From 02a96b54b5acc80fcb61a3072549cb8e434b134e Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 22 Feb 2020 23:01:43 -0500 Subject: fix mods receiving their own broadcasts --- docs/release-notes.md | 3 +++ src/SMAPI/Framework/SGame.cs | 6 +++++- 2 files changed, 8 insertions(+), 1 deletion(-) diff --git a/docs/release-notes.md b/docs/release-notes.md index cf084856..5368251e 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -1,6 +1,9 @@ ← [README](README.md) # Release notes +## Upcoming release +* Fixed mods receiving their own message broadcasts. + ## 3.3.1 Released 22 February 2020 for Stardew Valley 1.4.1 or later. diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 6b9c1365..b2d92ce8 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -226,8 +226,12 @@ namespace StardewModdingAPI.Framework /// The message to deliver to applicable mods. private void OnModMessageReceived(ModMessageModel message) { - // raise events for applicable mods + // get mod IDs to notify HashSet modIDs = new HashSet(message.ToModIDs ?? this.ModRegistry.GetAll().Select(p => p.Manifest.UniqueID), StringComparer.InvariantCultureIgnoreCase); + if (message.FromPlayerID == Game1.player?.UniqueMultiplayerID) + modIDs.Remove(message.FromModID); // don't send a broadcast back to the sender + + // raise events this.Events.ModMessageReceived.RaiseForMods(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID)); } -- cgit