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-rw-r--r--src/StardewModdingAPI/Framework/Content/AssetData.cs44
-rw-r--r--src/StardewModdingAPI/Framework/Content/AssetDataForDictionary.cs (renamed from src/StardewModdingAPI/Framework/Content/ContentEventHelperForDictionary.cs)4
-rw-r--r--src/StardewModdingAPI/Framework/Content/AssetDataForImage.cs (renamed from src/StardewModdingAPI/Framework/Content/ContentEventHelperForImage.cs)4
-rw-r--r--src/StardewModdingAPI/Framework/Content/AssetDataForObject.cs (renamed from src/StardewModdingAPI/Framework/Content/ContentEventHelper.cs)19
-rw-r--r--src/StardewModdingAPI/Framework/Content/AssetInfo.cs (renamed from src/StardewModdingAPI/Framework/Content/ContentEventData.cs)41
-rw-r--r--src/StardewModdingAPI/Framework/CursorPosition.cs37
-rw-r--r--src/StardewModdingAPI/Framework/DeprecationManager.cs13
-rw-r--r--src/StardewModdingAPI/Framework/Exceptions/SParseException.cs17
-rw-r--r--src/StardewModdingAPI/Framework/InternalExtensions.cs5
-rw-r--r--src/StardewModdingAPI/Framework/ModHelpers/BaseHelper.cs23
-rw-r--r--src/StardewModdingAPI/Framework/ModHelpers/CommandHelper.cs (renamed from src/StardewModdingAPI/Framework/CommandHelper.cs)9
-rw-r--r--src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs (renamed from src/StardewModdingAPI/Framework/ContentHelper.cs)26
-rw-r--r--src/StardewModdingAPI/Framework/ModHelpers/ModHelper.cs (renamed from src/StardewModdingAPI/Framework/ModHelper.cs)42
-rw-r--r--src/StardewModdingAPI/Framework/ModHelpers/ModRegistryHelper.cs48
-rw-r--r--src/StardewModdingAPI/Framework/ModHelpers/ReflectionHelper.cs160
-rw-r--r--src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs (renamed from src/StardewModdingAPI/Framework/TranslationHelper.cs)8
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs27
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs124
-rw-r--r--src/StardewModdingAPI/Framework/ModRegistry.cs6
-rw-r--r--src/StardewModdingAPI/Framework/Models/DisabledMod.cs22
-rw-r--r--src/StardewModdingAPI/Framework/Models/Manifest.cs5
-rw-r--r--src/StardewModdingAPI/Framework/Models/ManifestDependency.cs21
-rw-r--r--src/StardewModdingAPI/Framework/Models/SConfig.cs3
-rw-r--r--src/StardewModdingAPI/Framework/Monitor.cs32
-rw-r--r--src/StardewModdingAPI/Framework/Reflection/Reflector.cs (renamed from src/StardewModdingAPI/Framework/Reflection/ReflectionHelper.cs)44
-rw-r--r--src/StardewModdingAPI/Framework/SContentManager.cs248
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs357
-rw-r--r--src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs19
-rw-r--r--src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs41
29 files changed, 1064 insertions, 385 deletions
diff --git a/src/StardewModdingAPI/Framework/Content/AssetData.cs b/src/StardewModdingAPI/Framework/Content/AssetData.cs
new file mode 100644
index 00000000..1ab9eebd
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/Content/AssetData.cs
@@ -0,0 +1,44 @@
+using System;
+
+namespace StardewModdingAPI.Framework.Content
+{
+ /// <summary>Base implementation for a content helper which encapsulates access and changes to content being read from a data file.</summary>
+ /// <typeparam name="TValue">The interface value type.</typeparam>
+ internal class AssetData<TValue> : AssetInfo, IAssetData<TValue>
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The content data being read.</summary>
+ public TValue Data { get; protected set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="locale">The content's locale code, if the content is localised.</param>
+ /// <param name="assetName">The normalised asset name being read.</param>
+ /// <param name="data">The content data being read.</param>
+ /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
+ public AssetData(string locale, string assetName, TValue data, Func<string, string> getNormalisedPath)
+ : base(locale, assetName, data.GetType(), getNormalisedPath)
+ {
+ this.Data = data;
+ }
+
+ /// <summary>Replace the entire content value with the given value. This is generally not recommended, since it may break compatibility with other mods or different versions of the game.</summary>
+ /// <param name="value">The new content value.</param>
+ /// <exception cref="ArgumentNullException">The <paramref name="value"/> is null.</exception>
+ /// <exception cref="InvalidCastException">The <paramref name="value"/>'s type is not compatible with the loaded asset's type.</exception>
+ public void ReplaceWith(TValue value)
+ {
+ if (value == null)
+ throw new ArgumentNullException(nameof(value), "Can't set a loaded asset to a null value.");
+ if (!this.DataType.IsInstanceOfType(value))
+ throw new InvalidCastException($"Can't replace loaded asset of type {this.GetFriendlyTypeName(this.DataType)} with value of type {this.GetFriendlyTypeName(value.GetType())}. The new type must be compatible to prevent game errors.");
+
+ this.Data = value;
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventHelperForDictionary.cs b/src/StardewModdingAPI/Framework/Content/AssetDataForDictionary.cs
index 26f059e4..e9b29b12 100644
--- a/src/StardewModdingAPI/Framework/Content/ContentEventHelperForDictionary.cs
+++ b/src/StardewModdingAPI/Framework/Content/AssetDataForDictionary.cs
@@ -5,7 +5,7 @@ using System.Linq;
namespace StardewModdingAPI.Framework.Content
{
/// <summary>Encapsulates access and changes to dictionary content being read from a data file.</summary>
- internal class ContentEventHelperForDictionary<TKey, TValue> : ContentEventData<IDictionary<TKey, TValue>>, IContentEventHelperForDictionary<TKey, TValue>
+ internal class AssetDataForDictionary<TKey, TValue> : AssetData<IDictionary<TKey, TValue>>, IAssetDataForDictionary<TKey, TValue>
{
/*********
** Public methods
@@ -15,7 +15,7 @@ namespace StardewModdingAPI.Framework.Content
/// <param name="assetName">The normalised asset name being read.</param>
/// <param name="data">The content data being read.</param>
/// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
- public ContentEventHelperForDictionary(string locale, string assetName, IDictionary<TKey, TValue> data, Func<string, string> getNormalisedPath)
+ public AssetDataForDictionary(string locale, string assetName, IDictionary<TKey, TValue> data, Func<string, string> getNormalisedPath)
: base(locale, assetName, data, getNormalisedPath) { }
/// <summary>Add or replace an entry in the dictionary.</summary>
diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventHelperForImage.cs b/src/StardewModdingAPI/Framework/Content/AssetDataForImage.cs
index da30590b..45c5588b 100644
--- a/src/StardewModdingAPI/Framework/Content/ContentEventHelperForImage.cs
+++ b/src/StardewModdingAPI/Framework/Content/AssetDataForImage.cs
@@ -5,7 +5,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace StardewModdingAPI.Framework.Content
{
/// <summary>Encapsulates access and changes to dictionary content being read from a data file.</summary>
- internal class ContentEventHelperForImage : ContentEventData<Texture2D>, IContentEventHelperForImage
+ internal class AssetDataForImage : AssetData<Texture2D>, IAssetDataForImage
{
/*********
** Public methods
@@ -15,7 +15,7 @@ namespace StardewModdingAPI.Framework.Content
/// <param name="assetName">The normalised asset name being read.</param>
/// <param name="data">The content data being read.</param>
/// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
- public ContentEventHelperForImage(string locale, string assetName, Texture2D data, Func<string, string> getNormalisedPath)
+ public AssetDataForImage(string locale, string assetName, Texture2D data, Func<string, string> getNormalisedPath)
: base(locale, assetName, data, getNormalisedPath) { }
/// <summary>Overwrite part of the image.</summary>
diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventHelper.cs b/src/StardewModdingAPI/Framework/Content/AssetDataForObject.cs
index 9bf1ea17..f30003e4 100644
--- a/src/StardewModdingAPI/Framework/Content/ContentEventHelper.cs
+++ b/src/StardewModdingAPI/Framework/Content/AssetDataForObject.cs
@@ -5,7 +5,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace StardewModdingAPI.Framework.Content
{
/// <summary>Encapsulates access and changes to content being read from a data file.</summary>
- internal class ContentEventHelper : ContentEventData<object>, IContentEventHelper
+ internal class AssetDataForObject : AssetData<object>, IAssetData
{
/*********
** Public methods
@@ -15,23 +15,30 @@ namespace StardewModdingAPI.Framework.Content
/// <param name="assetName">The normalised asset name being read.</param>
/// <param name="data">The content data being read.</param>
/// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
- public ContentEventHelper(string locale, string assetName, object data, Func<string, string> getNormalisedPath)
+ public AssetDataForObject(string locale, string assetName, object data, Func<string, string> getNormalisedPath)
: base(locale, assetName, data, getNormalisedPath) { }
+ /// <summary>Construct an instance.</summary>
+ /// <param name="info">The asset metadata.</param>
+ /// <param name="data">The content data being read.</param>
+ /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
+ public AssetDataForObject(IAssetInfo info, object data, Func<string, string> getNormalisedPath)
+ : this(info.Locale, info.AssetName, data, getNormalisedPath) { }
+
/// <summary>Get a helper to manipulate the data as a dictionary.</summary>
/// <typeparam name="TKey">The expected dictionary key.</typeparam>
/// <typeparam name="TValue">The expected dictionary balue.</typeparam>
/// <exception cref="InvalidOperationException">The content being read isn't a dictionary.</exception>
- public IContentEventHelperForDictionary<TKey, TValue> AsDictionary<TKey, TValue>()
+ public IAssetDataForDictionary<TKey, TValue> AsDictionary<TKey, TValue>()
{
- return new ContentEventHelperForDictionary<TKey, TValue>(this.Locale, this.AssetName, this.GetData<IDictionary<TKey, TValue>>(), this.GetNormalisedPath);
+ return new AssetDataForDictionary<TKey, TValue>(this.Locale, this.AssetName, this.GetData<IDictionary<TKey, TValue>>(), this.GetNormalisedPath);
}
/// <summary>Get a helper to manipulate the data as an image.</summary>
/// <exception cref="InvalidOperationException">The content being read isn't an image.</exception>
- public IContentEventHelperForImage AsImage()
+ public IAssetDataForImage AsImage()
{
- return new ContentEventHelperForImage(this.Locale, this.AssetName, this.GetData<Texture2D>(), this.GetNormalisedPath);
+ return new AssetDataForImage(this.Locale, this.AssetName, this.GetData<Texture2D>(), this.GetNormalisedPath);
}
/// <summary>Get the data as a given type.</summary>
diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventData.cs b/src/StardewModdingAPI/Framework/Content/AssetInfo.cs
index 1a1779d4..d580dc06 100644
--- a/src/StardewModdingAPI/Framework/Content/ContentEventData.cs
+++ b/src/StardewModdingAPI/Framework/Content/AssetInfo.cs
@@ -4,9 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace StardewModdingAPI.Framework.Content
{
- /// <summary>Base implementation for a content helper which encapsulates access and changes to content being read from a data file.</summary>
- /// <typeparam name="TValue">The interface value type.</typeparam>
- internal class ContentEventData<TValue> : EventArgs, IContentEventData<TValue>
+ internal class AssetInfo : IAssetInfo
{
/*********
** Properties
@@ -21,12 +19,9 @@ namespace StardewModdingAPI.Framework.Content
/// <summary>The content's locale code, if the content is localised.</summary>
public string Locale { get; }
- /// <summary>The normalised asset name being read. The format may change between platforms; see <see cref="IsAssetName"/> to compare with a known path.</summary>
+ /// <summary>The normalised asset name being read. The format may change between platforms; see <see cref="AssetNameEquals"/> to compare with a known path.</summary>
public string AssetName { get; }
- /// <summary>The content data being read.</summary>
- public TValue Data { get; protected set; }
