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Diffstat (limited to 'src/StardewModdingAPI/Framework/SGame.cs')
| -rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 1403 |
1 files changed, 0 insertions, 1403 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs deleted file mode 100644 index 7287cab7..00000000 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ /dev/null @@ -1,1403 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Diagnostics; -using System.Diagnostics.CodeAnalysis; -using System.Linq; -using System.Threading; -using System.Threading.Tasks; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Graphics; -using Microsoft.Xna.Framework.Input; -using StardewModdingAPI.Events; -using StardewModdingAPI.Framework.Reflection; -using StardewModdingAPI.Framework.Utilities; -using StardewModdingAPI.Utilities; -using StardewValley; -using StardewValley.BellsAndWhistles; -using StardewValley.Locations; -using StardewValley.Menus; -using StardewValley.Tools; -using xTile.Dimensions; -using xTile.Layers; - -namespace StardewModdingAPI.Framework -{ - /// <summary>SMAPI's extension of the game's core <see cref="Game1"/>, used to inject events.</summary> - internal class SGame : Game1 - { - /********* - ** Properties - *********/ - /**** - ** SMAPI state - ****/ - /// <summary>Encapsulates monitoring and logging.</summary> - private readonly IMonitor Monitor; - - /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary> - private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second - - /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary> - private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second - - /// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary> - /// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks> - private int AfterLoadTimer = 5; - - /// <summary>Whether the game is returning to the menu.</summary> - private bool IsExitingToTitle; - - /// <summary>Whether the game is saving and SMAPI has already raised <see cref="SaveEvents.BeforeSave"/>.</summary> - private bool IsBetweenSaveEvents; - - /**** - ** Game state - ****/ - /// <summary>A record of the buttons pressed as of the previous tick.</summary> - private SButton[] PreviousPressedButtons = new SButton[0]; - - /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick.</summary> - private KeyboardState PreviousKeyState; - - /// <summary>A record of the controller state (i.e. the up/down state for each button) as of the previous tick.</summary> - private GamePadState PreviousControllerState; - - /// <summary>A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the previous tick.</summary> - private MouseState PreviousMouseState; - - /// <summary>The previous mouse position on the screen adjusted for the zoom level.</summary> - private Point PreviousMousePosition; - - /// <summary>The window size value at last check.</summary> - private Point PreviousWindowSize; - - /// <summary>The save ID at last check.</summary> - private ulong PreviousSaveID; - - /// <summary>A hash of <see cref="Game1.locations"/> at last check.</summary> - private int PreviousGameLocations; - - /// <summary>A hash of the current location's <see cref="GameLocation.objects"/> at last check.</summary> - private int PreviousLocationObjects; - - /// <summary>The player's inventory at last check.</summary> - private IDictionary<Item, int> PreviousItems; - - /// <summary>The player's combat skill level at last check.</summary> - private int PreviousCombatLevel; - - /// <summary>The player's farming skill level at last check.</summary> - private int PreviousFarmingLevel; - - /// <summary>The player's fishing skill level at last check.</summary> - private int PreviousFishingLevel; - - /// <summary>The player's foraging skill level at last check.</summary> - private int PreviousForagingLevel; - - /// <summary>The player's mining skill level at last check.</summary> - private int PreviousMiningLevel; - - /// <summary>The player's luck skill level at last check.</summary> - private int PreviousLuckLevel; - - /// <summary>The player's location at last check.</summary> - private GameLocation PreviousGameLocation; - - /// <summary>The active game menu at last check.</summary> - private IClickableMenu PreviousActiveMenu; - - /// <summary>The mine level at last check.</summary> - private int PreviousMineLevel; - - /// <summary>The time of day (in 24-hour military format) at last check.</summary> - private int PreviousTime; - - /// <summary>The previous content locale.</summary> - private LocalizedContentManager.LanguageCode? PreviousLocale; - - /// <summary>An index incremented on every tick and reset every 60th tick (0–59).</summary> - private int CurrentUpdateTick; - - /// <summary>Whether this is the very first update tick since the game started.</summary> - private bool FirstUpdate; - - /// <summary>The current game instance.</summary> - private static SGame Instance; - - /**** - ** Private wrappers - ****/ - /// <summary>Simplifies access to private game code.</summary> - private static Reflector Reflection; - - // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming - /// <summary>Used to access private fields and methods.