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-rw-r--r--src/SMAPI/Constants.cs2
-rw-r--r--src/SMAPI/Enums/LoadStage.cs31
-rw-r--r--src/SMAPI/Framework/IModMetadata.cs6
-rw-r--r--src/SMAPI/Framework/Logging/LogManager.cs23
-rw-r--r--src/SMAPI/Framework/ModLoading/AssemblyLoader.cs51
-rw-r--r--src/SMAPI/Framework/ModLoading/ModMetadata.cs19
-rw-r--r--src/SMAPI/Framework/Patching/GamePatcher.cs2
-rw-r--r--src/SMAPI/Framework/Patching/IHarmonyPatch.cs6
-rw-r--r--src/SMAPI/Framework/SCore.cs30
-rw-r--r--src/SMAPI/Patches/LoadContextPatch.cs73
10 files changed, 164 insertions, 79 deletions
diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs
index 54fb54ab..a81a6bc9 100644
--- a/src/SMAPI/Constants.cs
+++ b/src/SMAPI/Constants.cs
@@ -54,7 +54,7 @@ namespace StardewModdingAPI
** Public
****/
/// <summary>SMAPI's current semantic version.</summary>
- public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.9.2");
+ public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.9.3");
/// <summary>The minimum supported version of Stardew Valley.</summary>
public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.5.4");
diff --git a/src/SMAPI/Enums/LoadStage.cs b/src/SMAPI/Enums/LoadStage.cs
index 5c2b0412..302c263b 100644
--- a/src/SMAPI/Enums/LoadStage.cs
+++ b/src/SMAPI/Enums/LoadStage.cs
@@ -4,33 +4,42 @@ namespace StardewModdingAPI.Enums
public enum LoadStage
{
/// <summary>A save is not loaded or loading.</summary>
- None,
+ None = 0,
/// <summary>The game is creating a new save slot, and has initialized the basic save info.</summary>
- CreatedBasicInfo,
+ CreatedBasicInfo = 1,
+
+ /// <summary>The game is creating a new save slot, and has added the location instances but hasn't fully initialized them yet.</summary>
+ CreatedInitialLocations = 10,
/// <summary>The game is creating a new save slot, and has initialized the in-game locations.</summary>
- CreatedLocations,
+ CreatedLocations = 2,
/// <summary>The game is creating a new save slot, and has created the physical save files.</summary>
- CreatedSaveFile,
+ CreatedSaveFile = 3,
/// <summary>The game is loading a save slot, and has read the raw save data into <see cref="StardewValley.SaveGame.loaded"/>. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 20.</summary>
- SaveParsed,
+ SaveParsed = 4,
/// <summary>The game is loading a save slot, and has applied the basic save info (including player data). Not applicable when connecting to a multiplayer host. Note that some basic info (like daily luck) is not initialized at this point. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 36.</summary>
- SaveLoadedBasicInfo,
+ SaveLoadedBasicInfo = 5,
+
+ /// <summary>The game is loading a save slot and has added the location instances, but hasn't restored their save data yet. Not applicable when connecting to a multiplayer host.</summary>
+ SaveAddedLocations = 11,
- /// <summary>The game is loading a save slot, and has applied the in-game location data. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 50.</summary>
- SaveLoadedLocations,
+ /// <summary>The game is loading a save slot, and has restored the in-game location data. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 50.</summary>
+ SaveLoadedLocations = 6,
/// <summary>The final metadata has been loaded from the save file. This happens before the game applies problem fixes, checks for achievements, starts music, etc. Not applicable when connecting to a multiplayer host.</summary>
- Preloaded,
+ Preloaded = 7,
/// <summary>The save is fully loaded, but the world may not be fully initialized yet.</summary>
- Loaded,
+ Loaded = 8,
/// <summary>The save is fully loaded, the world has been initialized, and <see cref="Context.IsWorldReady"/> is now true.</summary>
- Ready
+ Ready = 9,
+
+ /// <summary>The game is exiting the loaded save and returning to the title screen. This happens before it returns to title; see <see cref="None"/> after it returns.</summary>
