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-rw-r--r--src/SMAPI.sln4
-rw-r--r--src/SMAPI/Events/ChestInventoryChangedEventArgs.cs (renamed from src/SMAPI/Events/ChestItemChangedEventArgs.cs)20
-rw-r--r--src/SMAPI/Events/IWorldEvents.cs4
-rw-r--r--src/SMAPI/Framework/Events/EventManager.cs6
-rw-r--r--src/SMAPI/Framework/Events/ModWorldEvents.cs7
-rw-r--r--src/SMAPI/Framework/SGame.cs11
-rw-r--r--src/SMAPI/Framework/SnapshotListDiff.cs8
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/NetListWatcher.cs90
-rw-r--r--src/SMAPI/Framework/StateTracking/LocationTracker.cs74
-rw-r--r--src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs20
10 files changed, 142 insertions, 102 deletions
diff --git a/src/SMAPI.sln b/src/SMAPI.sln
index 65ea330c..62eaa777 100644
--- a/src/SMAPI.sln
+++ b/src/SMAPI.sln
@@ -1,7 +1,7 @@

Microsoft Visual Studio Solution File, Format Version 12.00
-# Visual Studio 15
-VisualStudioVersion = 15.0.28307.902
+# Visual Studio Version 16
+VisualStudioVersion = 16.0.28729.10
MinimumVisualStudioVersion = 10.0.40219.1
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = ".root", ".root", "{86C452BE-D2D8-45B4-B63F-E329EB06CEDA}"
ProjectSection(SolutionItems) = preProject
diff --git a/src/SMAPI/Events/ChestItemChangedEventArgs.cs b/src/SMAPI/Events/ChestInventoryChangedEventArgs.cs
index 6b06487c..0b54e909 100644
--- a/src/SMAPI/Events/ChestItemChangedEventArgs.cs
+++ b/src/SMAPI/Events/ChestInventoryChangedEventArgs.cs
@@ -3,28 +3,27 @@ using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using StardewValley;
-using Item = StardewValley.Item;
namespace StardewModdingAPI.Events
{
- /// <summary>Event arguments for a <see cref="IWorldEvents.ChestItemChanged"/> event.</summary>
- public class ChestItemChangedEventArgs : EventArgs
+ /// <summary>Event arguments for a <see cref="IWorldEvents.ChestInventoryChanged"/> event.</summary>
+ public class ChestInventoryChangedEventArgs : EventArgs
{
/*********
** Accessors
*********/
- /// <summary>The location which changed.</summary>
+ /// <summary>The location containing the chest.</summary>
public GameLocation Location { get; }
+ /// <summary>The tile position of the chest.</summary>
+ public Vector2 Tile { get; }
+
/// <summary>The objects added to the location.</summary>
public IEnumerable<Item> Added { get; }
/// <summary>The objects removed from the location.</summary>
public IEnumerable<Item> Removed { get; }
- /// <summary>The location of the chest from where the item was added or removed</summary>
- public Vector2 LocationOfChest { get; }
-
/// <summary>Whether this is the location containing the local player.</summary>
public bool IsCurrentLocation => object.ReferenceEquals(this.Location, Game1.player?.currentLocation);
@@ -33,15 +32,16 @@ namespace StardewModdingAPI.Events
** Public methods
*********/
/// <summary>Construct an instance.</summary>
- /// <param name="location">The location which changed.</param>
+ /// <param name="location">The location containing the chest.</param>
+ /// <param name="tile">The tile position of the chest.</param>
/// <param name="added">The objects added to the location.</param>
/// <param name="removed">The objects removed from the location.</param>
- internal ChestItemChangedEventArgs(GameLocation location, IEnumerable<Item> added, IEnumerable<Item> removed, Vector2 locationOfChest)
+ internal ChestInventoryChangedEventArgs(GameLocation location, Vector2 tile, IEnumerable<Item> added, IEnumerable<Item> removed)
{
this.Location = location;
+ this.Tile = tile;
this.Added = added.ToArray();
this.Removed = removed.ToArray();
- this.LocationOfChest = locationOfChest;
}
}
}
diff --git a/src/SMAPI/Events/IWorldEvents.cs b/src/SMAPI/Events/IWorldEvents.cs
index 6f9b71a7..9569a57b 100644
--- a/src/SMAPI/Events/IWorldEvents.cs
+++ b/src/SMAPI/Events/IWorldEvents.cs
@@ -23,8 +23,8 @@ namespace StardewModdingAPI.Events
/// <summary>Raised after objects are added or removed in a location.</summary>
