)Control.FromHandle(this.GameInstance.Window.Handle)).FormClosing += (sender, args) => this.Dispose();
+#endif
+ this.GameInstance.Exiting += (sender, e) => this.Dispose();
+ GameEvents.InitializeInternal += (sender, e) => this.InitialiseAfterGameStart();
+ ContentEvents.AfterLocaleChanged += (sender, e) => this.OnLocaleChanged();
+
+ // set window titles
+ this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion}";
+ Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion}";
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error);
+ this.PressAnyKeyToExit();
+ return;
+ }
+
+ // show details if game crashed during last session
+ if (File.Exists(Constants.FatalCrashMarker))
+ {
+ this.Monitor.Log("The game crashed last time you played. That can be due to bugs in the game, but if it happens repeatedly you can ask for help here: http://community.playstarbound.com/threads/108375/.", LogLevel.Error);
+ this.Monitor.Log($"If you ask for help, make sure to attach this file: {Constants.FatalCrashLog}", LogLevel.Error);
+ this.Monitor.Log("Press any key to delete the crash data and continue playing.", LogLevel.Info);
+ Console.ReadKey();
+ File.Delete(Constants.FatalCrashLog);
+ File.Delete(Constants.FatalCrashMarker);
+ }
+
+ // start game
+ this.Monitor.Log("Starting game...", LogLevel.Trace);
+ try
+ {
+ this.IsGameRunning = true;
+ this.GameInstance.Run();
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The game failed unexpectedly: {ex.GetLogSummary()}", LogLevel.Error);
+ this.PressAnyKeyToExit();
+ }
+ finally
+ {
+ this.Dispose();
+ }
+ }
+
+ /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
+ public void Dispose()
+ {
+ this.Monitor.Log("Disposing...", LogLevel.Trace);
+
+ // skip if already disposed
+ if (this.IsDisposed)
+ return;
+ this.IsDisposed = true;
+
+ // dispose mod data
+ foreach (IModMetadata mod in this.ModRegistry.GetMods())
+ {
+ try
+ {
+ (mod.Mod as IDisposable)?.Dispose();
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {mod.DisplayName} mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn);
+ }
+ }
+
+ // dispose core components
+ this.IsGameRunning = false;
+ this.LogFile?.Dispose();
+ this.ConsoleManager?.Dispose();
+ this.CancellationTokenSource?.Dispose();
+ this.GameInstance?.Dispose();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Assert that the minimum conditions are present to initialise SMAPI without type load exceptions.</summary>
+ private static void AssertMinimumCompatibility()
+ {
+ void PrintErrorAndExit(string message)
+ {
+ Console.ForegroundColor = ConsoleColor.Red;
+ Console.WriteLine(message);
+ Console.ResetColor();
+ Program.PressAnyKeyToExit(showMessage: true);
+ }
+
+ // get game assembly name
+ const string gameAssemblyName =
+#if SMAPI_FOR_WINDOWS
+ "Stardew Valley";
+#else
+ "StardewValley";
+#endif
+
+ // game not present
+ if (Type.GetType($"StardewValley.Game1, {gameAssemblyName}", throwOnError: false) == null)
+ {
+ PrintErrorAndExit(
+ "Oops! SMAPI can't find the game. "
+ + (Assembly.GetCallingAssembly().Location.Contains(Path.Combine("internal", "Windows")) || Assembly.GetCallingAssembly().Location.Contains(Path.Combine("internal", "Mono"))
+ ? "It looks like you're running SMAPI from the download package, but you need to run the installed version instead. "
+ : "Make sure you're running StardewModdingAPI.exe in your game folder. "
+ )
+ + "See the readme.txt file for details."
+ );
+ }
+
+ // Stardew Valley 1.2 types not present
+ if (Type.GetType($"StardewValley.LocalizedContentManager+LanguageCode, {gameAssemblyName}", throwOnError: false) == null)
+ {
+ PrintErrorAndExit(Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion)
+ ? $"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI."
+ : "Oops! SMAPI doesn't seem to be compatible with your game. Make sure you're running the latest version of Stardew Valley and SMAPI."