-
/// <summary>The content data type.</summary>
public Type DataType { get; }
@@ -37,48 +32,24 @@ namespace StardewModdingAPI.Framework.Content
/// <summary>Construct an instance.</summary>
/// <param name="locale">The content's locale code, if the content is localised.</param>
/// <param name="assetName">The normalised asset name being read.</param>
- /// <param name="data">The content data being read.</param>
- /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
- public ContentEventData(string locale, string assetName, TValue data, Func<string, string> getNormalisedPath)
- : this(locale, assetName, data, data.GetType(), getNormalisedPath) { }
-
- /// <summary>Construct an instance.</summary>
- /// <param name="locale">The content's locale code, if the content is localised.</param>
- /// <param name="assetName">The normalised asset name being read.</param>
- /// <param name="data">The content data being read.</param>
- /// <param name="dataType">The content data type being read.</param>
+ /// <param name="type">The content type being read.</param>
/// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
- public ContentEventData(string locale, string assetName, TValue data, Type dataType, Func<string, string> getNormalisedPath)
+ public AssetInfo(string locale, string assetName, Type type, Func<string, string> getNormalisedPath)
{
this.Locale = locale;
this.AssetName = assetName;
- this.Data = data;
- this.DataType = dataType;
+ this.DataType = type;
this.GetNormalisedPath = getNormalisedPath;
}
/// <summary>Get whether the asset name being loaded matches a given name after normalisation.</summary>
/// <param name="path">The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').</param>
- public bool IsAssetName(string path)
+ public bool AssetNameEquals(string path)
{
path = this.GetNormalisedPath(path);
return this.AssetName.Equals(path, StringComparison.InvariantCultureIgnoreCase);
}
- /// <summary>Replace the entire content value with the given value. This is generally not recommended, since it may break compatibility with other mods or different versions of the game.</summary>
- /// <param name="value">The new content value.</param>
- /// <exception cref="ArgumentNullException">The <paramref name="value"/> is null.</exception>
- /// <exception cref="InvalidCastException">The <paramref name="value"/>'s type is not compatible with the loaded asset's type.</exception>
- public void ReplaceWith(TValue value)
- {
- if (value == null)
- throw new ArgumentNullException(nameof(value), "Can't set a loaded asset to a null value.");
- if (!this.DataType.IsInstanceOfType(value))
- throw new InvalidCastException($"Can't replace loaded asset of type {this.GetFriendlyTypeName(this.DataType)} with value of type {this.GetFriendlyTypeName(value.GetType())}. The new type must be compatible to prevent game errors.");
-
- this.Data = value;
- }
-
/*********
** Protected methods
diff --git a/src/StardewModdingAPI/Framework/CursorPosition.cs b/src/StardewModdingAPI/Framework/CursorPosition.cs
new file mode 100644
index 00000000..4f256da5
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/CursorPosition.cs
@@ -0,0 +1,37 @@
+#if SMAPI_2_0
+using Microsoft.Xna.Framework;
+
+namespace StardewModdingAPI.Framework
+{
+ /// <summary>Defines a position on a given map at different reference points.</summary>
+ internal class CursorPosition : ICursorPosition
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The pixel position relative to the top-left corner of the visible screen.</summary>
+ public Vector2 ScreenPixels { get; }
+
+ /// <summary>The tile position under the cursor relative to the top-left corner of the map.</summary>
+ public Vector2 Tile { get; }
+
+ /// <summary>The tile position that the game considers under the cursor for purposes of clicking actions. This may be different than <see cref="Tile"/> if that's too far from the player.</summary>
+ public Vector2 GrabTile { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="screenPixels">The pixel position relative to the top-left corner of the visible screen.</param>
+ /// <param name="tile">The tile position relative to the top-left corner of the map.</param>
+ /// <param name="grabTile">The tile position that the game considers under the cursor for purposes of clicking actions.</param>
+ public CursorPosition(Vector2 screenPixels, Vector2 tile, Vector2 grabTile)
+ {
+ this.ScreenPixels = screenPixels;
+ this.Tile = tile;
+ this.GrabTile = grabTile;
+ }
+ }
+}
+#endif
diff --git a/src/StardewModdingAPI/Framework/DeprecationManager.cs b/src/StardewModdingAPI/Framework/DeprecationManager.cs
index 6b95960b..153d8829 100644
--- a/src/StardewModdingAPI/Framework/DeprecationManager.cs
+++ b/src/StardewModdingAPI/Framework/DeprecationManager.cs
@@ -52,13 +52,12 @@ namespace StardewModdingAPI.Framework
if (!this.MarkWarned(source ?? "<unknown>", nounPhrase, version))
return;
+ // show SMAPI 2.0 meta-warning
+ if(this.MarkWarned("SMAPI", "SMAPI 2.0 meta-warning", "2.0"))
+ this.Monitor.Log("Some mods may stop working in SMAPI 2.0 (but they'll work fine for now). Try updating mods with 'deprecated code' warnings; if that doesn't remove the warnings, let the mod authors know about this message or see http://community.playstarbound.com/threads/135000 for details.", LogLevel.Warn);
+
// build message
- string message = source != null
- ? $"{source} used {nounPhrase}, which is deprecated since SMAPI {version}."
- : $"An unknown mod used {nounPhrase}, which is deprecated since SMAPI {version}.";
- message += severity != DeprecationLevel.PendingRemoval
- ? " This will break in a future version of SMAPI."
- : " It will be removed soon, so the mod will break if it's not updated.";
+ string message = $"{source ?? "An unknown mod"} uses deprecated code ({nounPhrase}).";
if (source == null)
message += $"{Environment.NewLine}{Environment.StackTrace}";
@@ -70,7 +69,7 @@ namespace StardewModdingAPI.Framework
break;
case DeprecationLevel.Info:
- this.Monitor.Log(message, LogLevel.Warn);
+ this.Monitor.Log(message, LogLevel.Debug);
break;
case DeprecationLevel.PendingRemoval:
diff --git a/src/StardewModdingAPI/Framework/Exceptions/SParseException.cs b/src/StardewModdingAPI/Framework/Exceptions/SParseException.cs
new file mode 100644
index 00000000..f7133ee7
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/Exceptions/SParseException.cs
@@ -0,0 +1,17 @@
+using System;
+
+namespace StardewModdingAPI.Framework.Exceptions
+{
+ /// <summary>A format exception which provides a user-facing error message.</summary>
+ internal class SParseException : FormatException
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="message">The error message.</param>
+ /// <param name="ex">The underlying exception, if any.</param>
+ public SParseException(string message, Exception ex = null)
+ : base(message, ex) { }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/InternalExtensions.cs b/src/StardewModdingAPI/Framework/InternalExtensions.cs
index b99d3798..2842bc83 100644
--- a/src/StardewModdingAPI/Framework/InternalExtensions.cs
+++ b/src/StardewModdingAPI/Framework/InternalExtensions.cs
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Microsoft.Xna.Framework.Graphics;
+using StardewModdingAPI.Framework.Reflection;
using StardewValley;
namespace StardewModdingAPI.Framework
@@ -99,7 +100,7 @@ namespace StardewModdingAPI.Framework
/// <summary>Get whether the sprite batch is between a begin and end pair.</summary>
/// <param name="spriteBatch">The sprite batch to check.</param>
/// <param name="reflection">The reflection helper with which to access private fields.</param>
- public static bool IsOpen(this SpriteBatch spriteBatch, IReflectionHelper reflection)
+ public static bool IsOpen(this SpriteBatch spriteBatch, Reflector reflection)
{
// get field name
const string fieldName =
@@ -110,7 +111,7 @@ namespace StardewModdingAPI.Framework
#endif
// get result
- return reflection.GetPrivateValue<bool>(Game1.spriteBatch, fieldName);
+ return reflection.GetPrivateField<bool>(Game1.spriteBatch, fieldName).GetValue();
}
}
}
diff --git a/src/StardewModdingAPI/Framework/ModHelpers/BaseHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/BaseHelper.cs
new file mode 100644
index 00000000..16032da1
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModHelpers/BaseHelper.cs
@@ -0,0 +1,23 @@
+namespace StardewModdingAPI.Framework.ModHelpers
+{
+ /// <summary>The common base class for mod helpers.</summary>
+ internal abstract class BaseHelper : IModLinked
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The unique ID of the mod for which the helper was created.</summary>
+ public string ModID { get; }
+
+
+ /*********
+ ** Protected methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="modID">The unique ID of the relevant mod.</param>
+ protected BaseHelper(string modID)
+ {
+ this.ModID = modID;
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/CommandHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/CommandHelper.cs
index 86734fc5..bdedb07c 100644
--- a/src/StardewModdingAPI/Framework/CommandHelper.cs
+++ b/src/StardewModdingAPI/Framework/ModHelpers/CommandHelper.cs
@@ -1,9 +1,9 @@
using System;
-namespace StardewModdingAPI.Framework
+namespace StardewModdingAPI.Framework.ModHelpers
{
/// <summary>Provides an API for managing console commands.</summary>
- internal class CommandHelper : ICommandHelper
+ internal class CommandHelper : BaseHelper, ICommandHelper
{
/*********
** Accessors
@@ -15,14 +15,15 @@ namespace StardewModdingAPI.Framework
private readonly CommandManager CommandManager;
-
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
+ /// <param name="modID">The unique ID of the relevant mod.</param>
/// <param name="modName">The friendly mod name for this instance.</param>
/// <param name="commandManager">Manages console commands.</param>
- public CommandHelper(string modName, CommandManager commandManager)
+ public CommandHelper(string modID, string modName, CommandManager commandManager)
+ : base(modID)
{
this.ModName = modName;
this.CommandManager = commandManager;
diff --git a/src/StardewModdingAPI/Framework/ContentHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs
index 7fd5e803..5f72176e 100644
--- a/src/StardewModdingAPI/Framework/ContentHelper.cs
+++ b/src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs
@@ -1,4 +1,6 @@
using System;
+using System.Collections.Generic;
+using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
@@ -11,10 +13,10 @@ using xTile;
using xTile.Format;
using xTile.Tiles;
-namespace StardewModdingAPI.Framework
+namespace StardewModdingAPI.Framework.ModHelpers
{
/// <summary>Provides an API for loading content assets.</summary>
- internal class ContentHelper : IContentHelper
+ internal class ContentHelper : BaseHelper, IContentHelper
{
/*********
** Properties
@@ -33,13 +35,31 @@ namespace StardewModdingAPI.Framework
/*********
+ ** Accessors
+ *********/
+ /// <summary>The observable implementation of <see cref="AssetEditors"/>.</summary>
+ internal ObservableCollection<IAssetEditor> ObservableAssetEditors { get; } = new ObservableCollection<IAssetEditor>();
+
+ /// <summary>The observable implementation of <see cref="AssetLoaders"/>.</summary>
+ internal ObservableCollection<IAssetLoader> ObservableAssetLoaders { get; } = new ObservableCollection<IAssetLoader>();
+
+ /// <summary>Interceptors which provide the initial versions of matching content assets.</summary>
+ internal IList<IAssetLoader> AssetLoaders => this.ObservableAssetLoaders;
+
+ /// <summary>Interceptors which edit matching content assets after they're loaded.</summary>
+ internal IList<IAssetEditor> AssetEditors => this.ObservableAssetEditors;
+
+
+ /*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="contentManager">SMAPI's underlying content manager.</param>
/// <param name="modFolderPath">The absolute path to the mod folder.</param>
+ /// <param name="modID">The unique ID of the relevant mod.</param>
/// <param name="modName">The friendly mod name for use in errors.</param>