+ ReturningToTitle = 12
}
}
diff --git a/src/SMAPI/Framework/IModMetadata.cs b/src/SMAPI/Framework/IModMetadata.cs
index 70cf0036..5d2f352d 100644
--- a/src/SMAPI/Framework/IModMetadata.cs
+++ b/src/SMAPI/Framework/IModMetadata.cs
@@ -34,7 +34,7 @@ namespace StardewModdingAPI.Framework
/// <summary>The reason the mod failed to load, if applicable.</summary>
ModFailReason? FailReason { get; }
- /// <summary>Indicates non-error issues with the mod.</summary>
+ /// <summary>The non-error issues with the mod, ignoring those suppressed via <see cref="DataRecord"/>.</summary>
ModWarning Warnings { get; }
/// <summary>The reason the metadata is invalid, if any.</summary>
@@ -124,9 +124,9 @@ namespace StardewModdingAPI.Framework
/// <summary>Whether the mod has at least one valid update key set.</summary>
bool HasValidUpdateKeys();
- /// <summary>Get whether the mod has any of the given warnings which haven't been suppressed in the <see cref="DataRecord"/>.</summary>
+ /// <summary>Get whether the mod has any of the given warnings, ignoring those suppressed via <see cref="DataRecord"/>.</summary>
/// <param name="warnings">The warnings to check.</param>
- bool HasUnsuppressedWarnings(params ModWarning[] warnings);
+ bool HasWarnings(params ModWarning[] warnings);
/// <summary>Get a relative path which includes the root folder name.</summary>
string GetRelativePathWithRoot();
diff --git a/src/SMAPI/Framework/Logging/LogManager.cs b/src/SMAPI/Framework/Logging/LogManager.cs
index 2c7be399..0dd45355 100644
--- a/src/SMAPI/Framework/Logging/LogManager.cs
+++ b/src/SMAPI/Framework/Logging/LogManager.cs
@@ -252,11 +252,22 @@ namespace StardewModdingAPI.Framework.Logging
break;
// missing content folder exception
- case FileNotFoundException ex when ex.Message == "Could not find file 'C:\\Program Files (x86)\\Steam\\SteamApps\\common\\Stardew Valley\\Content\\XACT\\FarmerSounds.xgs'.": // path in error is hardcoded regardless of install path
+ case FileNotFoundException ex when ex.Message == "Couldn't find file 'C:\\Program Files (x86)\\Steam\\SteamApps\\common\\Stardew Valley\\Content\\XACT\\FarmerSounds.xgs'.": // path in error is hardcoded regardless of install path
this.Monitor.Log("The game can't find its Content\\XACT\\FarmerSounds.xgs file. You can usually fix this by resetting your content files (see https://smapi.io/troubleshoot#reset-content ), or by uninstalling and reinstalling the game.", LogLevel.Error);
this.Monitor.Log($"Technical details: {ex.GetLogSummary()}");
break;
+ // path too long exception
+ case PathTooLongException:
+ {
+ string[] affectedPaths = PathUtilities.GetTooLongPaths(Constants.ModsPath).ToArray();
+ string message = affectedPaths.Any()
+ ? $"SMAPI can't launch because some of your mod files exceed the maximum path length on {Constants.Platform}.\nIf you need help fixing this error, see https://smapi.io/help\n\nAffected paths:\n {string.Join("\n ", affectedPaths)}"
+ : $"The game failed to launch: {exception.GetLogSummary()}";
+ this.MonitorForGame.Log(message, LogLevel.Error);
+ }
+ break;
+
// generic exception
default:
this.MonitorForGame.Log($"The game failed to launch: {exception.GetLogSummary()}", LogLevel.Error);
@@ -505,7 +516,7 @@ namespace StardewModdingAPI.Framework.Logging
{
this.LogModWarningGroup(
modsWithWarnings,
- match: mod => mod.HasUnsuppressedWarnings(ModWarning.AccessesConsole, ModWarning.AccessesFilesystem, ModWarning.AccessesShell),
+ match: mod => mod.HasWarnings(ModWarning.AccessesConsole, ModWarning.AccessesFilesystem, ModWarning.AccessesShell),
level: LogLevel.Debug,
heading: "Direct system access",
blurb: new[]
@@ -517,11 +528,11 @@ namespace StardewModdingAPI.Framework.Logging
modLabel: mod =>
{
List<string> labels = new List<string>();