+ );
+ }
+ }
+
+ /// <summary>Initialise SMAPI and mods after the game starts.</summary>
+ private void InitialiseAfterGameStart()
+ {
+ // load settings
+ this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath));
+ this.GameInstance.VerboseLogging = this.Settings.VerboseLogging;
+
+ // load core components
+ this.ModRegistry = new ModRegistry();
+ this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry);
+ this.CommandManager = new CommandManager();
+
+ // redirect direct console output
+ {
+ Monitor monitor = this.GetSecondaryMonitor("Console.Out");
+ if (monitor.WriteToConsole)
+ this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message);
+ }
+
+ // add headers
+ if (this.Settings.DeveloperMode)
+ {
+ this.Monitor.ShowTraceInConsole = true;
+ this.Monitor.ShowFullStampInConsole = true;
+ this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info);
+ }
+ if (!this.Settings.CheckForUpdates)
+ this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn);
+ if (!this.Monitor.WriteToConsole)
+ this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn);
+ this.VerboseLog("Verbose logging enabled.");
+
+ // 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);
+
+ // load mods
+ {
+ this.Monitor.Log("Loading mod metadata...", LogLevel.Trace);
+ ModResolver resolver = new ModResolver();
+
+ // load manifests
+ IModMetadata[] mods = resolver.ReadManifests(Constants.ModPath, new JsonHelper(), this.Settings.ModData).ToArray();
+ resolver.ValidateManifests(mods, Constants.ApiVersion, Constants.VendorModUrls);
+
+ // process dependencies
+ mods = resolver.ProcessDependencies(mods).ToArray();
+
+ // load mods
+ this.LoadMods(mods, new JsonHelper(), this.ContentManager);
+
+ // check for updates
+ this.CheckForUpdatesAsync(mods);
+ }
+ if (this.Monitor.IsExiting)
+ {
+ this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn);
+ return;
+ }
+
+ // update window titles
+ int modsLoaded = this.ModRegistry.GetMods().Count();
+ this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods";
+ Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods";
+
+ // start SMAPI console
+ new Thread(this.RunConsoleLoop).Start();
+ }
+
+ /// <summary>Handle the game changing locale.</summary>
+ private void OnLocaleChanged()
+ {
+ // get locale
+ string locale = this.ContentManager.GetLocale();
+ LocalizedContentManager.LanguageCode languageCode = this.ContentManager.GetCurrentLanguage();
+
+ // update mod translation helpers
+ foreach (IModMetadata mod in this.ModRegistry.GetMods())
+ (mod.Mod.Helper.Translation as TranslationHelper)?.SetLocale(locale, languageCode);
+ }
+
+ /// <summary>Run a loop handling console input.</summary>
+ [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")]
+ private void RunConsoleLoop()
+ {
+ // prepare console
+ this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info);
+ this.CommandManager.Add("SMAPI", "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.", this.HandleCommand);
+ this.CommandManager.Add("SMAPI", "reload_i18n", "Reloads translation files for all mods.\n\nUsage: reload_i18n", this.HandleCommand);
+
+ // start handling command line input
+ Thread inputThread = new Thread(() =>
+ {
+ while (true)
+ {
+ // get input
+ string input = Console.ReadLine();
+ if (string.IsNullOrWhiteSpace(input))
+ continue;
+
+ // parse input
+ try
+ {
+ if (!this.CommandManager.Trigger(input))
+ this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The handler registered for that command failed:\n{ex.GetLogSummary()}", LogLevel.Error);
+ }
+ }
+ });
+ inputThread.Start();
+
+ // keep console thread alive while the game is running
+ while (this.IsGameRunning && !this.Monitor.IsExiting)
