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-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs38
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>