</summary> - private static List<float> _fpsList => SGame.Reflection.GetPrivateField<List<float>>(typeof(Game1), nameof(_fpsList)).GetValue(); - private static Stopwatch _fpsStopwatch => SGame.Reflection.GetPrivateField<Stopwatch>(typeof(Game1), nameof(SGame._fpsStopwatch)).GetValue(); - private static float _fps - { - set => SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).SetValue(value); - } - private static Task _newDayTask => SGame.Reflection.GetPrivateField<Task>(typeof(Game1), nameof(_newDayTask)).GetValue(); - private Color bgColor => SGame.Reflection.GetPrivateField<Color>(this, nameof(bgColor)).GetValue(); - public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateProperty<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop - public BlendState lightingBlend => SGame.Reflection.GetPrivateField<BlendState>(this, nameof(lightingBlend)).GetValue(); - private readonly Action drawFarmBuildings = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(); - private readonly Action drawHUD = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawHUD)).Invoke(); - private readonly Action drawDialogueBox = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(); - private readonly Action renderScreenBuffer = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke(); - // ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming - - - /********* - ** Accessors - *********/ - /// <summary>SMAPI's content manager.</summary> - public SContentManager SContentManager { get; } - - /// <summary>Whether SMAPI should log more information about the game context.</summary> - public bool VerboseLogging { get; set; } - - - /********* - ** Protected methods - *********/ - /// <summary>Construct an instance.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="reflection">Simplifies access to private game code.</param> - internal SGame(IMonitor monitor, Reflector reflection) - { - // initialise - this.Monitor = monitor; - this.FirstUpdate = true; - SGame.Instance = this; - SGame.Reflection = reflection; - - // set XNA option required by Stardew Valley - Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; - - // override content manager - this.Monitor?.Log("Overriding content manager...", LogLevel.Trace); - this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor); - this.Content = new ContentManagerShim(this.SContentManager, "SGame.Content"); - Game1.content = new ContentManagerShim(this.SContentManager, "Game1.content"); - reflection.GetPrivateField<LocalizedContentManager>(typeof(Game1), "_temporaryContent").SetValue(new ContentManagerShim(this.SContentManager, "Game1._temporaryContent")); // regenerate value with new content manager - } - - /**** - ** Intercepted methods & events - ****/ - /// <summary>Constructor a content manager to read XNB files.</summary> - /// <param name="serviceProvider">The service provider to use to locate services.</param> - /// <param name="rootDirectory">The root directory to search for content.</param> - protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory) - { - // return default if SMAPI's content manager isn't initialised yet - if (this.SContentManager == null) - { - this.Monitor?.Log("SMAPI's content manager isn't initialised; skipping content manager interception.", LogLevel.Trace); - return base.CreateContentManager(serviceProvider, rootDirectory); - } - - // return single instance if valid - if (serviceProvider != this.Content.ServiceProvider) - throw new InvalidOperationException("SMAPI uses a single content manager internally. You can't get a new content manager with a different service provider."); - if (rootDirectory != this.Content.RootDirectory) - throw new InvalidOperationException($"SMAPI uses a single content manager internally. You can't get a new content manager with a different root directory (current is {this.Content.RootDirectory}, requested {rootDirectory})."); - return new ContentManagerShim(this.SContentManager, "(generated instance)"); - } - - /// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary> - /// <param name="gameTime">A snapshot of the game timing state.</param> - protected override void Update(GameTime gameTime) - { - try - { - /********* - ** Skip conditions - *********/ - // SMAPI exiting, stop processing game updates - if (this.Monitor.IsExiting) - { - this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace); - return; - } - - // While a background new-day task is in progress, the game skips its own update logic - // and defers to the XNA Update method. Running mod code in parallel to the background - // update is risky, because data changes can conflict (e.g. collection changed during - // enumeration errors) and data may change unexpectedly from one mod instruction to the - // next. - // - // Therefore we can just run Game1.Update here without raising any SMAPI events. There's - // a small chance that the task will finish after we defer but before the game checks, - // which means technically events should be raised, but the effects of missing one - // update tick are neglible and not worth the complications of bypassing Game1.Update. - if (SGame._newDayTask != null) - { - base.Update(gameTime); - return; - } - - // While the game is writing to the save file in the background, mods can unexpectedly - // fail since they don't have exclusive access to resources (e.g. collection changed - // during enumeration errors). To avoid problems, events are not invoked while a save - // is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is - // opened (since the save hasn't started yet), but all other events should be suppressed. - if (Context.IsSaving) - { - // raise before-save - if (!this.IsBetweenSaveEvents) - { - this.IsBetweenSaveEvents = true; - this.Monitor.Log("Context: before save.", LogLevel.Trace); - SaveEvents.InvokeBeforeSave(this.Monitor); - } - - // suppress non-save events - base.Update(gameTime); - return; - } - if (this.IsBetweenSaveEvents) - { - // raise after-save - this.IsBetweenSaveEvents = false; - this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); - SaveEvents.InvokeAfterSave(this.Monitor); - TimeEvents.InvokeAfterDayStarted(this.Monitor); - } - - /********* - ** Game loaded events - *********/ - if (this.FirstUpdate) - { - GameEvents.InvokeInitialize(this.Monitor); - } - - /********* - ** Locale changed events - *********/ - if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode) - { - var oldValue = this.PreviousLocale; - var newValue = LocalizedContentManager.CurrentLanguageCode; - - this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace); - - if (oldValue != null) - ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString()); - this.PreviousLocale = newValue; - } - - /********* - ** After load events - *********/ - if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0) - { - if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet) - this.AfterLoadTimer--; - - if (this.AfterLoadTimer == 0) - { - this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); - Context.IsWorldReady = true; - - SaveEvents.InvokeAfterLoad(this.Monitor); - TimeEvents.InvokeAfterDayStarted(this.Monitor); - } - } - - /********* - ** Exit to title events - *********/ - // before exit to title - if (Game1.exitToTitle) - this.IsExitingToTitle = true; - - // after exit to title - if (Context.IsWorldReady && this.IsExitingToTitle && Game1.activeClickableMenu is TitleMenu) - { - this.Monitor.Log("Context: returned to title", LogLevel.Trace); - - this.IsExitingToTitle = false; - this.CleanupAfterReturnToTitle(); - SaveEvents.InvokeAfterReturnToTitle(this.Monitor); - } - - /********* - ** Window events - *********/ - // Here we depend on the game's viewport instead of listening to the Window.Resize - // event because we need to notify mods after the game handles the resize, so the - // game's metadata (like Game1.viewport) are updated. That's a bit complicated - // since the game adds & removes its own handler on the fly. - if (Game1.viewport.Width != this.PreviousWindowSize.X || Game1.viewport.Height != this.PreviousWindowSize.Y) - { - Point size = new Point(Game1.viewport.Width, Game1.viewport.Height); - GraphicsEvents.InvokeResize(this.Monitor); - this.PreviousWindowSize = size; - } - - /********* - ** Input events (if window has focus) - *********/ - if (Game1.game1.IsActive) - { - // get latest state - KeyboardState keyState; - GamePadState controllerState; - MouseState mouseState; - Point mousePosition; - try - { - keyState = Keyboard.GetState(); - controllerState = GamePad.GetState(PlayerIndex.One); - mouseState = Mouse.GetState(); - mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY()); - } - catch (InvalidOperationException) // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true - { - keyState = this.PreviousKeyState; - controllerState = this.PreviousControllerState; - mouseState = this.PreviousMouseState; - mousePosition = this.PreviousMousePosition; - } - - // analyse state - SButton[] currentlyPressedKeys = this.GetPressedButtons(keyState, mouseState, controllerState).ToArray(); - SButton[] previousPressedKeys = this.PreviousPressedButtons; - SButton[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray(); - SButton[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray(); - bool isClick = framePressedKeys.Contains(SButton.MouseLeft) || (framePressedKeys.Contains(SButton.ControllerA) && !currentlyPressedKeys.Contains(SButton.ControllerX)); - - // get cursor position - ICursorPosition cursor; - { - // cursor position - Vector2 screenPixels = new Vector2(Game1.getMouseX(), Game1.getMouseY()); - Vector2 tile = new Vector2((Game1.viewport.X + screenPixels.X) / Game1.tileSize, (Game1.viewport.Y + screenPixels.Y) / Game1.tileSize); - Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton - ? tile - : Game1.player.GetGrabTile(); - cursor = new CursorPosition(screenPixels, tile, grabTile); - } - - // raise button pressed - foreach (SButton button in framePressedKeys) - { - InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isClick); - - // legacy events - if (button.TryGetKeyboard(out Keys key)) - { - if (key != Keys.None) - ControlEvents.InvokeKeyPressed(this.Monitor, key); - } - else if (button.TryGetController(out Buttons controllerButton)) - { - if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) - ControlEvents.InvokeTriggerPressed(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right); - else - ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton); - } - } - - // raise button released - foreach (SButton button in frameReleasedKeys) - { - bool wasClick = - (button == SButton.MouseLeft && previousPressedKeys.Contains(SButton.MouseLeft)) // released left click - || (button == SButton.ControllerA && previousPressedKeys.Contains(SButton.ControllerA) && !previousPressedKeys.Contains(SButton.ControllerX)); - InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasClick); - - // legacy