+ Thread.Sleep(1000 / 10);
+ if (inputThread.ThreadState == ThreadState.Running)
+ inputThread.Abort();
+ }
+
+ /// <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()
+ {
+ this.Monitor.Log("Detecting common issues...", LogLevel.Trace);
+ bool issuesFound = false;
+
+ // object format (commonly broken by outdated files)
+ {
+ // detect issues
+ bool hasObjectIssues = false;
+ void LogIssue(int id, string issue) => this.Monitor.Log($@"Detected issue: item #{id} in Content\Data\ObjectInformation.xnb is invalid ({issue}).", LogLevel.Trace);
+ foreach (KeyValuePair<int, string> entry in Game1.objectInformation)
+ {
+ // must not be empty
+ if (string.IsNullOrWhiteSpace(entry.Value))
+ {
+ LogIssue(entry.Key, "entry is empty");
+ hasObjectIssues = true;
+ continue;
+ }
+
+ // require core fields
+ string[] fields = entry.Value.Split('/');
+ if (fields.Length < SObject.objectInfoDescriptionIndex + 1)
+ {
+ LogIssue(entry.Key, "too few fields for an object");
+ hasObjectIssues = true;
+ continue;
+ }
+
+ // check min length for specific types
+ switch (fields[SObject.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0])
+ {
+ case "Cooking":
+ if (fields.Length < SObject.objectInfoBuffDurationIndex + 1)
+ {
+ LogIssue(entry.Key, "too few fields for a cooking item");
+ hasObjectIssues = true;
+ }
+ break;
+ }
+ }
+
+ // log error
+ if (hasObjectIssues)
+ {
+ issuesFound = true;
+ this.Monitor.Log(@"Your Content\Data\ObjectInformation.xnb file seems to be broken or outdated.", LogLevel.Warn);
+ }
+ }
+
+ return !issuesFound;
+ }
+
+ /// <summary>Asynchronously check for a new version of SMAPI and any installed mods, and print alerts to the console if an update is available.</summary>
+ /// <param name="mods">The mods to include in the update check (if eligible).</param>
+ private void CheckForUpdatesAsync(IModMetadata[] mods)
+ {
+ if (!this.Settings.CheckForUpdates)
+ return;
+
+ new Thread(() =>
+ {
+ // create client
+ WebApiClient client = new WebApiClient(this.Settings.WebApiBaseUrl, Constants.ApiVersion);
+
+ // check SMAPI version
+ try
+ {
+ this.Monitor.Log("Checking for SMAPI update...", LogLevel.Trace);
+
+ ModInfoModel response = client.GetModInfo($"GitHub:{this.Settings.GitHubProjectName}").Single().Value;
+ if (response.Error != null)
+ {
+ this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.", LogLevel.Warn);
+ this.Monitor.Log($"Error: {response.Error}");
+ }
+ else if (new SemanticVersion(response.Version).IsNewerThan(Constants.ApiVersion))
+ this.Monitor.Log($"You can update SMAPI to {response.Version}: {response.Url}", LogLevel.Alert);
+ else
+ this.VerboseLog(" OK.");
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.", LogLevel.Warn);
+ this.Monitor.Log($"Error: {ex.GetLogSummary()}");
+ }
+
+ // check mod versions
+ try
+ {
+ // log issues
+ if (this.Settings.VerboseLogging)
+ {
+ this.VerboseLog("Validating mod update keys...");
+ foreach (IModMetadata mod in mods)
+ {
+ if (mod.Manifest == null)
+ this.VerboseLog($" {mod.DisplayName}: no manifest.");
+ else if (mod.Manifest.UpdateKeys == null || !mod.Manifest.UpdateKeys.Any())
+ this.VerboseLog($" {mod.DisplayName}: no update keys.");
+ }
+ }
+
+ // prepare update keys
+ Dictionary<string, IModMetadata[]> modsByKey =
+ (
+ from mod in mods
+ where mod.Manifest?.UpdateKeys != null
+ from key in mod.Manifest.UpdateKeys
+ select new { key, mod }
+ )
+ .GroupBy(p => p.key, StringComparer.InvariantCultureIgnoreCase)
+ .ToDictionary(
+ group => group.Key,
+ group => group.Select(p => p.mod).ToArray(),
+ StringComparer.InvariantCultureIgnoreCase
+ );
+
+ // fetch results