- public ContentHelper(SContentManager contentManager, string modFolderPath, string modName)
+ public ContentHelper(SContentManager contentManager, string modFolderPath, string modID, string modName)
+ : base(modID)
{
this.ContentManager = contentManager;
this.ModFolderPath = modFolderPath;
diff --git a/src/StardewModdingAPI/Framework/ModHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/ModHelper.cs
index 5a8ce459..665b9cf4 100644
--- a/src/StardewModdingAPI/Framework/ModHelper.cs
+++ b/src/StardewModdingAPI/Framework/ModHelpers/ModHelper.cs
@@ -2,10 +2,10 @@
using System.IO;
using StardewModdingAPI.Framework.Serialisation;
-namespace StardewModdingAPI.Framework
+namespace StardewModdingAPI.Framework.ModHelpers
{
/// <summary>Provides simplified APIs for writing mods.</summary>
- internal class ModHelper : IModHelper, IDisposable
+ internal class ModHelper : BaseHelper, IModHelper, IDisposable
{
/*********
** Properties
@@ -23,16 +23,16 @@ namespace StardewModdingAPI.Framework
/// <summary>An API for loading content assets.</summary>
public IContentHelper Content { get; }
- /// <summary>Simplifies access to private game code.</summary>
+ /// <summary>An API for accessing private game code.</summary>
public IReflectionHelper Reflection { get; }
- /// <summary>Metadata about loaded mods.</summary>
+ /// <summary>an API for fetching metadata about loaded mods.</summary>
public IModRegistry ModRegistry { get; }
/// <summary>An API for managing console commands.</summary>
public ICommandHelper ConsoleCommands { get; }
- /// <summary>Provides translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> &lt; <c>pt.json</c> &lt; <c>default.json</c>).</summary>
+ /// <summary>An API for reading translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> &lt; <c>pt.json</c> &lt; <c>default.json</c>).</summary>
public ITranslationHelper Translation { get; }
@@ -40,35 +40,33 @@ namespace StardewModdingAPI.Framework
** Public methods
*********/
/// <summary>Construct an instance.</summary>
- /// <param name="displayName">The mod's display name.</param>
+ /// <param name="modID">The mod's unique ID.</param>
/// <param name="modDirectory">The full path to the mod's folder.</param>
/// <param name="jsonHelper">Encapsulate SMAPI's JSON parsing.</param>
- /// <param name="modRegistry">Metadata about loaded mods.</param>
- /// <param name="commandManager">Manages console commands.</param>
- /// <param name="contentManager">The content manager which loads content assets.</param>
- /// <param name="reflection">Simplifies access to private game code.</param>
+ /// <param name="contentHelper">An API for loading content assets.</param>
+ /// <param name="commandHelper">An API for managing console commands.</param>
+ /// <param name="modRegistry">an API for fetching metadata about loaded mods.</param>
+ /// <param name="reflectionHelper">An API for accessing private game code.</param>
+ /// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param>
/// <exception cref="ArgumentNullException">An argument is null or empty.</exception>
/// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception>
- public ModHelper(string displayName, string modDirectory, JsonHelper jsonHelper, IModRegistry modRegistry, CommandManager commandManager, SContentManager contentManager, IReflectionHelper reflection)
+ public ModHelper(string modID, string modDirectory, JsonHelper jsonHelper, IContentHelper contentHelper, ICommandHelper commandHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, ITranslationHelper translationHelper)
+ : base(modID)
{
- // validate
+ // validate directory
if (string.IsNullOrWhiteSpace(modDirectory))
throw new ArgumentNullException(nameof(modDirectory));
- if (jsonHelper == null)
- throw new ArgumentNullException(nameof(jsonHelper));
- if (modRegistry == null)
- throw new ArgumentNullException(nameof(modRegistry));
if (!Directory.Exists(modDirectory))
throw new InvalidOperationException("The specified mod directory does not exist.");
// initialise
this.DirectoryPath = modDirectory;
- this.JsonHelper = jsonHelper;
- this.Content = new ContentHelper(contentManager, modDirectory, displayName);
- this.ModRegistry = modRegistry;
- this.ConsoleCommands = new CommandHelper(displayName, commandManager);
- this.Reflection = reflection;
- this.Translation = new TranslationHelper(displayName, contentManager.GetLocale(), contentManager.GetCurrentLanguage());
+ this.JsonHelper = jsonHelper ?? throw new ArgumentNullException(nameof(jsonHelper));
+ this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper));
+ this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry));
+ this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper));
+ this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper));
+ this.Translation = translationHelper ?? throw new ArgumentNullException(nameof(translationHelper));
}
/****
diff --git a/src/StardewModdingAPI/Framework/ModHelpers/ModRegistryHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/ModRegistryHelper.cs
new file mode 100644
index 00000000..9e824694
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModHelpers/ModRegistryHelper.cs
@@ -0,0 +1,48 @@
+using System.Collections.Generic;
+
+namespace StardewModdingAPI.Framework.ModHelpers
+{
+ /// <summary>Provides metadata about installed mods.</summary>
+ internal class ModRegistryHelper : BaseHelper, IModRegistry
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The underlying mod registry.</summary>
+ private readonly ModRegistry Registry;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="modID">The unique ID of the relevant mod.</param>
+ /// <param name="registry">The underlying mod registry.</param>
+ public ModRegistryHelper(string modID, ModRegistry registry)
+ : base(modID)
+ {
+ this.Registry = registry;
+ }
+
+ /// <summary>Get metadata for all loaded mods.</summary>
+ public IEnumerable<IManifest> GetAll()
+ {
+ return this.Registry.GetAll();
+ }
+
+ /// <summary>Get metadata for a loaded mod.</summary>
+ /// <param name="uniqueID">The mod's unique ID.</param>
+ /// <returns>Returns the matching mod's metadata, or <c>null</c> if not found.</returns>
+ public IManifest Get(string uniqueID)
+ {
+ return this.Registry.Get(uniqueID);
+ }
+
+ /// <summary>Get whether a mod has been loaded.</summary>
+ /// <param name="uniqueID">The mod's unique ID.</param>
+ public bool IsLoaded(string uniqueID)
+ {
+ return this.Registry.IsLoaded(uniqueID);
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/ModHelpers/ReflectionHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/ReflectionHelper.cs
new file mode 100644
index 00000000..9411a97a
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModHelpers/ReflectionHelper.cs
@@ -0,0 +1,160 @@
+using System;
+using StardewModdingAPI.Framework.Reflection;
+
+namespace StardewModdingAPI.Framework.ModHelpers
+{
+ /// <summary>Provides helper methods for accessing private game code.</summary>
+ /// <remarks>This implementation searches up the type hierarchy, and caches the reflected fields and methods with a sliding expiry (to optimise performance without unnecessary memory usage).</remarks>
+ internal class ReflectionHelper : BaseHelper, IReflectionHelper
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The underlying reflection helper.</summary>
+ private readonly Reflector Reflector;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="modID">The unique ID of the relevant mod.</param>
+ /// <param name="reflector">The underlying reflection helper.</param>
+ public ReflectionHelper(string modID, Reflector reflector)
+ : base(modID)
+ {
+ this.Reflector = reflector;
+ }
+
+ /****
+ ** Fields
+ ****/
+ /// <summary>Get a private instance field.</summary>
+ /// <typeparam name="TValue">The field type.</typeparam>
+ /// <param name="obj">The object which has the field.</param>
+ /// <param name="name">The field name.</param>
+ /// <param name="required">Whether to throw an exception if the private field is not found.</param>
+ /// <returns>Returns the field wrapper, or <c>null</c> if the field doesn't exist and <paramref name="required"/> is <c>false</c>.</returns>
+ public IPrivateField<TValue> GetPrivateField<TValue>(object obj, string name, bool required = true)
+ {
+ return this.Reflector.GetPrivateField<TValue>(obj, name, required);
+ }
+
+ /// <summary>Get a private static field.</summary>
+ /// <typeparam name="TValue">The field type.</typeparam>
+ /// <param name="type">The type which has the field.</param>
+ /// <param name="name">The field name.</param>
+ /// <param name="required">Whether to throw an exception if the private field is not found.</param>
+ public IPrivateField<TValue> GetPrivateField<TValue>(Type type, string name, bool required = true)
+ {
+ return this.Reflector.GetPrivateField<TValue>(type, name, required);
+ }
+
+ /****
+ ** Properties
+ ****/
+ /// <summary>Get a private instance property.</summary>
+ /// <typeparam name="TValue">The property type.</typeparam>
+ /// <param name="obj">The object which has the property.</param>
+ /// <param name="name">The property name.</param>
+ /// <param name="required">Whether to throw an exception if the private property is not found.</param>
+ public IPrivateProperty<TValue> GetPrivateProperty<TValue>(object obj, string name, bool required = true)
+ {
+ return this.Reflector.GetPrivateProperty<TValue>(obj, name, required);
+ }
+
+ /// <summary>Get a private static property.</summary>
+ /// <typeparam name="TValue">The property type.</typeparam>
+ /// <param name="type">The type which has the property.</param>
+ /// <param name="name">The property name.</param>
+ /// <param name="required">Whether to throw an exception if the private property is not found.</param>
+ public IPrivateProperty<TValue> GetPrivateProperty<TValue>(Type type, string name, bool required = true)
+ {
+ return this.Reflector.GetPrivateProperty<TValue>(type, name, required);
+ }
+
+ /****
+ ** Field values
+ ** (shorthand since this is the most common case)
+ ****/
+ /// <summary>Get the value of a private instance field.</summary>
+ /// <typeparam name="TValue">The field type.</typeparam>
+ /// <param name="obj">The object which has the field.</param>
+ /// <param name="name">The field name.</param>
+ /// <param name="required">Whether to throw an exception if the private field is not found.</param>
+ /// <returns>Returns the field value, or the default value for <typeparamref name="TValue"/> if the field wasn't found and <paramref name="required"/> is false.</returns>
+ /// <remarks>
+ /// This is a shortcut for <see cref="GetPrivateField{TValue}(object,string,bool)"/> followed by <see cref="IPrivateField{TValue}.GetValue"/>.
+ /// When <paramref name="required" /> is false, this will return the default value if reflection fails. If you need to check whether the field exists, use <see cref="GetPrivateField{TValue}(object,string,bool)" /> instead.
+ /// </remarks>
+ public TValue GetPrivateValue<TValue>(object obj, string name, bool required = true)
+ {
+ IPrivateField<TValue> field = this.GetPrivateField<TValue>(obj, name, required);
+ return field != null
+ ? field.GetValue()
+ : default(TValue);
+ }
+
+ /// <summary>Get the value of a private static field.</summary>
+ /// <typeparam name="TValue">The field type.</typeparam>
+ /// <param name="type">The type which has the field.</param>
+ /// <param name="name">The field name.</param>
+ /// <param name="required">Whether to throw an exception if the private field is not found.</param>
+ /// <returns>Returns the field value, or the default value for <typeparamref name="TValue"/> if the field wasn't found and <paramref name="required"/> is false.</returns>
+ /// <remarks>
+ /// This is a shortcut for <see cref="GetPrivateField{TValue}(Type,string,bool)"/> followed by <see cref="IPrivateField{TValue}.GetValue"/>.
+ /// When <paramref name="required" /> is false, this will return the default value if reflection fails. If you need to check whether the field exists, use <see cref="GetPrivateField{TValue}(Type,string,bool)" /> instead.