- if (mod.HasUnsuppressedWarnings(ModWarning.AccessesConsole))
+ if (mod.HasWarnings(ModWarning.AccessesConsole))
labels.Add("console");
- if (mod.HasUnsuppressedWarnings(ModWarning.AccessesFilesystem))
+ if (mod.HasWarnings(ModWarning.AccessesFilesystem))
labels.Add("files");
- if (mod.HasUnsuppressedWarnings(ModWarning.AccessesShell))
+ if (mod.HasWarnings(ModWarning.AccessesShell))
labels.Add("shells/processes");
return $"{mod.DisplayName} ({string.Join(", ", labels)})";
@@ -582,7 +593,7 @@ namespace StardewModdingAPI.Framework.Logging
/// <param name="blurb">A detailed explanation of the warning, split into lines.</param>
private void LogModWarningGroup(IModMetadata[] mods, ModWarning warning, LogLevel level, string heading, params string[] blurb)
{
- this.LogModWarningGroup(mods, mod => mod.HasUnsuppressedWarnings(warning), level, heading, blurb);
+ this.LogModWarningGroup(mods, mod => mod.HasWarnings(warning), level, heading, blurb);
}
diff --git a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
index 4fae0f44..69535aa5 100644
--- a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
+++ b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
@@ -276,37 +276,40 @@ namespace StardewModdingAPI.Framework.ModLoading
// swap assembly references if needed (e.g. XNA => MonoGame)
bool platformChanged = false;
- for (int i = 0; i < module.AssemblyReferences.Count; i++)
+ if (this.RewriteMods)
{
- // remove old assembly reference
- if (this.AssemblyMap.RemoveNames.Any(name => module.AssemblyReferences[i].Name == name))
+ for (int i = 0; i < module.AssemblyReferences.Count; i++)
{
- this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Rewriting {filename} for OS...");
- platformChanged = true;
- module.AssemblyReferences.RemoveAt(i);
- i--;
+ // remove old assembly reference
+ if (this.AssemblyMap.RemoveNames.Any(name => module.AssemblyReferences[i].Name == name))
+ {
+ this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Rewriting {filename} for OS...");
+ platformChanged = true;
+ module.AssemblyReferences.RemoveAt(i);
+ i--;
+ }
}
- }
- if (platformChanged)
- {
- // add target assembly references
- foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values)
- module.AssemblyReferences.Add(target);
+ if (platformChanged)
+ {
+ // add target assembly references
+ foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values)
+ module.AssemblyReferences.Add(target);
- // rewrite type scopes to use target assemblies
- IEnumerable<TypeReference> typeReferences = module.GetTypeReferences().OrderBy(p => p.FullName);
- foreach (TypeReference type in typeReferences)
- this.ChangeTypeScope(type);
+ // rewrite type scopes to use target assemblies
+ IEnumerable<TypeReference> typeReferences = module.GetTypeReferences().OrderBy(p => p.FullName);
+ foreach (TypeReference type in typeReferences)
+ this.ChangeTypeScope(type);
- // rewrite types using custom attributes
- foreach (TypeDefinition type in module.GetTypes())
- {
- foreach (var attr in type.CustomAttributes)
+ // rewrite types using custom attributes
+ foreach (TypeDefinition type in module.GetTypes())
{
- foreach (var conField in attr.ConstructorArguments)
+ foreach (var attr in type.CustomAttributes)
{
- if (conField.Value is TypeReference typeRef)
- this.ChangeTypeScope(typeRef);
+ foreach (var conField in attr.ConstructorArguments)
+ {
+ if (conField.Value is TypeReference typeRef)
+ this.ChangeTypeScope(typeRef);
+ }
}
}
}
diff --git a/src/SMAPI/Framework/ModLoading/ModMetadata.cs b/src/SMAPI/Framework/ModLoading/ModMetadata.cs
index 18d2b112..b4de3d6c 100644
--- a/src/SMAPI/Framework/ModLoading/ModMetadata.cs
+++ b/src/SMAPI/Framework/ModLoading/ModMetadata.cs
@@ -14,6 +14,13 @@ namespace StardewModdingAPI.Framework.ModLoading
internal class ModMetadata : IModMetadata
{
/*********
+ ** Fields
+ *********/
+ /// <summary>The non-error issues with the mod, including warnings suppressed by the data record.</summary>