+ this.Monitor.Log($"Checking for updates to {modsByKey.Keys.Count} keys...", LogLevel.Trace);
+ var results =
+ (
+ from entry in client.GetModInfo(modsByKey.Keys.ToArray())
+ from mod in modsByKey[entry.Key]
+ orderby mod.DisplayName
+ select new { entry.Key, Mod = mod, Info = entry.Value }
+ )
+ .ToArray();
+
+ // extract latest versions
+ IDictionary<IModMetadata, ModInfoModel> updatesByMod = new Dictionary<IModMetadata, ModInfoModel>();
+ foreach (var result in results)
+ {
+ IModMetadata mod = result.Mod;
+ ModInfoModel info = result.Info;
+
+ // handle error
+ if (info.Error != null)
+ {
+ this.Monitor.Log($" {mod.DisplayName} ({result.Key}): update error: {info.Error}", LogLevel.Trace);
+ continue;
+ }
+
+ // track update
+ ISemanticVersion localVersion = mod.DataRecord != null
+ ? new SemanticVersion(mod.DataRecord.GetLocalVersionForUpdateChecks(mod.Manifest.Version.ToString()))
+ : mod.Manifest.Version;
+ ISemanticVersion latestVersion = new SemanticVersion(mod.DataRecord != null
+ ? mod.DataRecord.GetRemoteVersionForUpdateChecks(new SemanticVersion(info.Version).ToString())
+ : info.Version
+ );
+ bool isUpdate = latestVersion.IsNewerThan(localVersion);
+ this.VerboseLog($" {mod.DisplayName} ({result.Key}): {(isUpdate ? $"{mod.Manifest.Version}{(!localVersion.Equals(mod.Manifest.Version) ? $" [{localVersion}]" : "")} => {info.Version}{(!latestVersion.Equals(new SemanticVersion(info.Version)) ? $" [{latestVersion}]" : "")}" : "OK")}.");
+ if (isUpdate)
+ {
+ if (!updatesByMod.TryGetValue(mod, out ModInfoModel other) || latestVersion.IsNewerThan(other.Version))
+ updatesByMod[mod] = info;
+ }
+ }
+
+ // output
+ if (updatesByMod.Any())
+ {
+ this.Monitor.Newline();
+ this.Monitor.Log($"You can update {updatesByMod.Count} mod{(updatesByMod.Count != 1 ? "s" : "")}:", LogLevel.Alert);
+ foreach (var entry in updatesByMod.OrderBy(p => p.Key.DisplayName))
+ this.Monitor.Log($" {entry.Key.DisplayName} {entry.Value.Version}: {entry.Value.Url}", LogLevel.Alert);
+ }
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"Couldn't check for new mod versions:\n{ex.GetLogSummary()}", LogLevel.Trace);
+ }
+ }).Start();
+ }
+
+ /// <summary>Create a directory path if it doesn't exist.</summary>
+ /// <param name="path">The directory path.</param>
+ private void VerifyPath(string path)
+ {
+ try
+ {
+ if (!Directory.Exists(path))
+ Directory.CreateDirectory(path);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error);
+ }
+ }
+
+ /// <summary>Load and hook up the given mods.</summary>
+ /// <param name="mods">The mods to load.</param>
+ /// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param>
+ /// <param name="contentManager">The content manager to use for mod content.</param>
+ private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, SContentManager contentManager)
+ {
+ this.Monitor.Log("Loading mods...", LogLevel.Trace);
+
+ // load mod assemblies
+ IDictionary<IModMetadata, string> skippedMods = new Dictionary<IModMetadata, string>();
+ {
+ void TrackSkip(IModMetadata mod, string reasonPhrase) => skippedMods[mod] = reasonPhrase;
+
+ AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.TargetPlatform, this.Monitor, this.Settings.DeveloperMode);
+ AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name);
+ foreach (IModMetadata metadata in mods)
+ {
+ // get basic info
+ IManifest manifest = metadata.Manifest;
+ string assemblyPath = metadata.Manifest?.EntryDll != null
+ ? Path.Combine(metadata.DirectoryPath, metadata.Manifest.EntryDll)
+ : null;
+ this.Monitor.Log(assemblyPath != null
+ ? $"Loading {metadata.DisplayName} from {assemblyPath.Replace(Constants.ModPath, "").TrimStart(Path.DirectorySeparatorChar)}..."