+ /// </remarks>
+ public TValue GetPrivateValue<TValue>(Type type, string name, bool required = true)
+ {
+ IPrivateField<TValue> field = this.GetPrivateField<TValue>(type, name, required);
+ return field != null
+ ? field.GetValue()
+ : default(TValue);
+ }
+
+ /****
+ ** Methods
+ ****/
+ /// <summary>Get a private instance method.</summary>
+ /// <param name="obj">The object which has the method.</param>
+ /// <param name="name">The field name.</param>
+ /// <param name="required">Whether to throw an exception if the private field is not found.</param>
+ public IPrivateMethod GetPrivateMethod(object obj, string name, bool required = true)
+ {
+ return this.Reflector.GetPrivateMethod(obj, name, required);
+ }
+
+ /// <summary>Get a private static method.</summary>
+ /// <param name="type">The type which has the method.</param>
+ /// <param name="name">The field name.</param>
+ /// <param name="required">Whether to throw an exception if the private field is not found.</param>
+ public IPrivateMethod GetPrivateMethod(Type type, string name, bool required = true)
+ {
+ return this.Reflector.GetPrivateMethod(type, name, required);
+ }
+
+ /****
+ ** Methods by signature
+ ****/
+ /// <summary>Get a private instance method.</summary>
+ /// <param name="obj">The object which has the method.</param>
+ /// <param name="name">The field name.</param>
+ /// <param name="argumentTypes">The argument types of the method signature to find.</param>
+ /// <param name="required">Whether to throw an exception if the private field is not found.</param>
+ public IPrivateMethod GetPrivateMethod(object obj, string name, Type[] argumentTypes, bool required = true)
+ {
+ return this.Reflector.GetPrivateMethod(obj, name, argumentTypes, required);
+ }
+
+ /// <summary>Get a private static method.</summary>
+ /// <param name="type">The type which has the method.</param>
+ /// <param name="name">The field name.</param>
+ /// <param name="argumentTypes">The argument types of the method signature to find.</param>
+ /// <param name="required">Whether to throw an exception if the private field is not found.</param>
+ public IPrivateMethod GetPrivateMethod(Type type, string name, Type[] argumentTypes, bool required = true)
+ {
+ return this.Reflector.GetPrivateMethod(type, name, argumentTypes, required);
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/TranslationHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs
index fe387789..bbe3a81a 100644
--- a/src/StardewModdingAPI/Framework/TranslationHelper.cs
+++ b/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs
@@ -3,10 +3,10 @@ using System.Collections.Generic;
using System.Linq;
using StardewValley;
-namespace StardewModdingAPI.Framework
+namespace StardewModdingAPI.Framework.ModHelpers
{
/// <summary>Provides translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> &lt; <c>pt.json</c> &lt; <c>default.json</c>).</summary>
- internal class TranslationHelper : ITranslationHelper
+ internal class TranslationHelper : BaseHelper, ITranslationHelper
{
/*********
** Properties
@@ -35,10 +35,12 @@ namespace StardewModdingAPI.Framework
** Public methods
*********/
/// <summary>Construct an instance.</summary>
+ /// <param name="modID">The unique ID of the relevant mod.</param>
/// <param name="modName">The name of the relevant mod for error messages.</param>
/// <param name="locale">The initial locale.</param>
/// <param name="languageCode">The game's current language code.</param>
- public TranslationHelper(string modName, string locale, LocalizedContentManager.LanguageCode languageCode)
+ public TranslationHelper(string modID, string modName, string locale, LocalizedContentManager.LanguageCode languageCode)
+ : base(modID)
{
// save data
this.ModName = modName;
diff --git a/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs b/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs
index 42bd7bfb..406d49e1 100644
--- a/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs
+++ b/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs
@@ -71,13 +71,15 @@ namespace StardewModdingAPI.Framework.ModLoading
}
// rewrite & load assemblies in leaf-to-root order
+ bool oneAssembly = assemblies.Length == 1;
Assembly lastAssembly = null;
foreach (AssemblyParseResult assembly in assemblies)
{
- bool changed = this.RewriteAssembly(assembly.Definition, assumeCompatible);
+ bool changed = this.RewriteAssembly(assembly.Definition, assumeCompatible, logPrefix: " ");
if (changed)
{
- this.Monitor.Log($"Loading {assembly.File.Name} (rewritten in memory)...", LogLevel.Trace);
+ if (!oneAssembly)
+ this.Monitor.Log($" Loading {assembly.File.Name}.dll (rewritten in memory)...", LogLevel.Trace);
using (MemoryStream outStream = new MemoryStream())
{
assembly.Definition.Write(outStream);
@@ -87,7 +89,8 @@ namespace StardewModdingAPI.Framework.ModLoading
}
else
{
- this.Monitor.Log($"Loading {assembly.File.Name}...", LogLevel.Trace);
+ if (!oneAssembly)
+ this.Monitor.Log($" Loading {assembly.File.Name}.dll...", LogLevel.Trace);
lastAssembly = Assembly.UnsafeLoadFrom(assembly.File.FullName);
}
}
@@ -161,12 +164,14 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <summary>Rewrite the types referenced by an assembly.</summary>
/// <param name="assembly">The assembly to rewrite.</param>
/// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param>
+ /// <param name="logPrefix">A string to prefix to log messages.</param>
/// <returns>Returns whether the assembly was modified.</returns>
/// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
- private bool RewriteAssembly(AssemblyDefinition assembly, bool assumeCompatible)
+ private bool RewriteAssembly(AssemblyDefinition assembly, bool assumeCompatible, string logPrefix)
{
ModuleDefinition module = assembly.MainModule;
HashSet<string> loggedMessages = new HashSet<string>();
+ string filename = $"{assembly.Name.Name}.dll";
// swap assembly references if needed (e.g. XNA => MonoGame)
bool platformChanged = false;
@@ -175,7 +180,7 @@ namespace StardewModdingAPI.Framework.ModLoading
// remove old assembly reference
if (this.AssemblyMap.RemoveNames.Any(name => module.AssemblyReferences[i].Name == name))
{
- this.LogOnce(this.Monitor, loggedMessages, $"Rewriting {assembly.Name.Name} for OS...");
+ this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Rewriting {filename} for OS...");
platformChanged = true;
module.AssemblyReferences.RemoveAt(i);
i--;
@@ -205,15 +210,15 @@ namespace StardewModdingAPI.Framework.ModLoading
{
if (rewriter.Rewrite(module, method, this.AssemblyMap, platformChanged))
{
- this.LogOnce(this.Monitor, loggedMessages, $"Rewrote {assembly.Name.Name} to fix {rewriter.NounPhrase}...");
+ this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Rewrote {filename} to fix {rewriter.NounPhrase}...");
anyRewritten = true;
}
}
catch (IncompatibleInstructionException)
{
if (!assumeCompatible)
- throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}.");
- this.LogOnce(this.Monitor, loggedMessages, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn);
+ throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {filename}.");
+ this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {filename}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn);
}
}
@@ -227,15 +232,15 @@ namespace StardewModdingAPI.Framework.ModLoading
{
if (rewriter.Rewrite(module, cil, instruction, this.AssemblyMap, platformChanged))
{
- this.LogOnce(this.Monitor, loggedMessages, $"Rewrote {assembly.Name.Name} to fix {rewriter.NounPhrase}...");
+ this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Rewrote {filename} to fix {rewriter.NounPhrase}...");
anyRewritten = true;
}
}
catch (IncompatibleInstructionException)
{
if (!assumeCompatible)
- throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}.");
- this.LogOnce(this.Monitor, loggedMessages, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn);
+ throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {filename}.");
+ this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {filename}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn);
}
}
}
diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
index f5139ce5..38dddce7 100644
--- a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
+++ b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
@@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
+using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Models;
using StardewModdingAPI.Framework.Serialisation;
@@ -17,10 +18,13 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="rootPath">The root path to search for mods.</param>
/// <param name="jsonHelper">The JSON helper with which to read manifests.</param>
/// <param name="compatibilityRecords">Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param>
+ /// <param name="disabledMods">Metadata about mods that SMAPI should consider obsolete and not load.</param>
/// <returns>Returns the manifests by relative folder.</returns>
- public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModCompatibility> compatibilityRecords)
+ public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModCompatibility> compatibilityRecords, IEnumerable<DisabledMod> disabledMods)
{
compatibilityRecords = compatibilityRecords.ToArray();
+ disabledMods = disabledMods.ToArray();
+
foreach (DirectoryInfo modDir in this.GetModFolders(rootPath))
{
// read file
@@ -42,25 +46,38 @@ namespace StardewModdingAPI.Framework.ModLoading
else if (string.IsNullOrWhiteSpace(manifest.EntryDll))
error = "its manifest doesn't set an entry DLL.";
}
+ catch (SParseException ex)
+ {
+ error = $"parsing its manifest failed: {ex.Message}";
+ }
catch (Exception ex)
{
error = $"parsing its manifest failed:\n{ex.GetLogSummary()}";
}
- // get compatibility record
+ // validate metadata
ModCompatibility compatibility = null;
if (manifest != null)
{
+ // get unique key for lookups
string key = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll;
+
+ // check if mod should be disabled
+ DisabledMod disabledMod = disabledMods.FirstOrDefault(mod => mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase));
+ if (disabledMod != null)
+ error = $"it's obsolete: {disabledMod.ReasonPhrase}";
+
+ // get compatibility record
compatibility = (
from mod in compatibilityRecords
where
- mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase)
- && (mod.LowerSemanticVersion == null || !manifest.Version.IsOlderThan(mod.LowerSemanticVersion))
- && !manifest.Version.IsNewerThan(mod.UpperSemanticVersion)
+ mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase)
+ && (mod.LowerSemanticVersion == null || !manifest.Version.IsOlderThan(mod.LowerSemanticVersion))
+ && !manifest.Version.IsNewerThan(mod.UpperSemanticVersion)
select mod
).FirstOrDefault();
}
+
// build metadata
string displayName = !string.IsNullOrWhiteSpace(manifest?.Name)
? manifest.Name
@@ -92,7 +109,7 @@ namespace StardewModdingAPI.Framework.ModLoading
bool hasOfficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UpdateUrl);
bool hasUnofficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UnofficialUpdateUrl);
- string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game";
+ string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game or SMAPI";
string error = $"{reasonPhrase}. Please check for a version newer than {compatibility.UpperVersionLabel ?? compatibility.UpperVersion} here:";
if (hasOfficialUrl)
error += !hasUnofficialUrl ? $" {compatibility.UpdateUrl}" : $"{Environment.NewLine}- official mod: {compatibility.UpdateUrl}";
@@ -105,24 +122,36 @@ namespace StardewModdingAPI.Framework.ModLoading
}
// validate SMAPI version
- if (!string.IsNullOrWhiteSpace(mod.Manifest.MinimumApiVersion))
+ if (mod.Manifest.MinimumApiVersion?.IsNewerThan(apiVersion) == true)
{
- if (!SemanticVersion.TryParse(mod.Manifest.MinimumApiVersion, out ISemanticVersion minVersion))
- {
- mod.SetStatus(ModMetadataStatus.Failed, $"it has an invalid minimum SMAPI version '{mod.Manifest.MinimumApiVersion}'. This should be a semantic version number like {apiVersion}.");
- continue;
- }
- if (minVersion.IsNewerThan(apiVersion))
- {
- mod.SetStatus(ModMetadataStatus.Failed, $"it needs SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.");
- continue;
- }
+ mod.SetStatus(ModMetadataStatus.Failed, $"it needs SMAPI {mod.Manifest.MinimumApiVersion} or later. Please update SMAPI to the latest version to use this mod.");
+ continue;
}
// validate DLL path
string assemblyPath = Path.Combine(mod.DirectoryPath, mod.Manifest.EntryDll);
if (!File.Exists(assemblyPath))
+ {
mod.SetStatus(ModMetadataStatus.Failed, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist.");
+ continue;
+ }
+
+ // validate required fields
+#if SMAPI_2_0
+ {
