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-rw-r--r--src/SMAPI/Constants.cs33
-rw-r--r--src/SMAPI/Framework/ModLoading/AssemblyLoader.cs1
-rw-r--r--src/SMAPI/Framework/SCore.cs10
-rw-r--r--src/SMAPI/Patches/SaveGamePatcher.cs55
4 files changed, 72 insertions, 27 deletions
diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs
index 3877e17a..05800970 100644
--- a/src/SMAPI/Constants.cs
+++ b/src/SMAPI/Constants.cs
@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using System.IO;
-using System.Linq;
using System.Reflection;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework;
@@ -61,7 +60,7 @@ namespace StardewModdingAPI
internal static int? LogScreenId { get; set; }
/// <summary>SMAPI's current raw semantic version.</summary>
- internal static string RawApiVersion = "3.12.0";
+ internal static string RawApiVersion = "3.12.1";
}
/// <summary>Contains SMAPI's constants and assumptions.</summary>
@@ -165,6 +164,9 @@ namespace StardewModdingAPI
/// <summary>The language code for non-translated mod assets.</summary>
internal static LocalizedContentManager.LanguageCode DefaultLanguage { get; } = LocalizedContentManager.LanguageCode.en;
+ /// <summary>The name of the last save file loaded by the game.</summary>
+ internal static string LastRawSaveFileName { get; set; }
+
/*********
** Internal methods
@@ -341,30 +343,9 @@ namespace StardewModdingAPI
if (Context.LoadStage == LoadStage.None)
return null;
- // get basic info
- string rawSaveName = Game1.GetSaveGameName(set_value: false);
- ulong saveID = Context.LoadStage == LoadStage.SaveParsed
- ? SaveGame.loaded.uniqueIDForThisGame
- : Game1.uniqueIDForThisGame;
-
- // get best match (accounting for rare case where folder name isn't sanitized)
- DirectoryInfo folder = null;
- foreach (string saveName in new[] { rawSaveName, new string(rawSaveName.Where(char.IsLetterOrDigit).ToArray()) })
- {
- try
- {
- folder = new DirectoryInfo(Path.Combine(Constants.SavesPath, $"{saveName}_{saveID}"));
- if (folder.Exists)
- return folder;
- }
- catch (ArgumentException)
- {
- // ignore invalid path
- }
- }
-
- // if save doesn't exist yet, return the default one we expect to be created
- return folder;
+ // get save
+ string rawSaveName = Constants.LastRawSaveFileName;
+ return new DirectoryInfo(Path.Combine(Constants.SavesPath, rawSaveName));
}
}
}
diff --git a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
index 3606eb66..2b71038a 100644
--- a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
+++ b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
@@ -61,6 +61,7 @@ namespace StardewModdingAPI.Framework.ModLoading
this.AssemblyDefinitionResolver = this.TrackForDisposal(new AssemblyDefinitionResolver());
this.AssemblyDefinitionResolver.AddSearchDirectory(Constants.ExecutionPath);
this.AssemblyDefinitionResolver.AddSearchDirectory(Constants.InternalFilesPath);
+ this.AssemblyDefinitionResolver.Add(AssemblyDefinition.ReadAssembly(typeof(SGame).Assembly.Location)); // for some reason Mono.Cecil can't resolve SMAPI in very specific cases involving unofficial 64-bit Stardew Valley when launched through Steam (for some players only)
// generate type => assembly lookup for types which should be rewritten
this.TypeAssemblies = new Dictionary<string, Assembly>();
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index a34b3eff..3f97bd4e 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -257,6 +257,7 @@ namespace StardewModdingAPI.Framework
MiniMonoModHotfix.Apply();
HarmonyPatcher.Apply("SMAPI", this.Monitor,
new Game1Patcher(this.Reflection, this.OnLoadStageChanged),
+ new SaveGamePatcher(this.OnSaveFileReading),
new TitleMenuPatcher(this.OnLoadStageChanged)
);
@@ -1101,6 +1102,13 @@ namespace StardewModdingAPI.Framework
this.EventManager.ReturnedToTitle.RaiseEmpty();
}
+ /// <summary>Raised before the game begins reading a save file.</summary>
+ /// <param name="fileName">The save folder name.</param>
+ internal void OnSaveFileReading(string fileName)
+ {
+ Constants.LastRawSaveFileName = fileName;
+ }
+
/// <summary>Apply fixes to the save after it's loaded.</summary>
private void ApplySaveFixes()
{
@@ -1315,7 +1323,7 @@ namespace StardewModdingAPI.Framework
.ToArray();
if (installedNames.Any())
- this.Monitor.Log($" Found {string.Join(" and ", installedNames)} installed, which can conflict with SMAPI. If you experience errors or crashes, try disabling that software or adding an exception for SMAPI / Stardew Valley.");
+ this.Monitor.Log($"Found {string.Join(" and ", installedNames)} installed, which may conflict with SMAPI. If you experience errors or crashes, try disabling that software or adding an exception for SMAPI and Stardew Valley.", LogLevel.Warn);
else
this.Monitor.Log(" None found!");
}
diff --git a/src/SMAPI/Patches/SaveGamePatcher.cs b/src/SMAPI/Patches/SaveGamePatcher.cs
new file mode 100644
index 00000000..969c514e
--- /dev/null
+++ b/src/SMAPI/Patches/SaveGamePatcher.cs
@@ -0,0 +1,55 @@
+using System;
+using System.Diagnostics.CodeAnalysis;
+using HarmonyLib;
+using StardewModdingAPI.Internal.Patching;
+using StardewValley;
+using StardewValley.Menus;
+
+namespace StardewModdingAPI.Patches
+{
+ /// <summary>Harmony patches for <see cref="SaveGame"/> which track the last loaded save ID.</summary>
+ /// <remarks>Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments.</remarks>
+ [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony and methods are named for clarity.")]
+ [SuppressMessage("ReSharper", "IdentifierTypo", Justification = "Argument names are defined by Harmony and methods are named for clarity.")]
+ internal class SaveGamePatcher : BasePatcher
+ {
+ /*********
+ ** Fields
+ *********/
+ /// <summary>A callback to invoke when a save file is being loaded.</summary>
+ private static Action<string> OnSaveFileReading;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="onSaveFileReading">A callback to invoke when a save file is being loaded.</param>
+ public SaveGamePatcher(Action<string> onSaveFileReading)
+ {
+ SaveGamePatcher.OnSaveFileReading = onSaveFileReading;
+ }
+
+ /// <inheritdoc />
+ public override void Apply(Harmony harmony, IMonitor monitor)
+ {
+ harmony.Patch(
+ original: this.RequireMethod<SaveGame>(nameof(SaveGame.getLoadEnumerator)),
+ prefix: this.GetHarmonyMethod(nameof(SaveGamePatcher.Before_GetLoadEnumerator))
+ );
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>The method to call before <see cref="TitleMenu.createdNewCharacter"/>.</summary>
+ /// <returns>Returns whether to execute the original method.</returns>
+ /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
+ private static bool Before_GetLoadEnumerator(string file)
+ {
+ SaveGamePatcher.OnSaveFileReading(file);
+ return true;
+ }
+ }
+}