+ : $"Loading {metadata.DisplayName}...", LogLevel.Trace);
+
+ // validate status
+ if (metadata.Status == ModMetadataStatus.Failed)
+ {
+ this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace);
+ TrackSkip(metadata, metadata.Error);
+ continue;
+ }
+
+ // preprocess & load mod assembly
+ Assembly modAssembly;
+ try
+ {
+ modAssembly = modAssemblyLoader.Load(metadata, assemblyPath, assumeCompatible: metadata.DataRecord?.GetCompatibility(metadata.Manifest.Version)?.Status == ModStatus.AssumeCompatible);
+ }
+ catch (IncompatibleInstructionException ex)
+ {
+ TrackSkip(metadata, $"it's no longer compatible (detected {ex.NounPhrase}). Please check for a newer version of the mod.");
+ continue;
+ }
+ catch (SAssemblyLoadFailedException ex)
+ {
+ TrackSkip(metadata, $"its DLL '{manifest.EntryDll}' couldn't be loaded: {ex.Message}");
+ continue;
+ }
+ catch (Exception ex)
+ {
+ TrackSkip(metadata, $"its DLL '{manifest.EntryDll}' couldn't be loaded:\n{ex.GetLogSummary()}");
+ continue;
+ }
+
+ // validate assembly
+ try
+ {
+ int modEntries = modAssembly.DefinedTypes.Count(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract);
+ if (modEntries == 0)
+ {
+ TrackSkip(metadata, $"its DLL has no '{nameof(Mod)}' subclass.");
+ continue;
+ }
+ if (modEntries > 1)
+ {
+ TrackSkip(metadata, $"its DLL contains multiple '{nameof(Mod)}' subclasses.");
+ continue;
+ }
+ }
+ catch (Exception ex)
+ {
+ TrackSkip(metadata, $"its DLL couldn't be loaded:\n{ex.GetLogSummary()}");
+ continue;
+ }
+
+ // initialise mod
+ try
+ {
+ // get implementation
+ TypeInfo modEntryType = modAssembly.DefinedTypes.First(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract);
+ Mod mod = (Mod)modAssembly.CreateInstance(modEntryType.ToString());
+ if (mod == null)
+ {
+ TrackSkip(metadata, "its entry class couldn't be instantiated.");
+ continue;
+ }
+
+ // inject data
+ {
+ IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName);
+ ICommandHelper commandHelper = new CommandHelper(manifest.UniqueID, metadata.DisplayName, this.CommandManager);
+ IContentHelper contentHelper = new ContentHelper(contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor);
+ IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, metadata.DisplayName, this.Reflection);
+ IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry);
+ ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentManager.GetLocale(), contentManager.GetCurrentLanguage());
+
+ mod.ModManifest = manifest;
+ mod.Helper = new ModHelper(manifest.UniqueID, metadata.DirectoryPath, jsonHelper, contentHelper, commandHelper, modRegistryHelper, reflectionHelper, translationHelper);
+ mod.Monitor = monitor;
+ }
+
+ // track mod
+ metadata.SetMod(mod);
+ this.ModRegistry.Add(metadata);
+ }
+ catch (Exception ex)
+ {
+ TrackSkip(metadata, $"initialisation failed:\n{ex.GetLogSummary()}");
+ }
+ }
+ }
+ IModMetadata[] loadedMods = this.ModRegistry.GetMods().ToArray();
+
+ // log skipped mods
+ this.Monitor.Newline();
+ if (skippedMods.Any())
+ {
+ this.Monitor.Log($"Skipped {skippedMods.Count} mods:", LogLevel.Error);
+ foreach (var pair in skippedMods.OrderBy(p => p.Key.DisplayName))
+ {
+ IModMetadata mod = pair.Key;
+ string reason = pair.Value;
+
+ if (mod.Manifest?.Version != null)
+ this.Monitor.Log($" {mod.DisplayName} {mod.Manifest.Version} because {reason}", LogLevel.Error);
+ else
+ this.Monitor.Log($" {mod.DisplayName} because {reason}", LogLevel.Error);
+ }
+ this.Monitor.Newline();
+ }
+
+ // log loaded mods
+ this.Monitor.Log($"Loaded {loadedMods.Length} mods" + (loadedMods.Length > 0 ? ":" : "."), LogLevel.Info);
+ foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName))
+ {
+ IManifest manifest = metadata.Manifest;
+ this.Monitor.Log(