+ List<string> missingFields = new List<string>(3);
+
+ if (string.IsNullOrWhiteSpace(mod.Manifest.Name))
+ missingFields.Add(nameof(IManifest.Name));
+ if (mod.Manifest.Version == null || mod.Manifest.Version.ToString() == "0.0")
+ missingFields.Add(nameof(IManifest.Version));
+ if (string.IsNullOrWhiteSpace(mod.Manifest.UniqueID))
+ missingFields.Add(nameof(IManifest.UniqueID));
+
+ if (missingFields.Any())
+ mod.SetStatus(ModMetadataStatus.Failed, $"its manifest is missing required fields ({string.Join(", ", missingFields)}).");
+ }
+#endif
}
}
@@ -193,20 +222,51 @@ namespace StardewModdingAPI.Framework.ModLoading
return states[mod] = ModDependencyStatus.Sorted;
}
+ // get dependencies
+ var dependencies =
+ (
+ from entry in mod.Manifest.Dependencies
+ let dependencyMod = mods.FirstOrDefault(m => string.Equals(m.Manifest?.UniqueID, entry.UniqueID, StringComparison.InvariantCultureIgnoreCase))
+ orderby entry.UniqueID
+ select new
+ {
+ ID = entry.UniqueID,
+ MinVersion = entry.MinimumVersion,
+ Mod = dependencyMod,
+ IsRequired =
+#if SMAPI_2_0
+ entry.IsRequired
+#else
+ true
+#endif
+ }
+ )
+ .ToArray();
+
// missing required dependencies, mark failed
{
- string[] missingModIDs =
+ string[] failedIDs = (from entry in dependencies where entry.IsRequired && entry.Mod == null select entry.ID).ToArray();
+ if (failedIDs.Any())
+ {
+ sortedMods.Push(mod);
+ mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({string.Join(", ", failedIDs)}).");
+ return states[mod] = ModDependencyStatus.Failed;
+ }
+ }
+
+ // dependency min version not met, mark failed
+ {
+ string[] failedLabels =
(
- from dependency in mod.Manifest.Dependencies
- where mods.All(m => m.Manifest?.UniqueID != dependency.UniqueID)
- orderby dependency.UniqueID
- select dependency.UniqueID
+ from entry in dependencies
+ where entry.Mod != null && entry.MinVersion != null && entry.MinVersion.IsNewerThan(entry.Mod.Manifest.Version)
+ select $"{entry.Mod.DisplayName} (needs {entry.MinVersion} or later)"
)
.ToArray();
- if (missingModIDs.Any())
+ if (failedLabels.Any())
{
sortedMods.Push(mod);
- mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({string.Join(", ", missingModIDs)}).");
+ mod.SetStatus(ModMetadataStatus.Failed, $"it needs newer versions of some mods: {string.Join(", ", failedLabels)}.");
return states[mod] = ModDependencyStatus.Failed;
}
}
@@ -215,20 +275,16 @@ namespace StardewModdingAPI.Framework.ModLoading
{
states[mod] = ModDependencyStatus.Checking;
- // get mods to load first
- IModMetadata[] modsToLoadFirst =
- (
- from other in mods
- where mod.Manifest.Dependencies.Any(required => required.UniqueID == other.Manifest?.UniqueID)
- select other
- )
- .ToArray();
-
// recursively sort dependencies
- foreach (IModMetadata requiredMod in modsToLoadFirst)
+ foreach (var dependency in dependencies)
{
+ IModMetadata requiredMod = dependency.Mod;
var subchain = new List<IModMetadata>(currentChain) { mod };
+ // ignore missing optional dependency
+ if (!dependency.IsRequired && requiredMod == null)
+ continue;
+
// detect dependency loop
if (states[requiredMod] == ModDependencyStatus.Checking)
{
diff --git a/src/StardewModdingAPI/Framework/ModRegistry.cs b/src/StardewModdingAPI/Framework/ModRegistry.cs
index f9d3cfbf..a427bdb7 100644
--- a/src/StardewModdingAPI/Framework/ModRegistry.cs
+++ b/src/StardewModdingAPI/Framework/ModRegistry.cs
@@ -7,7 +7,7 @@ using System.Reflection;
namespace StardewModdingAPI.Framework
{
/// <summary>Tracks the installed mods.</summary>
- internal class ModRegistry : IModRegistry
+ internal class ModRegistry
{
/*********
** Properties
@@ -23,7 +23,7 @@ namespace StardewModdingAPI.Framework
** Public methods
*********/
/****
- ** IModRegistry
+ ** Basic metadata
****/
/// <summary>Get metadata for all loaded mods.</summary>
public IEnumerable<IManifest> GetAll()
@@ -47,7 +47,7 @@ namespace StardewModdingAPI.Framework
}
/****
- ** Internal methods
+ ** Mod data
****/
/// <summary>Register a mod as a possible source of deprecation warnings.</summary>
/// <param name="metadata">The mod metadata.</param>
diff --git a/src/StardewModdingAPI/Framework/Models/DisabledMod.cs b/src/StardewModdingAPI/Framework/Models/DisabledMod.cs
new file mode 100644
index 00000000..170fa760
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/Models/DisabledMod.cs
@@ -0,0 +1,22 @@
+namespace StardewModdingAPI.Framework.Models
+{
+ /// <summary>Metadata about for a mod that should never be loaded.</summary>
+ internal class DisabledMod
+ {
+ /*********
+ ** Accessors
+ *********/
+ /****
+ ** From config
+ ****/
+ /// <summary>The unique mod IDs.</summary>
+ public string[] ID { get; set; }
+
+ /// <summary>The mod name.</summary>
+ public string Name { get; set; }
+
+ /// <summary>The reason phrase to show in the warning, or <c>null</c> to use the default value.</summary>
+ /// <example>"this mod is no longer supported or used"</example>
+ public string ReasonPhrase { get; set; }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/Models/Manifest.cs b/src/StardewModdingAPI/Framework/Models/Manifest.cs
index be781585..08b88025 100644
--- a/src/StardewModdingAPI/Framework/Models/Manifest.cs
+++ b/src/StardewModdingAPI/Framework/Models/Manifest.cs
@@ -25,7 +25,8 @@ namespace StardewModdingAPI.Framework.Models
public ISemanticVersion Version { get; set; }
/// <summary>The minimum SMAPI version required by this mod, if any.</summary>
- public string MinimumApiVersion { get; set; }
+ [JsonConverter(typeof(ManifestFieldConverter))]
+ public ISemanticVersion MinimumApiVersion { get; set; }
/// <summary>The name of the DLL in the directory that has the <see cref="Mod.Entry"/> method.</summary>
public string EntryDll { get; set; }
@@ -37,9 +38,11 @@ namespace StardewModdingAPI.Framework.Models
/// <summary>The unique mod ID.</summary>
public string UniqueID { get; set; }
+#if !SMAPI_2_0
/// <summary>Whether the mod uses per-save config files.</summary>
[Obsolete("Use " + nameof(Mod) + "." + nameof(Mod.Helper) + "." + nameof(IModHelper.ReadConfig) + " instead")]
public bool PerSaveConfigs { get; set; }
+#endif
/// <summary>Any manifest fields which didn't match a valid field.</summary>
[JsonExtensionData]
diff --git a/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs b/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs
index 2f580c1d..25d92a29 100644
--- a/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs
+++ b/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs
@@ -9,15 +9,34 @@
/// <summary>The unique mod ID to require.</summary>
public string UniqueID { get; set; }
+ /// <summary>The minimum required version (if any).</summary>
+ public ISemanticVersion MinimumVersion { get; set; }
+
+#if SMAPI_2_0
+ /// <summary>Whether the dependency must be installed to use the mod.</summary>
+ public bool IsRequired { get; set; }
+#endif
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="uniqueID">The unique mod ID to require.</param>
- public ManifestDependency(string uniqueID)
+ /// <param name="minimumVersion">The minimum required version (if any).</param>
+ /// <param name="required">Whether the dependency must be installed to use the mod.</param>
+ public ManifestDependency(string uniqueID, string minimumVersion
+#if SMAPI_2_0
+ , bool required = true
+#endif
+ )
{
this.UniqueID = uniqueID;
+ this.MinimumVersion = !string.IsNullOrWhiteSpace(minimumVersion)
+ ? new SemanticVersion(minimumVersion)
+ : null;
+#if SMAPI_2_0
+ this.IsRequired = required;
+#endif
}
}
}
diff --git a/src/StardewModdingAPI/Framework/Models/SConfig.cs b/src/StardewModdingAPI/Framework/Models/SConfig.cs
index c3f0816e..b2ca4113 100644
--- a/src/StardewModdingAPI/Framework/Models/SConfig.cs
+++ b/src/StardewModdingAPI/Framework/Models/SConfig.cs
@@ -17,5 +17,8 @@
/// <summary>A list of mod versions which should be considered compatible or incompatible regardless of whether SMAPI detects incompatible code.</summary>
public ModCompatibility[] ModCompatibility { get; set; }
+
+ /// <summary>A list of mods which should be considered obsolete and not loaded.</summary>
+ public DisabledMod[] DisabledMods { get; set; }
}
}
diff --git a/src/StardewModdingAPI/Framework/Monitor.cs b/src/StardewModdingAPI/Framework/Monitor.cs
index 925efc33..6359b454 100644
--- a/src/StardewModdingAPI/Framework/Monitor.cs
+++ b/src/StardewModdingAPI/Framework/Monitor.cs
@@ -45,6 +45,11 @@ namespace StardewModdingAPI.Framework
/// <summary>Whether SMAPI is aborting. Mods don't need to worry about this unless they have background tasks.</summary>
public bool IsExiting => this.ExitTokenSource.IsCancellationRequested;
+#if SMAPI_2_0
+ /// <summary>Whether to show the full log stamps (with time/level/logger) in the console. If false, shows a simplified stamp with only the logger.</summary>
+ internal bool ShowFullStampInConsole { get; set; }
+#endif
+
/// <summary>Whether to show trace messages in the console.</summary>
internal bool ShowTraceInConsole { get; set; }
@@ -92,6 +97,18 @@ namespace StardewModdingAPI.Framework
this.ExitTokenSource.Cancel();
}
+#if SMAPI_2_0
+ /// <summary>Write a newline to the console and log file.</summary>
+ internal void Newline()
+ {
+ if (this.WriteToConsole)
+ this.ConsoleManager.ExclusiveWriteWithoutInterception(Console.WriteLine);
+ if (this.WriteToFile)
+ this.LogFile.WriteLine("");
+ }
+#endif
+
+#if !SMAPI_2_0
/// <summary>Log a message for the player or developer, using the specified console color.</summary>
/// <param name="source">The name of the mod logging the message.</param>
/// <param name="message">The message to log.</param>
@@ -102,6 +119,7 @@ namespace StardewModdingAPI.Framework
{
this.LogImpl(source, message, level, color);
}
+#endif
/*********
@@ -124,7 +142,13 @@ namespace StardewModdingAPI.Framework
{
// generate message
string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength);
- message = $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}] {message}";
+
+ string fullMessage = $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}] {message}";
+#if SMAPI_2_0
+ string consoleMessage = this.ShowFullStampInConsole ? fullMessage : $"[{source}] {message}";
+#else
+ string consoleMessage = fullMessage;
+#endif
// write to console
if (this.WriteToConsole && (this.ShowTraceInConsole || level != LogLevel.Trace))
@@ -136,17 +160,17 @@ namespace StardewModdingAPI.Framework
if (background.HasValue)
Console.BackgroundColor = background.Value;
Console.ForegroundColor = color;
- Console.WriteLine(message);
+ Console.WriteLine(consoleMessage);
Console.ResetColor();
}
else
- Console.WriteLine(message);
+ Console.WriteLine(consoleMessage);
});
}
// write to log file
if (this.WriteToFile)
- this.LogFile.WriteLine(message);
+ this.LogFile.WriteLine(fullMessage);
}
}
}
diff --git a/src/StardewModdingAPI/Framework/Reflection/ReflectionHelper.cs b/src/StardewModdingAPI/Framework/Reflection/Reflector.cs
index 7a5789dc..5c2d90fa 100644
--- a/src/StardewModdingAPI/Framework/Reflection/ReflectionHelper.cs
+++ b/src/StardewModdingAPI/Framework/Reflection/Reflector.cs
@@ -7,13 +7,13 @@ namespace StardewModdingAPI.Framework.Reflection
{
/// <summary>Provides helper methods for accessing private game code.</summary>
/// <remarks>This implementation searches up the type hierarchy, and caches the reflected fields and methods with a sliding expiry (to optimise performance without unnecessary memory usage).</remarks>
- internal class ReflectionHelper : IReflectionHelper
+ internal class Reflector
{
/*********
** Properties
*********/
/// <summary>The cached fields and methods found via reflection.</summary>
- private readonly MemoryCache Cache = new MemoryCache(typeof(ReflectionHelper).FullName);
+ private readonly MemoryCache Cache = new MemoryCache(typeof(Reflector).FullName);
/// <summary>The sliding cache expiration time.</summary>
private readonly TimeSpan SlidingCacheExpiry = TimeSpan.FromMinutes(5);
@@ -94,46 +94,6 @@ namespace StardewModdingAPI.Framework.Reflection
}
/****
- ** Field values
- ** (shorthand since this is the most common case)
- ****/
- /// <summary>Get the value of a private instance field.</summary>
- /// <typeparam name="TValue">The field type.</typeparam>
- /// <param name="obj">The object which has the field.</param>
- /// <param name="name">The field name.</param>
- /// <param name="required">Whether to throw an exception if the private field is not found.</param>
- /// <returns>Returns the field value, or the default value for <typeparamref name="TValue"/> if the field wasn't found and <paramref name="required"/> is false.</returns>
- /// <remarks>
- /// This is a shortcut for <see cref="GetPrivateField{TValue}(object,string,bool)"/> followed by <see cref="IPrivateField{TValue}.GetValue"/>.