event EventHandler<ObjectListChangedEventArgs> ObjectListChanged;
- /// <summary>Raised after items are added or removed from a chest in a location.</summary>
- event EventHandler<ChestItemChangedEventArgs> ChestItemChanged;
+ /// <summary>Raised after items are added or removed from a chest.</summary>
+ event EventHandler<ChestInventoryChangedEventArgs> ChestInventoryChanged;
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged;
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs
index dad45f95..892cbc7b 100644
--- a/src/SMAPI/Framework/Events/EventManager.cs
+++ b/src/SMAPI/Framework/Events/EventManager.cs
@@ -148,8 +148,8 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Raised after objects are added or removed in a location.</summary>
public readonly ManagedEvent<ObjectListChangedEventArgs> ObjectListChanged;
- /// <summary>Raised after a new item is added or removed from a chest in a location.</summary>
- public readonly ManagedEvent<ChestItemChangedEventArgs> ChestItemsChanged;
+ /// <summary>Raised after items are added or removed from a chest.</summary>
+ public readonly ManagedEvent<ChestInventoryChangedEventArgs> ChestInventoryChanged;
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public readonly ManagedEvent<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged;
@@ -224,7 +224,7 @@ namespace StardewModdingAPI.Framework.Events
this.LocationListChanged = ManageEventOf<LocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged));
this.NpcListChanged = ManageEventOf<NpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged));
this.ObjectListChanged = ManageEventOf<ObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged));
- this.ChestItemsChanged = ManageEventOf<ChestItemChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ChestItemChanged));
+ this.ChestInventoryChanged = ManageEventOf<ChestInventoryChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ChestInventoryChanged));
this.TerrainFeatureListChanged = ManageEventOf<TerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged));
this.LoadStageChanged = ManageEventOf<LoadStageChangedEventArgs>(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.LoadStageChanged));
diff --git a/src/SMAPI/Framework/Events/ModWorldEvents.cs b/src/SMAPI/Framework/Events/ModWorldEvents.cs
index 8d6701ec..2ae69669 100644
--- a/src/SMAPI/Framework/Events/ModWorldEvents.cs
+++ b/src/SMAPI/Framework/Events/ModWorldEvents.cs
@@ -51,10 +51,11 @@ namespace StardewModdingAPI.Framework.Events
remove => this.EventManager.ObjectListChanged.Remove(value);
}
- public event EventHandler<ChestItemChangedEventArgs> ChestItemChanged
+ /// <summary>Raised after items are added or removed from a chest.</summary>
+ public event EventHandler<ChestInventoryChangedEventArgs> ChestInventoryChanged
{
- add => this.EventManager.ChestItemsChanged.Add(value);
- remove => this.EventManager.ChestItemsChanged.Remove(value);
+ add => this.EventManager.ChestInventoryChanged.Add(value);
+ remove => this.EventManager.ChestInventoryChanged.Remove(value);
}
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 564fec1d..64da1cf1 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -703,8 +703,15 @@ namespace StardewModdingAPI.Framework
events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));
// chest items changed
- if (locState.ChestItems.IsChanged)
- events.ChestItemsChanged.Raise(new ChestItemChangedEventArgs(location, locState.ChestItems.Added, locState.ChestItems.Removed, locState.ChestItems.Key));
+ if (events.ChestInventoryChanged.HasListeners())
+ {
+ foreach (var pair in locState.ChestItems)
+ {
+ var diff = pair.Value;
+ if (diff.IsChanged)
+ events.ChestInventoryChanged.Raise(new ChestInventoryChangedEventArgs(location, pair.Key, diff.Added, diff.Removed));
+ }
+ }
// terrain features changed
if (locState.TerrainFeatures.IsChanged)
diff --git a/src/SMAPI/Framework/SnapshotListDiff.cs b/src/SMAPI/Framework/SnapshotListDiff.cs
index b14cacdb..d4d5df50 100644
--- a/src/SMAPI/Framework/SnapshotListDiff.cs