events - if (button.TryGetKeyboard(out Keys key)) - { - if (key != Keys.None) - ControlEvents.InvokeKeyReleased(this.Monitor, key); - } - else if (button.TryGetController(out Buttons controllerButton)) - { - if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) - ControlEvents.InvokeTriggerReleased(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right); - else - ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton); - } - } - - // raise legacy state-changed events - if (keyState != this.PreviousKeyState) - ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousKeyState, keyState); - if (mouseState != this.PreviousMouseState) - ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousMouseState, mouseState, this.PreviousMousePosition, mousePosition); - - // track state - this.PreviousMouseState = mouseState; - this.PreviousMousePosition = mousePosition; - this.PreviousKeyState = keyState; - this.PreviousControllerState = controllerState; - this.PreviousPressedButtons = currentlyPressedKeys; - } - - /********* - ** Menu events - *********/ - if (Game1.activeClickableMenu != this.PreviousActiveMenu) - { - IClickableMenu previousMenu = this.PreviousActiveMenu; - IClickableMenu newMenu = Game1.activeClickableMenu; - - // log context - if (this.VerboseLogging) - { - if (previousMenu == null) - this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace); - else if (newMenu == null) - this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace); - else - this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace); - } - - // raise menu events - if (newMenu != null) - MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu); - else - MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu); - - // update previous menu - // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change) - this.PreviousActiveMenu = newMenu; - } - - /********* - ** World & player events - *********/ - if (Context.IsWorldReady) - { - // raise current location changed - if (Game1.currentLocation != this.PreviousGameLocation) - { - if (this.VerboseLogging) - this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace); - LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation); - } - - // raise location list changed - if (this.GetHash(Game1.locations) != this.PreviousGameLocations) - LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations); - - // raise events that shouldn't be triggered on initial load - if (Game1.uniqueIDForThisGame == this.PreviousSaveID) - { - // raise player leveled up a skill - if (Game1.player.combatLevel != this.PreviousCombatLevel) - PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel); - if (Game1.player.farmingLevel != this.PreviousFarmingLevel) - PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel); - if (Game1.player.fishingLevel != this.PreviousFishingLevel) - PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel); - if (Game1.player.foragingLevel != this.PreviousForagingLevel) - PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel); - if (Game1.player.miningLevel != this.PreviousMiningLevel) - PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel); - if (Game1.player.luckLevel != this.PreviousLuckLevel) - PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel); - - // raise player inventory changed - ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray(); - if (changedItems.Any()) - PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems); - - // raise current location's object list changed - if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects) - LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects); - - // raise time changed - if (Game1.timeOfDay != this.PreviousTime) - TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay); - - // raise mine level changed - if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel) - MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel); - } - - // update state - this.PreviousGameLocations = this.GetHash(Game1.locations); - this.PreviousGameLocation = Game1.currentLocation; - this.PreviousCombatLevel = Game1.player.combatLevel; - this.PreviousFarmingLevel = Game1.player.farmingLevel; - this.PreviousFishingLevel = Game1.player.fishingLevel; - this.PreviousForagingLevel = Game1.player.foragingLevel; - this.PreviousMiningLevel = Game1.player.miningLevel; - this.PreviousLuckLevel = Game1.player.luckLevel; - this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack); - this.PreviousLocationObjects = this.GetHash(Game1.currentLocation.objects); - this.PreviousTime = Game1.timeOfDay; - this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0; - this.PreviousSaveID = Game1.uniqueIDForThisGame; - } - - /********* - ** Game update - *********/ - try - { - base.Update(gameTime); - } - catch (Exception ex) - { - this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); - } - - /********* - ** Update events - *********/ - GameEvents.InvokeUpdateTick(this.Monitor); - if (this.FirstUpdate) - this.FirstUpdate = false; - if (this.CurrentUpdateTick % 2 == 0) - GameEvents.InvokeSecondUpdateTick(this.Monitor); - if (this.CurrentUpdateTick % 4 == 0) - GameEvents.InvokeFourthUpdateTick(this.Monitor); - if (this.CurrentUpdateTick % 8 == 0) - GameEvents.InvokeEighthUpdateTick(this.Monitor); - if (this.CurrentUpdateTick % 15 == 0) - GameEvents.InvokeQuarterSecondTick(this.Monitor); - if (this.CurrentUpdateTick % 30 == 0) - GameEvents.InvokeHalfSecondTick(this.Monitor); - if (this.CurrentUpdateTick % 60 == 0) - GameEvents.InvokeOneSecondTick(this.Monitor); - this.CurrentUpdateTick += 1; - if (this.CurrentUpdateTick >= 60) - this.CurrentUpdateTick = 0; - - this.UpdateCrashTimer.Reset(); - } - catch (Exception ex) - { - // log error - this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error); - - // exit if irrecoverable - if (!this.UpdateCrashTimer.Decrement()) - this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game."); - } - } - - /// <summary>The method called to draw everything to the screen.