- /// When <paramref name="required" /> is false, this will return the default value if reflection fails. If you need to check whether the field exists, use <see cref="GetPrivateField{TValue}(object,string,bool)" /> instead.
- /// </remarks>
- public TValue GetPrivateValue<TValue>(object obj, string name, bool required = true)
- {
- IPrivateField<TValue> field = this.GetPrivateField<TValue>(obj, name, required);
- return field != null
- ? field.GetValue()
- : default(TValue);
- }
-
- /// <summary>Get the value of a private static field.</summary>
- /// <typeparam name="TValue">The field type.</typeparam>
- /// <param name="type">The type which has the field.</param>
- /// <param name="name">The field name.</param>
- /// <param name="required">Whether to throw an exception if the private field is not found.</param>
- /// <returns>Returns the field value, or the default value for <typeparamref name="TValue"/> if the field wasn't found and <paramref name="required"/> is false.</returns>
- /// <remarks>
- /// This is a shortcut for <see cref="GetPrivateField{TValue}(Type,string,bool)"/> followed by <see cref="IPrivateField{TValue}.GetValue"/>.
- /// When <paramref name="required" /> is false, this will return the default value if reflection fails. If you need to check whether the field exists, use <see cref="GetPrivateField{TValue}(Type,string,bool)" /> instead.
- /// </remarks>
- public TValue GetPrivateValue<TValue>(Type type, string name, bool required = true)
- {
- IPrivateField<TValue> field = this.GetPrivateField<TValue>(type, name, required);
- return field != null
- ? field.GetValue()
- : default(TValue);
- }
-
- /****
** Methods
****/
/// <summary>Get a private instance method.</summary>
diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs
index acd3e108..669b0e7a 100644
--- a/src/StardewModdingAPI/Framework/SContentManager.cs
+++ b/src/StardewModdingAPI/Framework/SContentManager.cs
@@ -3,14 +3,16 @@ using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
-using System.Threading;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
+using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.AssemblyRewriters;
-using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
+using StardewValley.BellsAndWhistles;
+using StardewValley.Objects;
+using StardewValley.Projectiles;
namespace StardewModdingAPI.Framework
{
@@ -42,6 +44,12 @@ namespace StardewModdingAPI.Framework
/*********
** Accessors
*********/
+ /// <summary>Interceptors which provide the initial versions of matching assets.</summary>
+ internal IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>();
+
+ /// <summary>Interceptors which edit matching assets after they're loaded.</summary>
+ internal IDictionary<IModMetadata, IList<IAssetEditor>> Editors { get; } = new Dictionary<IModMetadata, IList<IAssetEditor>>();
+
/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
@@ -52,22 +60,19 @@ namespace StardewModdingAPI.Framework
/// <summary>Construct an instance.</summary>
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- public SContentManager(IServiceProvider serviceProvider, string rootDirectory, IMonitor monitor)
- : this(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, null, monitor) { }
-
- /// <summary>Construct an instance.</summary>
- /// <param name="serviceProvider">The service provider to use to locate services.</param>
- /// <param name="rootDirectory">The root directory to search for content.</param>
/// <param name="currentCulture">The current culture for which to localise content.</param>
/// <param name="languageCodeOverride">The current language code for which to localise content.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor)
: base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride)
{
+ // validate
+ if (monitor == null)
+ throw new ArgumentNullException(nameof(monitor));
+
// initialise
+ var reflection = new Reflector();
this.Monitor = monitor;
- IReflectionHelper reflection = new ReflectionHelper();
// get underlying fields for interception
this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(this, "loadedAssets").GetValue();
@@ -117,22 +122,24 @@ namespace StardewModdingAPI.Framework
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
public override T Load<T>(string assetName)
{
- // get normalised metadata
assetName = this.NormaliseAssetName(assetName);
- string cacheLocale = this.GetCacheLocale(assetName);
// skip if already loaded
if (this.IsNormalisedKeyLoaded(assetName))
return base.Load<T>(assetName);
- // load data
- T data = base.Load<T>(assetName);
+ // load asset
+ T data;
+ {
+ IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName);
+ IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, base.Load<T>(assetName), this.NormaliseAssetName);
+ asset = this.ApplyEditors<T>(info, asset);
+ data = (T)asset.Data;
+ }
- // let mods intercept content
- IContentEventHelper helper = new ContentEventHelper(cacheLocale, assetName, data, this.NormaliseAssetName);
- ContentEvents.InvokeAfterAssetLoaded(this.Monitor, helper);
- this.Cache[assetName] = helper.Data;
- return (T)helper.Data;
+ // update cache & return data
+ this.Cache[assetName] = data;
+ return data;
}
/// <summary>Inject an asset into the cache.</summary>
@@ -142,6 +149,7 @@ namespace StardewModdingAPI.Framework
public void Inject<T>(string assetName, T value)
{
assetName = this.NormaliseAssetName(assetName);
+
this.Cache[assetName] = value;
}
@@ -151,6 +159,57 @@ namespace StardewModdingAPI.Framework
return this.GetKeyLocale.Invoke<string>();
}
+ /// <summary>Reset the asset cache and reload the game's static assets.</summary>
+ /// <remarks>This implementation is derived from <see cref="Game1.LoadContent"/>.</remarks>
+ public void Reset()
+ {
+ this.Monitor.Log("Resetting asset cache...", LogLevel.Trace);
+ this.Cache.Clear();
+
+ // from Game1.LoadContent
+ Game1.daybg = this.Load<Texture2D>("LooseSprites\\daybg");
+ Game1.nightbg = this.Load<Texture2D>("LooseSprites\\nightbg");
+ Game1.menuTexture = this.Load<Texture2D>("Maps\\MenuTiles");
+ Game1.lantern = this.Load<Texture2D>("LooseSprites\\Lighting\\lantern");
+ Game1.windowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\windowLight");
+ Game1.sconceLight = this.Load<Texture2D>("LooseSprites\\Lighting\\sconceLight");
+ Game1.cauldronLight = this.Load<Texture2D>("LooseSprites\\Lighting\\greenLight");
+ Game1.indoorWindowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\indoorWindowLight");
+ Game1.shadowTexture = this.Load<Texture2D>("LooseSprites\\shadow");
+ Game1.mouseCursors = this.Load<Texture2D>("LooseSprites\\Cursors");
+ Game1.controllerMaps = this.Load<Texture2D>("LooseSprites\\ControllerMaps");
+ Game1.animations = this.Load<Texture2D>("TileSheets\\animations");
+ Game1.achievements = this.Load<Dictionary<int, string>>("Data\\Achievements");
+ Game1.NPCGiftTastes = this.Load<Dictionary<string, string>>("Data\\NPCGiftTastes");
+ Game1.dialogueFont = this.Load<SpriteFont>("Fonts\\SpriteFont1");
+ Game1.smallFont = this.Load<SpriteFont>("Fonts\\SmallFont");
+ Game1.tinyFont = this.Load<SpriteFont>("Fonts\\tinyFont");
+ Game1.tinyFontBorder = this.Load<SpriteFont>("Fonts\\tinyFontBorder");
+ Game1.objectSpriteSheet = this.Load<Texture2D>("Maps\\springobjects");
+ Game1.cropSpriteSheet = this.Load<Texture2D>("TileSheets\\crops");
+ Game1.emoteSpriteSheet = this.Load<Texture2D>("TileSheets\\emotes");
+ Game1.debrisSpriteSheet = this.Load<Texture2D>("TileSheets\\debris");
+ Game1.bigCraftableSpriteSheet = this.Load<Texture2D>("TileSheets\\Craftables");
+ Game1.rainTexture = this.Load<Texture2D>("TileSheets\\rain");
+ Game1.buffsIcons = this.Load<Texture2D>("TileSheets\\BuffsIcons");
+ Game1.objectInformation = this.Load<Dictionary<int, string>>("Data\\ObjectInformation");
+ Game1.bigCraftablesInformation = this.Load<Dictionary<int, string>>("Data\\BigCraftablesInformation");
+ FarmerRenderer.hairStylesTexture = this.Load<Texture2D>("Characters\\Farmer\\hairstyles");
+ FarmerRenderer.shirtsTexture = this.Load<Texture2D>("Characters\\Farmer\\shirts");
+ FarmerRenderer.hatsTexture = this.Load<Texture2D>("Characters\\Farmer\\hats");
+ FarmerRenderer.accessoriesTexture = this.Load<Texture2D>("Characters\\Farmer\\accessories");
+ Furniture.furnitureTexture = this.Load<Texture2D>("TileSheets\\furniture");
+ SpriteText.spriteTexture = this.Load<Texture2D>("LooseSprites\\font_bold");
+ SpriteText.coloredTexture = this.Load<Texture2D>("LooseSprites\\font_colored");
+ Tool.weaponsTexture = this.Load<Texture2D>("TileSheets\\weapons");
+ Projectile.projectileSheet = this.Load<Texture2D>("TileSheets\\Projectiles");
+
+ // from Farmer constructor
+ if (Game1.player != null)
+ Game1.player.FarmerRenderer = new FarmerRenderer(this.Load<Texture2D>("Characters\\Farmer\\farmer_" + (Game1.player.isMale ? "" : "girl_") + "base"));
+ }
+
+
/*********
** Private methods
*********/
@@ -162,14 +221,151 @@ namespace StardewModdingAPI.Framework
|| this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset
}
- /// <summary>Get the locale for which the asset name was saved, if any.</summary>
- /// <param name="normalisedAssetName">The normalised asset name.</param>
- private string GetCacheLocale(string normalisedAssetName)
+ /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary>
+ /// <param name="info">The basic asset metadata.</param>
+ /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>
+ private IAssetData ApplyLoader<T>(IAssetInfo info)
+ {
+ // find matching loaders
+ var loaders = this.GetInterceptors(this.Loaders)
+ .Where(entry =>
+ {
+ try
+ {
+ return entry.Value.CanLoad<T>(info);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"{entry.Key.DisplayName} crashed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
+ return false;
+ }
+ })
+ .ToArray();
+
+ // validate loaders
+ if (!loaders.Any())
+ return null;
+ if (loaders.Length > 1)
+ {
+ string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray();
+ this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn);
+ return null;
+ }
+
+ // fetch asset from loader
+ IModMetadata mod = loaders[0].Key;
+ IAssetLoader loader = loaders[0].Value;
+ T data;
+ try
+ {
+ data = loader.Load<T>(info);
+ this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"{mod.DisplayName} crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
+ return null;
+ }
+
+ // validate asset
+ if (data == null)
+ {
+ this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error);
+ return null;
+ }
+
+ // return matched asset
+ return new AssetDataForObject(info, data, this.NormaliseAssetName);
+ }
+
+ /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary>
+ /// <typeparam name="T">The asset type.</typeparam>
+ /// <param name="info">The basic asset metadata.</param>
+ /// <param name="asset">The loaded asset.</param>
+ private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset)
{
- string locale = this.GetKeyLocale.Invoke<string>();
- return this.Cache.ContainsKey($"{normalisedAssetName}.{locale}")
- ? locale
- : null;
+ IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName);
+
+ // edit asset
+ foreach (var entry in this.GetInterceptors(this.Editors))
+ {
+ // check for match
+ IModMetadata mod = entry.Key;
+ IAssetEditor editor = entry.Value;
+ try
+ {
+ if (!editor.CanEdit<T>(info))
+ continue;
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"{mod.DisplayName} crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
+ continue;
+ }
+
+ // try edit
+ object prevAsset = asset.Data;
+ try
+ {
+ editor.Edit<T>(asset);
+ this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"{mod.DisplayName} crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
+ }
+
+ // validate edit
+ if (asset.Data == null)
+ {
+ this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn);
+ asset = GetNewData(prevAsset);
+ }
+ else if (!(asset.Data is T))
+ {
+ this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn);
+ asset = GetNewData(prevAsset);
+ }
+ }
+
+ // return result
+ return asset;
+ }
+
+ /// <summary>Get all registered interceptors from a list.</summary>
+ private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries)
+ {
+ foreach (var entry in entries)
+ {
+ IModMetadata metadata = entry.Key;
+ IList<T> interceptors = entry.Value;
+
+ // special case if mod is an interceptor
+ if (metadata.Mod is T modAsInterceptor)
+ yield return new KeyValuePair<IModMetadata, T>(metadata, modAsInterceptor);
+
+ // registered editors
+ foreach (T interceptor in interceptors)
+ yield return new KeyValuePair<IModMetadata, T>(metadata, interceptor);
+ }
+ }
+
+ /// <summary>Dispose all game resources.</summary>
+ /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param>
+ protected override void Dispose(bool disposing)
+ {
+ if (!disposing)
+ return;
+
+ // Clear cache & reload all assets. While that may seem perverse during disposal, it's
+ // necessary due to limitations in the way SMAPI currently intercepts content assets.