+++ b/src/SMAPI/Framework/SnapshotListDiff.cs
@@ -29,18 +29,10 @@ namespace StardewModdingAPI.Framework
/// <summary>The added values.</summary>
public IEnumerable<T> Added => this.AddedImpl;
- public Microsoft.Xna.Framework.Vector2 Key;
/*********
** Public methods
*********/
-
- public void Update(ICollectionWatcher<T> watcher, Microsoft.Xna.Framework.Vector2 key)
- {
- this.Key = key;
- this.Update(watcher.IsChanged, watcher.Removed, watcher.Added);
- }
-
/// <summary>Update the snapshot.</summary>
/// <param name="isChanged">Whether the value changed since the last update.</param>
/// <param name="removed">The removed values.</param>
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/NetListWatcher.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetListWatcher.cs
index cac66356..8aa0eab5 100644
--- a/src/SMAPI/Framework/StateTracking/FieldWatchers/NetListWatcher.cs
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetListWatcher.cs
@@ -1,21 +1,18 @@
-using System;
using System.Collections.Generic;
using Netcode;
namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
{
- internal class NetListWatcher<TKey, TValue> : BaseDisposableWatcher, ICollectionWatcher<TValue>
+ /// <summary>A watcher which detects changes to a net list field.</summary>
+ /// <typeparam name="TValue">The list value type.</typeparam>
+ internal class NetListWatcher<TValue> : BaseDisposableWatcher, ICollectionWatcher<TValue>
where TValue : class, INetObject<INetSerializable>
{
-
-
/*********
** Fields
*********/
/// <summary>The field being watched.</summary>
- private readonly NetList<TValue, Netcode.NetRef<TValue>> Field;
-
- public TKey Key { get; }
+ private readonly NetList<TValue, NetRef<TValue>> Field;
/// <summary>The pairs added since the last reset.</summary>
private readonly IList<TValue> AddedImpl = new List<TValue>();
@@ -23,26 +20,47 @@ namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
/// <summary>The pairs removed since the last reset.</summary>
private readonly IList<TValue> RemovedImpl = new List<TValue>();
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Whether the collection changed since the last reset.</summary>
+ public bool IsChanged => this.AddedImpl.Count > 0 || this.RemovedImpl.Count > 0;
+
+ /// <summary>The values added since the last reset.</summary>
+ public IEnumerable<TValue> Added => this.AddedImpl;
+
+ /// <summary>The values removed since the last reset.</summary>
+ public IEnumerable<TValue> Removed => this.RemovedImpl;
+
+
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="field">The field to watch.</param>
- public NetListWatcher(NetList<TValue, Netcode.NetRef<TValue>> field, TKey key)
+ public NetListWatcher(NetList<TValue, NetRef<TValue>> field)
{
this.Field = field;
- this.Key = key;
field.OnElementChanged += this.OnElementChanged;
field.OnArrayReplaced += this.OnArrayReplaced;
}
- public bool IsChanged => this.AddedImpl.Count > 0 || this.RemovedImpl.Count > 0;
-
- public IEnumerable<TValue> Added => this.AddedImpl;
+ /// <summary>Set the current value as the baseline.</summary>
+ public void Reset()
+ {
+ this.AddedImpl.Clear();
+ this.RemovedImpl.Clear();
+ }
- public IEnumerable<TValue> Removed => this.RemovedImpl;
+ /// <summary>Update the current value if needed.</summary>
+ public void Update()
+ {
+ this.AssertNotDisposed();
+ }
- public void Dispose()
+ /// <summary>Stop watching the field and release all references.</summary>
+ public override void Dispose()
{
if (!this.IsDisposed)
{
@@ -53,47 +71,37 @@ namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
base.Dispose();
}
- public void Reset()
- {
- this.AddedImpl.Clear();
- this.RemovedImpl.Clear();
- }
-
- public void Update()
- {
- this.AssertNotDisposed();
- }
/*********
** Private methods
*********/
- private void OnArrayReplaced(NetList<TValue, Netcode.NetRef<TValue>> list, IList<TValue> before, IList<TValue> after)
+ /// <summary>A callback invoked when the value list is replaced.</summary>