+ $" {metadata.DisplayName} {manifest.Version}"
+ + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "")
+ + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""),
+ LogLevel.Info
+ );
+ }
+ this.Monitor.Newline();
+
+ // initialise translations
+ this.ReloadTranslations();
+
+ // initialise loaded mods
+ foreach (IModMetadata metadata in loadedMods)
+ {
+ // add interceptors
+ if (metadata.Mod.Helper.Content is ContentHelper helper)
+ {
+ // ReSharper disable SuspiciousTypeConversion.Global
+ if (metadata.Mod is IAssetEditor editor)
+ helper.ObservableAssetEditors.Add(editor);
+ if (metadata.Mod is IAssetLoader loader)
+ helper.ObservableAssetLoaders.Add(loader);
+ // ReSharper restore SuspiciousTypeConversion.Global
+
+ this.ContentManager.Editors[metadata] = helper.ObservableAssetEditors;
+ this.ContentManager.Loaders[metadata] = helper.ObservableAssetLoaders;
+ }
+
+ // call entry method
+ try
+ {
+ IMod mod = metadata.Mod;
+ mod.Entry(mod.Helper);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"{metadata.DisplayName} failed on entry and might not work correctly. Technical details:\n{ex.GetLogSummary()}", LogLevel.Error);
+ }
+ }
+
+ // invalidate cache entries when needed
+ // (These listeners are registered after Entry to avoid repeatedly reloading assets as mods initialise.)
+ foreach (IModMetadata metadata in loadedMods)
+ {
+ if (metadata.Mod.Helper.Content is ContentHelper helper)
+ {
+ helper.ObservableAssetEditors.CollectionChanged += (sender, e) =>
+ {
+ if (e.NewItems.Count > 0)
+ {
+ this.Monitor.Log("Invalidating cache entries for new asset editors...", LogLevel.Trace);
+ this.ContentManager.InvalidateCacheFor(e.NewItems.Cast<IAssetEditor>().ToArray(), new IAssetLoader[0]);
+ }
+ };
+ helper.ObservableAssetLoaders.CollectionChanged += (sender, e) =>
+ {
+ if (e.NewItems.Count > 0)
+ {
+ this.Monitor.Log("Invalidating cache entries for new asset loaders...", LogLevel.Trace);
+ this.ContentManager.InvalidateCacheFor(new IAssetEditor[0], e.NewItems.Cast<IAssetLoader>().ToArray());
+ }
+ };
+ }
+ }
+
+ // reset cache now if any editors or loaders were added during entry
+ IAssetEditor[] editors = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetEditors).ToArray();
+ IAssetLoader[] loaders = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetLoaders).ToArray();
+ if (editors.Any() || loaders.Any())
+ {
+ this.Monitor.Log("Invalidating cached assets for new editors & loaders...", LogLevel.Trace);
+ this.ContentManager.InvalidateCacheFor(editors, loaders);
+ }
+ }
+
+ /// <summary>Reload translations for all mods.</summary>
+ private void ReloadTranslations()
+ {
+ JsonHelper jsonHelper = new JsonHelper();
+ foreach (IModMetadata metadata in this.ModRegistry.GetMods())
+ {
+ // read translation files
+ IDictionary<string, IDictionary<string, string>> translations = new Dictionary<string, IDictionary<string, string>>();
+ DirectoryInfo translationsDir = new DirectoryInfo(Path.Combine(metadata.DirectoryPath, "i18n"));
+ if (translationsDir.Exists)
+ {
+ foreach (FileInfo file in translationsDir.EnumerateFiles("*.json"))
+ {
+ string locale = Path.GetFileNameWithoutExtension(file.Name.ToLower().Trim());
+ try
+ {
+ translations[locale] = jsonHelper.ReadJsonFile<IDictionary<string, string>>(file.FullName);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"Couldn't read {metadata.DisplayName}'s i18n/{locale}.json file: {ex.GetLogSummary()}");
+ }
+ }
+ }
+
+ // update translation
+ TranslationHelper translationHelper = (TranslationHelper)metadata.Mod.Helper.Translation;
+ translationHelper.SetTranslations(translations);
+ }
+ }
+
+ /// <summary>The method called when the user submits a core SMAPI command in the console.</summary>