+ //
+ // The game uses multiple content managers while SMAPI needs one and only one. The game
+ // only disposes some of its content managers when returning to title, which means SMAPI
+ // can't know which assets are meant to be disposed. Here we remove current assets from
+ // the cache, but don't dispose them to avoid crashing any code that still references
+ // them. The garbage collector will eventually clean up any unused assets.
+ this.Reset();
}
}
}
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index 602a522b..c7784c60 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -4,11 +4,14 @@ 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.Utilities;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Locations;
@@ -29,6 +32,12 @@ namespace StardewModdingAPI.Framework
/****
** SMAPI state
****/
+ /// <summary>Encapsulates monitoring and logging.</summary>
+ private readonly IMonitor Monitor;
+
+ /// <summary>SMAPI's content manager.</summary>
+ private readonly SContentManager SContentManager;
+
/// <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
@@ -48,18 +57,19 @@ namespace StardewModdingAPI.Framework
/// <summary>Whether the game's zoom level is at 100% (i.e. nothing should be scaled).</summary>
public bool ZoomLevelIsOne => Game1.options.zoomLevel.Equals(1.0f);
- /// <summary>Encapsulates monitoring and logging.</summary>
- private readonly IMonitor Monitor;
/****
** Game state
****/
- /// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary>
- private Buttons[] PreviousPressedButtons = new Buttons[0];
+ /// <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;
@@ -108,6 +118,7 @@ namespace StardewModdingAPI.Framework
/// <summary>The time of day (in 24-hour military format) at last check.</summary>
private int PreviousTime;
+#if !SMAPI_2_0
/// <summary>The day of month (1–28) at last check.</summary>
private int PreviousDay;
@@ -122,6 +133,7 @@ namespace StardewModdingAPI.Framework
/// <summary>The player character at last check.</summary>
private SFarmer PreviousFarmer;
+#endif
/// <summary>The previous content locale.</summary>
private LocalizedContentManager.LanguageCode? PreviousLocale;
@@ -139,7 +151,7 @@ namespace StardewModdingAPI.Framework
** Private wrappers
****/
/// <summary>Simplifies access to private game code.</summary>
- private static IReflectionHelper Reflection;
+ private static Reflector Reflection;
// ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
/// <summary>Used to access private fields and methods.</summary>
@@ -173,23 +185,22 @@ namespace StardewModdingAPI.Framework
/// <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, IReflectionHelper reflection)
+ internal SGame(IMonitor monitor, Reflector reflection)
{
+ // initialise
this.Monitor = monitor;
this.FirstUpdate = true;
SGame.Instance = this;
SGame.Reflection = reflection;
- Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // required by Stardew Valley
+ // set XNA option required by Stardew Valley
+ Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
- // The game uses the default content manager instead of Game1.CreateContentManager in
- // several cases (See http://community.playstarbound.com/threads/130058/page-27#post-3159274).
- // The workaround is...
- // 1. Override the default content manager.
- // 2. Since Game1.content isn't initialised yet, and we need one main instance to
- // support custom map tilesheets, detect when Game1.content is being initialised
- // and use the same instance.
- this.Content = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
+ // 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 = this.SContentManager;
+ Game1.content = this.SContentManager;
}
/****
@@ -200,13 +211,19 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content.</param>
protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
- // When Game1.content is being initialised, use SMAPI's main content manager instance.
- // See comment in SGame constructor.
- if (Game1.content == null && this.Content is SContentManager mainContentManager)
- return mainContentManager;
+ // 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);
+ }
- // build new instance
- return new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
+ // 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 this.SContentManager;
}
/// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary>
@@ -275,7 +292,9 @@ namespace StardewModdingAPI.Framework
if (this.FirstUpdate)
{
GameEvents.InvokeInitialize(this.Monitor);
+#if !SMAPI_2_0
GameEvents.InvokeLoadContent(this.Monitor);
+#endif
GameEvents.InvokeGameLoaded(this.Monitor);
}
@@ -305,7 +324,9 @@ namespace StardewModdingAPI.Framework
Context.IsWorldReady = true;
SaveEvents.InvokeAfterLoad(this.Monitor);
+#if !SMAPI_2_0
PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
+#endif
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
this.AfterLoadTimer--;
@@ -334,53 +355,96 @@ namespace StardewModdingAPI.Framework
if (Game1.game1.IsActive)
{
// get latest state
- KeyboardState keyState = Keyboard.GetState();
- MouseState mouseState = Mouse.GetState();
- Point mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY());
+ 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
- Keys[] currentlyPressedKeys = keyState.GetPressedKeys();
- Keys[] previousPressedKeys = this.PreviousKeyState.GetPressedKeys();
- Keys[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray();
- Keys[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray();
-
- // raise key pressed
- foreach (Keys key in framePressedKeys)
- ControlEvents.InvokeKeyPressed(this.Monitor, key);
-
- // raise key released
- foreach (Keys key in frameReleasedKeys)
- ControlEvents.InvokeKeyReleased(this.Monitor, key);
+ 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
+#if SMAPI_2_0
+ 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);
+ }
+#endif
- // raise controller button pressed
- foreach (Buttons button in this.GetFramePressedButtons())
+ // raise button pressed
+ foreach (SButton button in framePressedKeys)
{
- if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+#if SMAPI_2_0
+ InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isClick);
+#endif
+
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
{
- var triggers = GamePad.GetState(PlayerIndex.One).Triggers;
- ControlEvents.InvokeTriggerPressed(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right);
+ 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);
}
- else
- ControlEvents.InvokeButtonPressed(this.Monitor, button);
}
- // raise controller button released
- foreach (Buttons button in this.GetFrameReleasedButtons())
+ // raise button released
+ foreach (SButton button in frameReleasedKeys)
{
- if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+#if SMAPI_2_0
+ 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);
+#endif
+
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
{
- var triggers = GamePad.GetState(PlayerIndex.One).Triggers;
- ControlEvents.InvokeTriggerReleased(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right);
+ 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);
}
- else
- ControlEvents.InvokeButtonReleased(this.Monitor, button);
}
- // raise keyboard state changed
+ // raise legacy state-changed events
if (keyState != this.PreviousKeyState)
ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousKeyState, keyState);
-
- // raise mouse state changed
if (mouseState != this.PreviousMouseState)
ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousMouseState, mouseState, this.PreviousMousePosition, mousePosition);
@@ -388,7 +452,8 @@ namespace StardewModdingAPI.Framework
this.PreviousMouseState = mouseState;
this.PreviousMousePosition = mousePosition;
this.PreviousKeyState = keyState;
- this.PreviousPressedButtons = this.GetButtonsDown();
+ this.PreviousControllerState = controllerState;
+ this.PreviousPressedButtons = currentlyPressedKeys;
}
/*********
@@ -438,9 +503,11 @@ namespace StardewModdingAPI.Framework
if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
+#if !SMAPI_2_0
// raise player changed
if (Game1.player != this.PreviousFarmer)
PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
+#endif
// raise events that shouldn't be triggered on initial load
if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
@@ -471,12 +538,14 @@ namespace StardewModdingAPI.Framework
// raise time changed
if (Game1.timeOfDay != this.PreviousTime)
TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
+#if !SMAPI_2_0
if (Game1.dayOfMonth != this.PreviousDay)
TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
if (Game1.currentSeason != this.PreviousSeason)
TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
if (Game1.year != this.PreviousYear)
TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
+#endif
// raise mine level changed
if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
@@ -486,7 +555,6 @@ namespace StardewModdingAPI.Framework
// update state
this.PreviousGameLocations = this.GetHash(Game1.locations);
this.PreviousGameLocation = Game1.currentLocation;
- this.PreviousFarmer = Game1.player;
this.PreviousCombatLevel = Game1.player.combatLevel;
this.PreviousFarmingLevel = Game1.player.farmingLevel;
this.PreviousFishingLevel = Game1.player.fishingLevel;
@@ -496,21 +564,26 @@ namespace StardewModdingAPI.Framework
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;
+#if !SMAPI_2_0
+ this.PreviousFarmer = Game1.player;
this.PreviousDay = Game1.dayOfMonth;
this.PreviousSeason = Game1.currentSeason;
this.PreviousYear = Game1.year;
- this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0;
- this.PreviousSaveID = Game1.uniqueIDForThisGame;
+#endif
}
/*********
** Game day transition event (obsolete)
*********/
+#if !SMAPI_2_0
if (Game1.newDay != this.PreviousIsNewDay)
{
TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
this.PreviousIsNewDay = Game1.newDay;
}
+#endif
/*********
** Game update
@@ -530,7 +603,9 @@ namespace StardewModdingAPI.Framework
GameEvents.InvokeUpdateTick(this.Monitor);
if (this.FirstUpdate)
{
+#if !SMAPI_2_0
GameEvents.InvokeFirstUpdateTick(this.Monitor);
+#endif
this.FirstUpdate = false;
}
if (this.CurrentUpdateTick % 2 == 0)
@@ -1270,120 +1345,66 @@ namespace StardewModdingAPI.Framework
this.PreviousSaveID = 0;
}
- /// <summary>Get the controller buttons which are currently pressed.</summary>
- private Buttons[] GetButtonsDown()
- {
- var state = GamePad.GetState(PlayerIndex.One);
- var buttons = new List<Buttons>();
- if (state.IsConnected)
- {
- if (state.Buttons.A == ButtonState.Pressed) buttons.Add(Buttons.A);
- if (state.Buttons.B == ButtonState.Pressed) buttons.Add(Buttons.B);
- if (state.Buttons.Back == ButtonState.Pressed) buttons.Add(Buttons.Back);
- if (state.Buttons.BigButton == ButtonState.Pressed) buttons.Add(Buttons.BigButton);
- if (state.Buttons.LeftShoulder == ButtonState.Pressed) buttons.Add(Buttons.LeftShoulder);
- if (state.Buttons.LeftStick == ButtonState.Pressed) buttons.Add(Buttons.LeftStick);
- if (state.Buttons.RightShoulder == ButtonState.Pressed) buttons.Add(Buttons.RightShoulder);
- if (state.Buttons.RightStick == ButtonState.Pressed) buttons.Add(Buttons.RightStick);
- if (state.Buttons.Start == ButtonState.Pressed) buttons.Add(Buttons.Start);
- if (state.Buttons.X == ButtonState.Pressed) buttons.Add(Buttons.X);
- if (state.Buttons.Y == ButtonState.Pressed) buttons.Add(Buttons.Y);
