From 65c7c9b733bf6c6122ea591bba789a914dbd404d Mon Sep 17 00:00:00 2001 From: James Finlay Date: Sun, 6 Mar 2016 12:19:59 -0800 Subject: Basic refactor of Main - Moved sections of Main out into: ConfigureUI, ConfigurePaths, ConfigureInjector, ConfigureSDV, GameRunInvoker --- StardewModdingAPI/Program.cs | 207 +++++++++++++++++++++++++------------------ 1 file changed, 120 insertions(+), 87 deletions(-) (limited to 'StardewModdingAPI') diff --git a/StardewModdingAPI/Program.cs b/StardewModdingAPI/Program.cs index 28073135..900c4889 100644 --- a/StardewModdingAPI/Program.cs +++ b/StardewModdingAPI/Program.cs @@ -18,10 +18,11 @@ namespace StardewModdingAPI { public class Program { + private static List _modPaths; + private static List _modContentPaths; + public static string ExecutionPath { get; private set; } - public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")); - public static List ModPaths = new List(); - public static List ModContentPaths = new List(); + public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")); public static string LogPath = Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "ErrorLogs"); public static Texture2D DebugPixel { get; private set; } @@ -37,86 +38,99 @@ namespace StardewModdingAPI public static Thread gameThread; public static Thread consoleInputThread; - public const string Version = "0.36 Alpha"; + private const string _version = "0.36 Alpha"; + private static string _consoleTitle = string.Format("Stardew Modding API Console - Version {0}", _version); public static bool StardewInjectorLoaded { get; private set; } public static Mod StardewInjectorMod { get; private set; } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + /// + /// Main method holding the API execution + /// + /// private static void Main(string[] args) - { - Console.Title = "Stardew Modding API Console"; + { + try + { + ConfigureUI(); + ConfigurePaths(); + ConfigureInjector(); + ConfigureSDV(); + + GameRunInvoker(); + } + catch (Exception e) + { + // Catch and display all exceptions. + Log.Error("Critical error: " + e); + } + + Log.Comment("The API will now terminate. Press any key to continue..."); + Console.ReadKey(); + } - Console.Title += " - Version " + Version; + /// + /// Set up the console properties + /// + private static void ConfigureUI() + { + Console.Title = _consoleTitle; + #if DEBUG Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION"; -#endif +#endif + } + + /// + /// Setup the required paths and logging + /// + private static void ConfigurePaths() + { + Log.Info("Validating api paths..."); + + _modPaths = new List(); + _modContentPaths = new List(); //TODO: Have an app.config and put the paths inside it so users can define locations to load mods from ExecutionPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); - ModPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods")); - ModPaths.Add(Path.Combine(ExecutionPath, "Mods")); - ModPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content")); - ModContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content")); + _modPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods")); + _modPaths.Add(Path.Combine(ExecutionPath, "Mods")); + _modPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content")); + _modContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content")); //Checks that all defined modpaths exist as directories - foreach (string ModPath in ModPaths) - { - try - { - if (File.Exists(ModPath)) - File.Delete(ModPath); - if (!Directory.Exists(ModPath)) - Directory.CreateDirectory(ModPath); - } - catch (Exception ex) - { - Log.Error("Could not create a missing ModPath: " + ModPath + "\n\n" + ex); - } - } - //Same for content - foreach (string ModContentPath in ModContentPaths) - { - try - { - if (!Directory.Exists(ModContentPath)) - Directory.CreateDirectory(ModContentPath); - } - catch (Exception ex) - { - Log.Error("Could not create a missing ModContentPath: " + ModContentPath + "\n\n" + ex); - } - } - //And then make sure we have an errorlog dir - try - { - if (!Directory.Exists(LogPath)) - Directory.CreateDirectory(LogPath); - } - catch (Exception ex) - { - Log.Error("Could not create the missing ErrorLogs path: " + LogPath + "\n\n" + ex); - } + _modPaths.ForEach(path => VerifyPath(path)); + _modContentPaths.ForEach(path => VerifyPath(path)); + VerifyPath(LogPath); - Log.Info("Initializing SDV Assembly..."); - if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe")) - { - //If the api isn't next to SDV.exe then terminate. Though it'll crash before we even get here w/o sdv.exe. Perplexing. - Log.Error("Could not find: " + ExecutionPath + "\\Stardew Valley.exe"); - Log.Error("The API will now terminate."); - Console.ReadKey(); - Environment.Exit(-4); + Log.Initialize(LogPath); + + Log.Verbose(LogPath); + + if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe")) + { + throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", ExecutionPath)); } - - //Load in that assembly. Also, ignore security :D - StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe"); - - //This will load the injector before anything else if it sees it - //It doesn't matter though - //I'll leave it as a feature in case anyone in the community wants to tinker with it - //All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method - foreach (string ModPath in ModPaths) + } + + /// + /// Load the injector. + /// + /// + /// This will load the injector before anything else if it sees it + /// It doesn't matter though + /// I'll leave it as a feature in case anyone in the community wants to tinker with it + /// All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method + /// + private static void ConfigureInjector() + { + //This will load the injector before anything else if it sees it + //It doesn't matter though + //I'll leave it as a feature in case anyone in the community wants to tinker with it + //All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method + foreach (string ModPath in _modPaths) { foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll")) { @@ -145,7 +159,18 @@ namespace StardewModdingAPI Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s); } } - } + } + } + + /// + /// Load Stardev Valley and control features + /// + private static void ConfigureSDV() + { + Log.Info("Initializing SDV Assembly..."); + + // Load in that assembly. Also, ignore security :D + StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe"); StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true); StardewGameInfo = StardewProgramType.GetField("gamePtr"); @@ -189,7 +214,7 @@ namespace StardewModdingAPI //Change the game's version Log.Info("Injecting New SDV Version..."); - Game1.version += "-Z_MODDED | SMAPI " + Version; + Game1.version += "-Z_MODDED | SMAPI " + _version; //Create the thread for the game to run in. gameThread = new Thread(RunGame); @@ -234,13 +259,19 @@ namespace StardewModdingAPI gamePtr.IsMouseVisible = false; gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version; StardewForm.Resize += Events.GraphicsEvents.InvokeResize; - }); + }); + } + /// + /// Wrap the 'RunGame' method for console output + /// + private static void GameRunInvoker() + { //Game's in memory now, send the event Log.Verbose("Game Loaded"); Events.GameEvents.InvokeGameLoaded(); - Log.Comment(ConsoleColor.Cyan, "Type 'help' for help, or 'help ' for a command's usage"); + Log.Comment("Type 'help' for help, or 'help ' for a command's usage"); //Begin listening to input consoleInputThread.Start(); @@ -258,25 +289,27 @@ namespace StardewModdingAPI Log.Verbose("Game Execution Finished"); Log.Verbose("Shutting Down..."); Thread.Sleep(100); - /* - int time = 0; - int step = 100; - int target = 1000; - while (true) - { - time += step; - Thread.Sleep(step); - - Console.Write("."); - - if (time >= target) - break; - } - */ Environment.Exit(0); } - + /// + /// Create the given directory path if it does not exist + /// + /// Desired directory path + private static void VerifyPath(string path) + { + try + { + if (!Directory.Exists(path)) + { + Directory.CreateDirectory(path); + } + } + catch (Exception ex) + { + Log.Error("Could not create a path: " + path + "\n\n" + ex); + } + } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// @@ -340,7 +373,7 @@ namespace StardewModdingAPI { Log.Verbose("LOADING MODS"); int loadedMods = 0; - foreach (string ModPath in ModPaths) + foreach (string ModPath in _modPaths) { foreach (String s in Directory.GetFiles(ModPath, "*.dll")) { -- cgit