diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/SMAPI/Context.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 31 |
2 files changed, 15 insertions, 18 deletions
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs index 79067b2d..74def086 100644 --- a/src/SMAPI/Context.cs +++ b/src/SMAPI/Context.cs @@ -35,7 +35,7 @@ namespace StardewModdingAPI ** Internal ****/ /// <summary>Whether a player save has been loaded.</summary> - internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.Name); + internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu); /// <summary>Whether the game is currently writing to the save file.</summary> internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 57afec06..def0943c 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -61,7 +61,7 @@ namespace StardewModdingAPI.Framework /// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary> /// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks> - private int AfterLoadTimer = 5; + private readonly Countdown AfterLoadTimer = new Countdown(5); /// <summary>Whether the after-load events were raised for this session.</summary> private bool RaisedAfterLoadEvent; @@ -313,13 +313,14 @@ namespace StardewModdingAPI.Framework /********* ** Update context *********/ - if (Context.IsWorldReady && !Context.IsSaveLoaded) + bool wasWorldReady = Context.IsWorldReady; + if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle) this.MarkWorldNotReady(); - else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0 && Game1.currentLocation != null) + else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) { if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet) - this.AfterLoadTimer--; - Context.IsWorldReady = this.AfterLoadTimer <= 0; + this.AfterLoadTimer.Decrement(); + Context.IsWorldReady = this.AfterLoadTimer.Current == 0; } /********* @@ -342,9 +343,14 @@ namespace StardewModdingAPI.Framework } /********* - ** After load events + ** Load / return-to-title events *********/ - if (!this.RaisedAfterLoadEvent && Context.IsWorldReady) + if (wasWorldReady && !Context.IsWorldReady) + { + this.Monitor.Log("Context: returned to title", LogLevel.Trace); + this.Events.Save_AfterReturnToTitle.Raise(); + } + else if (!this.RaisedAfterLoadEvent && Context.IsWorldReady) { // print context string context = $"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}."; @@ -364,15 +370,6 @@ namespace StardewModdingAPI.Framework } /********* - ** Exit to title events - *********/ - if (Game1.exitToTitle) - { - this.Monitor.Log("Context: returned to title", LogLevel.Trace); - this.Events.Save_AfterReturnToTitle.Raise(); - } - - /********* ** Window events *********/ // Here we depend on the game's viewport instead of listening to the Window.Resize @@ -1342,7 +1339,7 @@ namespace StardewModdingAPI.Framework private void MarkWorldNotReady() { Context.IsWorldReady = false; - this.AfterLoadTimer = 5; + this.AfterLoadTimer.Reset(); this.RaisedAfterLoadEvent = false; } |