From d76476ca687a4936cc610380e2b3902db137bced Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 21 Jan 2018 02:14:28 -0500 Subject: add before/after save creation events (#429) This supports mods like Custom Farm Types that need to intercept the very first save, which doesn't raise the normal save events since the world isn't fully initialised yet. --- src/SMAPI/Events/SaveEvents.cs | 22 +++++++++++++++++++++- src/SMAPI/Framework/SGame.cs | 18 ++++++++++++++++++ 2 files changed, 39 insertions(+), 1 deletion(-) (limited to 'src/SMAPI') diff --git a/src/SMAPI/Events/SaveEvents.cs b/src/SMAPI/Events/SaveEvents.cs index 50e6d729..99b6c8d2 100644 --- a/src/SMAPI/Events/SaveEvents.cs +++ b/src/SMAPI/Events/SaveEvents.cs @@ -1,4 +1,4 @@ -using System; +using System; using StardewModdingAPI.Framework; namespace StardewModdingAPI.Events @@ -9,6 +9,12 @@ namespace StardewModdingAPI.Events /********* ** Events *********/ + /// Raised before the game creates the save file. + public static event EventHandler BeforeCreate; + + /// Raised after the game finishes creating the save file. + public static event EventHandler AfterCreate; + /// Raised before the game begins writes data to the save file. public static event EventHandler BeforeSave; @@ -25,6 +31,20 @@ namespace StardewModdingAPI.Events /********* ** Internal methods *********/ + /// Raise a event. + /// Encapsulates monitoring and logging. + internal static void InvokeBeforeCreate(IMonitor monitor) + { + monitor.SafelyRaisePlainEvent($"{nameof(SaveEvents)}.{nameof(SaveEvents.BeforeCreate)}", SaveEvents.BeforeCreate?.GetInvocationList(), null, EventArgs.Empty); + } + + /// Raise a event. + /// Encapsulates monitoring and logging. + internal static void InvokeAfterCreated(IMonitor monitor) + { + monitor.SafelyRaisePlainEvent($"{nameof(SaveEvents)}.{nameof(SaveEvents.AfterCreate)}", SaveEvents.AfterCreate?.GetInvocationList(), null, EventArgs.Empty); + } + /// Raise a event. /// Encapsulates monitoring and logging. internal static void InvokeBeforeSave(IMonitor monitor) diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 2eb2da99..e82ee778 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -51,6 +51,9 @@ namespace StardewModdingAPI.Framework /// Whether the game is saving and SMAPI has already raised . private bool IsBetweenSaveEvents; + /// Whether the game is creating the save file and SMAPI has already raised . + private bool IsBetweenCreateEvents; + /**** ** Game state ****/ @@ -246,6 +249,14 @@ namespace StardewModdingAPI.Framework // opened (since the save hasn't started yet), but all other events should be suppressed. if (Context.IsSaving) { + // raise before-create + if (!Context.IsWorldReady && !this.IsBetweenCreateEvents) + { + this.IsBetweenCreateEvents = true; + this.Monitor.Log("Context: before save creation.", LogLevel.Trace); + SaveEvents.InvokeBeforeCreate(this.Monitor); + } + // raise before-save if (Context.IsWorldReady && !this.IsBetweenSaveEvents) { @@ -258,6 +269,13 @@ namespace StardewModdingAPI.Framework base.Update(gameTime); return; } + if (this.IsBetweenCreateEvents) + { + // raise after-create + this.IsBetweenCreateEvents = false; + this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); + SaveEvents.InvokeAfterCreated(this.Monitor); + } if (this.IsBetweenSaveEvents) { // raise after-save -- cgit