diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 38 |
1 files changed, 23 insertions, 15 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index e4c2a233..80ae20ac 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -33,6 +33,9 @@ namespace StardewModdingAPI.Framework /// <summary>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; + /// <summary>SMAPI's content manager.</summary> + private 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 @@ -177,21 +180,20 @@ namespace StardewModdingAPI.Framework /// <param name="reflection">Simplifies access to private game code.</param> internal SGame(IMonitor monitor, IReflectionHelper 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, Thread.CurrentThread.CurrentUICulture, null, 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; } /**** @@ -202,13 +204,19 @@ 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, Thread.CurrentThread.CurrentUICulture, null, 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> |