+ private ModWarning ActualWarnings = ModWarning.None;
+
+
+ /*********
** Accessors
*********/
/// <inheritdoc />
@@ -41,7 +48,7 @@ namespace StardewModdingAPI.Framework.ModLoading
public ModFailReason? FailReason { get; private set; }
/// <inheritdoc />
- public ModWarning Warnings { get; private set; }
+ public ModWarning Warnings => this.ActualWarnings & ~(this.DataRecord?.DataRecord.SuppressWarnings ?? ModWarning.None);
/// <inheritdoc />
public string Error { get; private set; }
@@ -116,7 +123,7 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <inheritdoc />
public IModMetadata SetWarning(ModWarning warning)
{
- this.Warnings |= warning;
+ this.ActualWarnings |= warning;
return this;
}
@@ -218,12 +225,10 @@ namespace StardewModdingAPI.Framework.ModLoading
}
/// <inheritdoc />
- public bool HasUnsuppressedWarnings(params ModWarning[] warnings)
+ public bool HasWarnings(params ModWarning[] warnings)
{
- return warnings.Any(warning =>
- this.Warnings.HasFlag(warning)
- && (this.DataRecord?.DataRecord == null || !this.DataRecord.DataRecord.SuppressWarnings.HasFlag(warning))
- );
+ ModWarning curWarnings = this.Warnings;
+ return warnings.Any(warning => curWarnings.HasFlag(warning));
}
/// <inheritdoc />
diff --git a/src/SMAPI/Framework/Patching/GamePatcher.cs b/src/SMAPI/Framework/Patching/GamePatcher.cs
index 82d7b9c8..ddecda08 100644
--- a/src/SMAPI/Framework/Patching/GamePatcher.cs
+++ b/src/SMAPI/Framework/Patching/GamePatcher.cs
@@ -44,7 +44,7 @@ namespace StardewModdingAPI.Framework.Patching
}
catch (Exception ex)
{
- this.Monitor.Log($"Couldn't apply runtime patch '{patch.Name}' to the game. Some SMAPI features may not work correctly. See log file for details.", LogLevel.Error);
+ this.Monitor.Log($"Couldn't apply runtime patch '{patch.GetType().Name}' to the game. Some SMAPI features may not work correctly. See log file for details.", LogLevel.Error);
this.Monitor.Log(ex.GetLogSummary(), LogLevel.Trace);
}
}
diff --git a/src/SMAPI/Framework/Patching/IHarmonyPatch.cs b/src/SMAPI/Framework/Patching/IHarmonyPatch.cs
index 922243fa..38d30ab2 100644
--- a/src/SMAPI/Framework/Patching/IHarmonyPatch.cs
+++ b/src/SMAPI/Framework/Patching/IHarmonyPatch.cs
@@ -9,9 +9,9 @@ namespace StardewModdingAPI.Framework.Patching
/// <summary>A Harmony patch to apply.</summary>
internal interface IHarmonyPatch
{
- /// <summary>A unique name for this patch.</summary>
- string Name { get; }
-
+ /*********
+ ** Methods
+ *********/
/// <summary>Apply the Harmony patch.</summary>
/// <param name="harmony">The Harmony instance.</param>
#if HARMONY_2
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index 2d783eb2..5df4b61b 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -1054,17 +1054,24 @@ namespace StardewModdingAPI.Framework
LoadStage oldStage = Context.LoadStage;
Context.LoadStage = newStage;
this.Monitor.VerboseLog($"Context: load stage changed to {newStage}");
- if (newStage == LoadStage.None)
- {
- this.Monitor.Log("Context: returned to title");
- this.OnReturnedToTitle();
- }
- // override chatbox
- if (newStage == LoadStage.Loaded)
+ // handle stages
+ switch (newStage)
{
- Game1.onScreenMenus.Remove(Game1.chatBox);
- Game1.onScreenMenus.Add(Game1.chatBox = new SChatBox(this.LogManager.MonitorForGame));
+ case LoadStage.ReturningToTitle:
+ this.Monitor.Log("Context: returning to title");
+ this.OnReturningToTitle();
+ break;
+
+ case LoadStage.None:
+ this.JustReturnedToTitle = true;
+ break;
+
+ case LoadStage.Loaded:
+ // override chatbox
+ Game1.onScreenMenus.Remove(Game1.chatBox);
+ Game1.onScreenMenus.Add(Game1.chatBox = new SChatBox(this.LogManager.MonitorForGame));
+ break;
}
// raise events
@@ -1113,13 +1120,12 @@ namespace StardewModdingAPI.Framework
this.EventManager.DayEnding.RaiseEmpty();
}
- /// <summary>Raised after the player returns to the title screen.</summary>