+ /// <param name="list">The net field whose values changed.</param>
+ /// <param name="oldValues">The previous list of values.</param>
+ /// <param name="newValues">The new list of values.</param>
+ private void OnArrayReplaced(NetList<TValue, NetRef<TValue>> list, IList<TValue> oldValues, IList<TValue> newValues)
{
this.AddedImpl.Clear();
this.RemovedImpl.Clear();
- foreach(var obj in after)
- this.AddedImpl.Add(obj);
+ foreach (TValue value in newValues)
+ this.AddedImpl.Add(value);
- foreach(var obj in before)
- this.RemovedImpl.Add(obj);
+ foreach (TValue value in oldValues)
+ this.RemovedImpl.Add(value);
}
- private void OnElementChanged(NetList<TValue, Netcode.NetRef<TValue>> list, int index, TValue oldValue, TValue newValue)
+ /// <summary>A callback invoked when an entry is replaced.</summary>
+ /// <param name="list">The net field whose values changed.</param>
+ /// <param name="index">The list index which changed.</param>
+ /// <param name="oldValue">The previous value.</param>
+ /// <param name="newValue">The new value.</param>
+ private void OnElementChanged(NetList<TValue, NetRef<TValue>> list, int index, TValue oldValue, TValue newValue)
{
-
- /* checks for stack addition / subtraction changing stacks does not fire off an element changed event
- if ((oldValue != null && newValue != null) && oldValue.CompareTo(newValue) < 0)
- this.AddedImpl.Add(newValue);
- //Stack Removed from
- if ((oldValue != null && newValue != null) && oldValue.CompareTo(newValue) > 0)
- this.RemovedImpl.Add(newValue);
- */
-
- if(newValue!=null)
+ if (newValue != null)
this.AddedImpl.Add(newValue);
- if(oldValue!=null)
+ if (oldValue != null)
this.RemovedImpl.Add(oldValue);
}
}
diff --git a/src/SMAPI/Framework/StateTracking/LocationTracker.cs b/src/SMAPI/Framework/StateTracking/LocationTracker.cs
index ef4a8b64..170fd537 100644
--- a/src/SMAPI/Framework/StateTracking/LocationTracker.cs
+++ b/src/SMAPI/Framework/StateTracking/LocationTracker.cs
@@ -5,9 +5,9 @@ using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Locations;
+using StardewValley.Objects;
using StardewValley.TerrainFeatures;
-using Object = StardewValley.Object;
-using Chest = StardewValley.Objects.Chest;
+using SObject = StardewValley.Object;
namespace StardewModdingAPI.Framework.StateTracking
{
@@ -43,12 +43,14 @@ namespace StardewModdingAPI.Framework.StateTracking
public ICollectionWatcher<NPC> NpcsWatcher { get; }
/// <summary>Tracks added or removed objects.</summary>
- public IDictionaryWatcher<Vector2, Object> ObjectsWatcher { get; }
+ public IDictionaryWatcher<Vector2, SObject> ObjectsWatcher { get; }
/// <summary>Tracks added or removed terrain features.</summary>
public IDictionaryWatcher<Vector2, TerrainFeature> TerrainFeaturesWatcher { get; }
- public Dictionary<Vector2, NetListWatcher<Vector2, Item>> activeChestWatchers = new Dictionary<Vector2, NetListWatcher<Vector2, Item>>();
+ /// <summary>Tracks items added or removed to chests.</summary>
+ public Dictionary<Vector2, ICollectionWatcher<Item>> ChestWatchers = new Dictionary<Vector2, ICollectionWatcher<Item>>();
+
/*********
** Public methods
@@ -76,13 +78,8 @@ namespace StardewModdingAPI.Framework.StateTracking
this.ObjectsWatcher,
this.TerrainFeaturesWatcher
});
- }
- /// <summary>Stop watching the player fields and release all references.</summary>
- public void Dispose()
- {
- foreach (IWatcher watcher in this.Watchers)
- watcher.Dispose();
+ this.UpdateChestWatcherList(added: location.Objects.Pairs, removed: new KeyValuePair<Vector2, SObject>[0]);
}
/// <summary>Update the current value if needed.</summary>
@@ -91,24 +88,7 @@ namespace StardewModdingAPI.Framework.StateTracking
foreach (IWatcher watcher in this.Watchers)
watcher.Update();
- foreach (KeyValuePair<Vector2, Object> obj in this.ObjectsWatcher.Added.Where(p => p.Value is Chest))
- {
- if (!this.activeChestWatchers.ContainsKey(obj.Key))
- {
- //create a new watcher for chests items
- Chest temp = obj.Value as Chest;