</summary> - /// <param name="gameTime">A snapshot of the game timing state.</param> - protected override void Draw(GameTime gameTime) - { - Context.IsInDrawLoop = true; - try - { - this.DrawImpl(gameTime); - this.DrawCrashTimer.Reset(); - } - catch (Exception ex) - { - // log error - this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error); - - // exit if irrecoverable - if (!this.DrawCrashTimer.Decrement()) - { - this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game."); - return; - } - - // recover sprite batch - try - { - if (Game1.spriteBatch.IsOpen(SGame.Reflection)) - { - this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace); - Game1.spriteBatch.End(); - } - } - catch (Exception innerEx) - { - this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error); - } - } - Context.IsInDrawLoop = false; - } - - /// <summary>Replicate the game's draw logic with some changes for SMAPI.</summary> - /// <param name="gameTime">A snapshot of the game timing state.</param> - /// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, private field references replaced by wrappers, and added events.</remarks> - [SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")] - [SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")] - [SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")] - [SuppressMessage("ReSharper", "RedundantArgumentDefaultValue", Justification = "copied from game code as-is")] - [SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")] - [SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")] - [SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")] - private void DrawImpl(GameTime gameTime) - { - if (Game1.debugMode) - { - if (SGame._fpsStopwatch.IsRunning) - { - float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds; - SGame._fpsList.Add(totalSeconds); - while (SGame._fpsList.Count >= 120) - SGame._fpsList.RemoveAt(0); - float num = 0.0f; - foreach (float fps in SGame._fpsList) - num += fps; - SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count)); - } - SGame._fpsStopwatch.Restart(); - } - else - { - if (SGame._fpsStopwatch.IsRunning) - SGame._fpsStopwatch.Reset(); - SGame._fps = 0.0f; - SGame._fpsList.Clear(); - } - if (SGame._newDayTask != null) - { - this.GraphicsDevice.Clear(this.bgColor); - //base.Draw(gameTime); - } - else - { - if ((double)Game1.options.zoomLevel != 1.0) - this.GraphicsDevice.SetRenderTarget(this.screenWrapper); - if (this.IsSaving) - { - this.GraphicsDevice.Clear(this.bgColor); - IClickableMenu activeClickableMenu = Game1.activeClickableMenu; - if (activeClickableMenu != null) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); - try - { - GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); - activeClickableMenu.draw(Game1.spriteBatch); - GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); - } - catch (Exception ex) - { - this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); - activeClickableMenu.exitThisMenu(); - } - Game1.spriteBatch.End(); - } - //base.Draw(gameTime); - this.renderScreenBuffer(); - } - else - { - this.GraphicsDevice.Clear(this.bgColor); - if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); - try - { - Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); - GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); - Game1.activeClickableMenu.draw(Game1.spriteBatch); - GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); - } - catch (Exception ex) - { - this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); - Game1.activeClickableMenu.exitThisMenu(); - } - Game1.spriteBatch.End(); - if ((double)Game1.options.zoomLevel != 1.0) - { - this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); - this.GraphicsDevice.Clear(this.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); - } - if (Game1.overlayMenu == null) - return; - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); - Game1.overlayMenu.draw(Game1.spriteBatch); - Game1.spriteBatch.End(); - } - else if ((int)Game1.gameMode == 11) - { - Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); - Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink); - Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, (int)byte.MaxValue, 0)); - Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White); - Game1.spriteBatch.End(); - } - else if (Game1.currentMinigame != null) - { - Game1.currentMinigame.draw(Game1.spriteBatch); - if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha)); - Game1.spriteBatch.End(); - } - if ((double)Game1.options.zoomLevel != 1.0) - { - this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); - this.GraphicsDevice.Clear(this.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); - } - if (Ga |