- private void OnReturnedToTitle()
+ /// <summary>Raised immediately before the player returns to the title screen.</summary>
+ private void OnReturningToTitle()
{
// perform cleanup
this.Multiplayer.CleanupOnMultiplayerExit();
this.ContentCore.OnReturningToTitleScreen();
- this.JustReturnedToTitle = true;
}
/// <summary>Raised before the game exits.</summary>
diff --git a/src/SMAPI/Patches/LoadContextPatch.cs b/src/SMAPI/Patches/LoadContextPatch.cs
index ceda061b..c43d7071 100644
--- a/src/SMAPI/Patches/LoadContextPatch.cs
+++ b/src/SMAPI/Patches/LoadContextPatch.cs
@@ -29,12 +29,8 @@ namespace StardewModdingAPI.Patches
/// <summary>A callback to invoke when the load stage changes.</summary>
private static Action<LoadStage> OnStageChanged;
-
- /*********
- ** Accessors
- *********/
- /// <inheritdoc />
- public string Name => nameof(LoadContextPatch);
+ /// <summary>Whether the game is running running the code in <see cref="Game1.loadForNewGame"/>.</summary>
+ private static bool IsInLoadForNewGame;
/*********
@@ -62,11 +58,24 @@ namespace StardewModdingAPI.Patches
prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_TitleMenu_CreatedNewCharacter))
);
- // detect CreatedLocations
+ // detect CreatedInitialLocations and SaveAddedLocations
+ harmony.Patch(
+ original: AccessTools.Method(typeof(Game1), nameof(Game1.AddModNPCs)),
+ prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_Game1_AddModNPCs))
+ );
+
+ // detect CreatedLocations, and track IsInLoadForNewGame
harmony.Patch(
original: AccessTools.Method(typeof(Game1), nameof(Game1.loadForNewGame)),
+ prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_Game1_LoadForNewGame)),
postfix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.After_Game1_LoadForNewGame))
);
+
+ // detect ReturningToTitle
+ harmony.Patch(
+ original: AccessTools.Method(typeof(Game1), nameof(Game1.CleanupReturningToTitle)),
+ prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_Game1_CleanupReturningToTitle))
+ );
}
@@ -82,16 +91,58 @@ namespace StardewModdingAPI.Patches
return true;
}
+ /// <summary>Called before <see cref="Game1.AddModNPCs"/>.</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_Game1_AddModNPCs()
+ {
+ // When this method is called from Game1.loadForNewGame, it happens right after adding the vanilla
+ // locations but before initializing them.
+ if (LoadContextPatch.IsInLoadForNewGame)
+ {
+ LoadContextPatch.OnStageChanged(LoadContextPatch.IsCreating()
+ ? LoadStage.CreatedInitialLocations
+ : LoadStage.SaveAddedLocations
+ );
+ }
+
+ return true;
+ }
+
+ /// <summary>Called before <see cref="Game1.CleanupReturningToTitle"/>.</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_Game1_CleanupReturningToTitle()
+ {
+ LoadContextPatch.OnStageChanged(LoadStage.ReturningToTitle);
+ return true;
+ }
+
+ /// <summary>Called before <see cref="Game1.loadForNewGame"/>.</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_Game1_LoadForNewGame()
+ {
+ LoadContextPatch.IsInLoadForNewGame = true;
+ return true;
+ }
+
/// <summary>Called after <see cref="Game1.loadForNewGame"/>.</summary>
/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
private static void After_Game1_LoadForNewGame()
{
- bool creating =
- (Game1.currentMinigame is Intro) // creating save with intro
- || (Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue()); // creating save, skipped intro
+ LoadContextPatch.IsInLoadForNewGame = false;
- if (creating)
+ if (LoadContextPatch.IsCreating())
LoadContextPatch.OnStageChanged(LoadStage.CreatedLocations);
}
+
+ /// <summary>Get whether the save file is currently being created.</summary>
+ private static bool IsCreating()
+ {
+ return
+ (Game1.currentMinigame is Intro) // creating save with intro
+ || (Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue()); // creating save, skipped intro
+ }
}
}