- NetListWatcher<Vector2, Item> tempItemWatcher = new NetListWatcher<Vector2, Item>(temp.items, obj.Key);
- this.Watchers.Add(tempItemWatcher);
- this.activeChestWatchers.Add(obj.Key, tempItemWatcher);
- }
- }
-
- foreach (KeyValuePair<Vector2, Object> obj in this.ObjectsWatcher.Removed)
- {
- this.activeChestWatchers.TryGetValue(obj.Key, out NetListWatcher<Vector2, Item> tempItemWatcher);
- this.Watchers.Remove(tempItemWatcher);
- this.activeChestWatchers.Remove(obj.Key);
- }
+ this.UpdateChestWatcherList(added: this.ObjectsWatcher.Added, removed: this.ObjectsWatcher.Removed);
}
/// <summary>Set the current value as the baseline.</summary>
@@ -117,5 +97,43 @@ namespace StardewModdingAPI.Framework.StateTracking
foreach (IWatcher watcher in this.Watchers)
watcher.Reset();
}
+
+ /// <summary>Stop watching the player fields and release all references.</summary>
+ public void Dispose()
+ {
+ foreach (IWatcher watcher in this.Watchers)
+ watcher.Dispose();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Update the watcher list for added or removed chests.</summary>
+ /// <param name="added">The objects added to the location.</param>
+ /// <param name="removed">The objects removed from the location.</param>
+ private void UpdateChestWatcherList(IEnumerable<KeyValuePair<Vector2, SObject>> added, IEnumerable<KeyValuePair<Vector2, SObject>> removed)
+ {
+ // remove unused watchers
+ foreach (KeyValuePair<Vector2, SObject> pair in removed)
+ {
+ if (pair.Value is Chest && this.ChestWatchers.TryGetValue(pair.Key, out ICollectionWatcher<Item> watcher))
+ {
+ this.Watchers.Remove(watcher);
+ this.ChestWatchers.Remove(pair.Key);
+ }
+ }
+
+ // add new watchers
+ foreach (KeyValuePair<Vector2, SObject> pair in added)
+ {
+ if (pair.Value is Chest chest && !this.ChestWatchers.ContainsKey(pair.Key))
+ {
+ ICollectionWatcher<Item> watcher = new NetListWatcher<Item>(chest.items);
+ this.Watchers.Add(watcher);
+ this.ChestWatchers.Add(pair.Key, watcher);
+ }
+ }
+ }
}
}
diff --git a/src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs b/src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs
index 31cf29c3..4074336b 100644
--- a/src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs
+++ b/src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs
@@ -1,4 +1,5 @@
using System.Collections.Generic;
+using System.Linq;
using Microsoft.Xna.Framework;
using StardewValley;
using StardewValley.Buildings;
@@ -33,7 +34,8 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
/// <summary>Tracks added or removed terrain features.</summary>
public SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>> TerrainFeatures { get; } = new SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>>();
- public SnapshotListDiff<Item> ChestItems { get; } = new SnapshotListDiff<Item>();
+ /// <summary>Tracks changed chest inventories.</summary>
+ public IDictionary<Vector2, SnapshotListDiff<Item>> ChestItems { get; } = new Dictionary<Vector2, SnapshotListDiff<Item>>();
/*********
@@ -50,6 +52,7 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
/// <param name="watcher">The watcher to snapshot.</param>
public void Update(LocationTracker watcher)
{
+ // main lists
this.Buildings.Update(watcher.BuildingsWatcher);
this.Debris.Update(watcher.DebrisWatcher);
this.LargeTerrainFeatures.Update(watcher.LargeTerrainFeaturesWatcher);
@@ -57,8 +60,19 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
this.Objects.Update(watcher.ObjectsWatcher);
this.TerrainFeatures.Update(watcher.TerrainFeaturesWatcher);
- foreach (var obj in watcher.activeChestWatchers)
- this.ChestItems.Update(obj.Value, obj.Key);
+ // chest inventories
+ foreach (Vector2 key in this.ChestItems.Keys.ToArray())
+ {
+ if (!watcher.ChestWatchers.ContainsKey(key))
+ this.ChestItems.Remove(key);
+ }
+ foreach (var pair in watcher.ChestWatchers)
+ {
+ if (!this.ChestItems.TryGetValue(pair.Key, out var diff))
+ this.ChestItems[pair.Key] = diff = new SnapshotListDiff<Item>();
+
+ diff.Update(pair.Value);
+ }
}
}
}