- if (state.DPad.Up == ButtonState.Pressed) buttons.Add(Buttons.DPadUp);
- if (state.DPad.Down == ButtonState.Pressed) buttons.Add(Buttons.DPadDown);
- if (state.DPad.Left == ButtonState.Pressed) buttons.Add(Buttons.DPadLeft);
- if (state.DPad.Right == ButtonState.Pressed) buttons.Add(Buttons.DPadRight);
- if (state.Triggers.Left > 0.2f) buttons.Add(Buttons.LeftTrigger);
- if (state.Triggers.Right > 0.2f) buttons.Add(Buttons.RightTrigger);
- }
- return buttons.ToArray();
- }
-
- /// <summary>Get the controller buttons which were pressed after the last update.</summary>
- private Buttons[] GetFramePressedButtons()
+ /// <summary>Get the buttons pressed in the given stats.</summary>
+ /// <param name="keyboard">The keyboard state.</param>
+ /// <param name="mouse">The mouse state.</param>
+ /// <param name="controller">The controller state.</param>
+ private IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
{
- var state = GamePad.GetState(PlayerIndex.One);
- var buttons = new List<Buttons>();
- if (state.IsConnected)
+ // keyboard
+ foreach (Keys key in keyboard.GetPressedKeys())
+ yield return key.ToSButton();
+
+ // mouse
+ if (mouse.LeftButton == ButtonState.Pressed)
+ yield return SButton.MouseLeft;
+ if (mouse.RightButton == ButtonState.Pressed)
+ yield return SButton.MouseRight;
+ if (mouse.MiddleButton == ButtonState.Pressed)
+ yield return SButton.MouseMiddle;
+ if (mouse.XButton1 == ButtonState.Pressed)
+ yield return SButton.MouseX1;
+ if (mouse.XButton2 == ButtonState.Pressed)
+ yield return SButton.MouseX2;
+
+ // controller
+ if (controller.IsConnected)
{
- if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A);
- if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B);
- if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back);
- if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton);
- if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder);
- if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick);
- if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder);
- if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick);
- if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start);
- if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X);
- if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y);
- if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp);
- if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown);
- if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft);
- if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight);
- if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger);
- if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger);
+ if (controller.Buttons.A == ButtonState.Pressed)
+ yield return SButton.ControllerA;
+ if (controller.Buttons.B == ButtonState.Pressed)
+ yield return SButton.ControllerB;
+ if (controller.Buttons.Back == ButtonState.Pressed)
+ yield return SButton.ControllerBack;
+ if (controller.Buttons.BigButton == ButtonState.Pressed)
+ yield return SButton.BigButton;
+ if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
+ yield return SButton.LeftShoulder;
+ if (controller.Buttons.LeftStick == ButtonState.Pressed)
+ yield return SButton.LeftStick;
+ if (controller.Buttons.RightShoulder == ButtonState.Pressed)
+ yield return SButton.RightShoulder;
+ if (controller.Buttons.RightStick == ButtonState.Pressed)
+ yield return SButton.RightStick;
+ if (controller.Buttons.Start == ButtonState.Pressed)
+ yield return SButton.ControllerStart;
+ if (controller.Buttons.X == ButtonState.Pressed)
+ yield return SButton.ControllerX;
+ if (controller.Buttons.Y == ButtonState.Pressed)
+ yield return SButton.ControllerY;
+ if (controller.DPad.Up == ButtonState.Pressed)
+ yield return SButton.DPadUp;
+ if (controller.DPad.Down == ButtonState.Pressed)
+ yield return SButton.DPadDown;
+ if (controller.DPad.Left == ButtonState.Pressed)
+ yield return SButton.DPadLeft;
+ if (controller.DPad.Right == ButtonState.Pressed)
+ yield return SButton.DPadRight;
+ if (controller.Triggers.Left > 0.2f)
+ yield return SButton.LeftTrigger;
+ if (controller.Triggers.Right > 0.2f)
+ yield return SButton.RightTrigger;
}
- return buttons.ToArray();
- }
-
- /// <summary>Get the controller buttons which were released after the last update.</summary>
- private Buttons[] GetFrameReleasedButtons()
- {
- var state = GamePad.GetState(PlayerIndex.One);
- var buttons = new List<Buttons>();
- if (state.IsConnected)
- {
- if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A);
- if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B);
- if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back);
- if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton);
- if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder);
- if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick);
- if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder);
- if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick);
- if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start);
- if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X);
- if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y);
- if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp);
- if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown);
- if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft);
- if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight);
- if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger);
- if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger);
- }
- return buttons.ToArray();
- }
-
- /// <summary>Get whether a controller button was pressed since the last check.</summary>
- /// <param name="button">The controller button to check.</param>
- /// <param name="buttonState">The last known state.</param>
- private bool WasButtonJustPressed(Buttons button, ButtonState buttonState)
- {
- return buttonState == ButtonState.Pressed && !this.PreviousPressedButtons.Contains(button);
- }
-
- /// <summary>Get whether a controller button was released since the last check.</summary>
- /// <param name="button">The controller button to check.</param>
- /// <param name="buttonState">The last known state.</param>
- private bool WasButtonJustReleased(Buttons button, ButtonState buttonState)
- {
- return buttonState == ButtonState.Released && this.PreviousPressedButtons.Contains(button);
- }
-
- /// <summary>Get whether an analogue controller button was pressed since the last check.</summary>
- /// <param name="button">The controller button to check.</param>
- /// <param name="value">The last known value.</param>
- private bool WasButtonJustPressed(Buttons button, float value)
- {
- return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released);
- }
-
- /// <summary>Get whether an analogue controller button was released since the last check.</summary>
- /// <param name="button">The controller button to check.</param>
- /// <param name="value">The last known value.</param>
- private bool WasButtonJustReleased(Buttons button, float value)
- {
- return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released);
}
/// <summary>Get the player inventory changes between two states.</summary>
diff --git a/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs b/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs
index 64d8738e..3193aa3c 100644
--- a/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs
+++ b/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.IO;
using Microsoft.Xna.Framework.Input;
using Newtonsoft.Json;
+using StardewModdingAPI.Utilities;
namespace StardewModdingAPI.Framework.Serialisation
{
@@ -19,7 +20,7 @@ namespace StardewModdingAPI.Framework.Serialisation
ObjectCreationHandling = ObjectCreationHandling.Replace, // avoid issue where default ICollection<T> values are duplicated each time the config is loaded
Converters = new List<JsonConverter>
{
- new SelectiveStringEnumConverter(typeof(Buttons), typeof(Keys))
+ new SelectiveStringEnumConverter(typeof(Buttons), typeof(Keys), typeof(SButton))
}
};
@@ -51,7 +52,21 @@ namespace StardewModdingAPI.Framework.Serialisation
}
// deserialise model
- return JsonConvert.DeserializeObject<TModel>(json, this.JsonSettings);
+ try
+ {
+ return JsonConvert.DeserializeObject<TModel>(json, this.JsonSettings);
+ }
+ catch (JsonReaderException ex)
+ {
+ string message = $"The file at {fullPath} doesn't seem to be valid JSON.";
+
+ string text = File.ReadAllText(fullPath);
+ if (text.Contains("“") || text.Contains("”"))
+ message += " Found curly quotes in the text; note that only straight quotes are allowed in JSON.";
+
+ message += $"\nTechnical details: {ex.Message}";
+ throw new JsonReaderException(message);
+ }
}
/// <summary>Save to a JSON file.</summary>
diff --git a/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs b/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs
index 6b5a6aaa..5be0f0b6 100644
--- a/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs
+++ b/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs
@@ -2,6 +2,7 @@
using System.Collections.Generic;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
+using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Models;
namespace StardewModdingAPI.Framework.Serialisation
@@ -36,12 +37,32 @@ namespace StardewModdingAPI.Framework.Serialisation
// semantic version
if (objectType == typeof(ISemanticVersion))
{
- JObject obj = JObject.Load(reader);
- int major = obj.Value<int>(nameof(ISemanticVersion.MajorVersion));
- int minor = obj.Value<int>(nameof(ISemanticVersion.MinorVersion));
- int patch = obj.Value<int>(nameof(ISemanticVersion.PatchVersion));
- string build = obj.Value<string>(nameof(ISemanticVersion.Build));
- return new SemanticVersion(major, minor, patch, build);
+ JToken token = JToken.Load(reader);
+ switch (token.Type)
+ {
+ case JTokenType.Object:
+ {
+ JObject obj = (JObject)token;
+ int major = obj.Value<int>(nameof(ISemanticVersion.MajorVersion));
+ int minor = obj.Value<int>(nameof(ISemanticVersion.MinorVersion));
+ int patch = obj.Value<int>(nameof(ISemanticVersion.PatchVersion));
+ string build = obj.Value<string>(nameof(ISemanticVersion.Build));
+ return new SemanticVersion(major, minor, patch, build);
+ }
+
+ case JTokenType.String:
+ {
+ string str = token.Value<string>();
+ if (string.IsNullOrWhiteSpace(str))
+ return null;
+ if (!SemanticVersion.TryParse(str, out ISemanticVersion version))
+ throw new SParseException($"Can't parse semantic version from invalid value '{str}', should be formatted like 1.2, 1.2.30, or 1.2.30-beta.");
+ return version;
+ }
+
+ default:
+ throw new SParseException($"Can't parse semantic version from {token.Type}, must be an object or string.");
+ }
}
// manifest dependency
@@ -51,7 +72,13 @@ namespace StardewModdingAPI.Framework.Serialisation
foreach (JObject obj in JArray.Load(reader).Children<JObject>())
{
string uniqueID = obj.Value<string>(nameof(IManifestDependency.UniqueID));
- result.Add(new ManifestDependency(uniqueID));
+ string minVersion = obj.Value<string>(nameof(IManifestDependency.MinimumVersion));
+#if SMAPI_2_0
+ bool required = obj.Value<bool?>(nameof(IManifestDependency.IsRequired)) ?? true;
+ result.Add(new ManifestDependency(uniqueID, minVersion, required));
+#else
+ result.Add(new ManifestDependency(uniqueID, minVersion));
+#endif
}
return result.ToArray();
}