+ /// <param name="name">The command name.</param>
+ /// <param name="arguments">The command arguments.</param>
+ private void HandleCommand(string name, string[] arguments)
+ {
+ switch (name)
+ {
+ case "help":
+ if (arguments.Any())
+ {
+ Command result = this.CommandManager.Get(arguments[0]);
+ if (result == null)
+ this.Monitor.Log("There's no command with that name.", LogLevel.Error);
+ else
+ this.Monitor.Log($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info);
+ }
+ else
+ {
+ string message = "The following commands are registered:\n";
+ IGrouping<string, string>[] groups = (from command in this.CommandManager.GetAll() orderby command.ModName, command.Name group command.Name by command.ModName).ToArray();
+ foreach (var group in groups)
+ {
+ string modName = group.Key;
+ string[] commandNames = group.ToArray();
+ message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n";
+ }
+ message += "For more information about a command, type 'help command_name'.";
+
+ this.Monitor.Log(message, LogLevel.Info);
+ }
+ break;
+
+ case "reload_i18n":
+ this.ReloadTranslations();
+ this.Monitor.Log("Reloaded translation files for all mods. This only affects new translations the mods fetch; if they cached some text, it may not be updated.", LogLevel.Info);
+ break;
+
+ default:
+ throw new NotSupportedException($"Unrecognise core SMAPI command '{name}'.");
+ }
+ }
+
+ /// <summary>Redirect messages logged directly to the console to the given monitor.</summary>
+ /// <param name="monitor">The monitor with which to log messages.</param>
+ /// <param name="message">The message to log.</param>
+ private void HandleConsoleMessage(IMonitor monitor, string message)
+ {
+ LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace; // intercept potential exceptions
+ monitor.Log(message, level);
+ }
+
+ /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
+ private void PressAnyKeyToExit()
+ {
+ this.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info);
+ Program.PressAnyKeyToExit(showMessage: false);
+ }
+
+ /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
+ /// <param name="showMessage">Whether to print a 'press any key to exit' message to the console.</param>
+ private static void PressAnyKeyToExit(bool showMessage)
+ {
+ if (showMessage)
+ Console.WriteLine("Game has ended. Press any key to exit.");
+ Thread.Sleep(100);
+ Console.ReadKey();
+ Environment.Exit(0);
+ }
+
+ /// <summary>Get a monitor instance derived from SMAPI's current settings.</summary>
+ /// <param name="name">The name of the module which will log messages with this instance.</param>
+ private Monitor GetSecondaryMonitor(string name)
+ {
+ return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource)
+ {
+ WriteToConsole = this.Monitor.WriteToConsole,
+ ShowTraceInConsole = this.Settings.DeveloperMode,
+ ShowFullStampInConsole = this.Settings.DeveloperMode
+ };
+ }
+
+ /// <summary>Get a human-readable name for the current platform.</summary>
+ [SuppressMessage("ReSharper", "EmptyGeneralCatchClause", Justification = "Error suppressed deliberately to fallback to default behaviour.")]
+ private string GetFriendlyPlatformName()
+ {
+#if SMAPI_FOR_WINDOWS
+ try
+ {
+ return new ManagementObjectSearcher("SELECT Caption FROM Win32_OperatingSystem")
+ .Get()
+ .Cast<ManagementObject>()
+ .Select(entry => entry.GetPropertyValue("Caption").ToString())
+ .FirstOrDefault();
+ }
+ catch { }
+#endif
+ return Environment.OSVersion.ToString();
+ }
+
+ /// <summary>Log a message if verbose mode is enabled.</summary>
+ /// <param name="message">The message to log.</param>
+ private void VerboseLog(string message)
+ {
+ if (this.Settings.VerboseLogging)
+ this.Monitor.Log(message, LogLevel.Trace);
+ }
+ }
+}