From 4ef957c191f3ad012b234d533810dd59717f30c1 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 26 Apr 2017 16:04:20 -0400 Subject: optimise console interception for the way Stardew Valley logs messages --- src/StardewModdingAPI/Program.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/StardewModdingAPI/Program.cs') diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index 31aeb3a6..6e7f9950 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -249,7 +249,7 @@ namespace StardewModdingAPI Monitor monitor = this.GetSecondaryMonitor("Console.Out"); monitor.WriteToFile = false; // not useful for troubleshooting mods per discussion if (monitor.WriteToConsole) - this.ConsoleManager.OnLineIntercepted += line => monitor.Log(line, LogLevel.Trace); + this.ConsoleManager.OnMessageIntercepted += line => monitor.Log(line, LogLevel.Trace); } // add warning headers -- cgit From afc8ae69fead4099ac86dcea6aa874f5b1540e29 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 26 Apr 2017 16:21:03 -0400 Subject: No longer suppress console output from the log file Console messages appear in the console (in developer mode only), but weren't saved to the log file based on the argument that they weren't relevant. However, that also suppresses the game's load-game errors in Stardew Valley 1.2, which makes troubleshooting save issues more complicated. To avoid any such issues in the future, they're now always logged to the file. If you need to log a message that isn't shown to the user, use System.Diagnostics.Debug instead. --- release-notes.md | 3 +++ src/StardewModdingAPI/Program.cs | 1 - 2 files changed, 3 insertions(+), 1 deletion(-) (limited to 'src/StardewModdingAPI/Program.cs') diff --git a/release-notes.md b/release-notes.md index 2f98df0b..dc800704 100644 --- a/release-notes.md +++ b/release-notes.md @@ -16,6 +16,9 @@ See [log](https://github.com/Pathoschild/SMAPI/compare/1.10...1.11). For players: * Optimised console logging. +For mod developers: +* `Console.Out` messages are now written to the log file. + ## 1.10 See [log](https://github.com/Pathoschild/SMAPI/compare/1.9...1.10). diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index 6e7f9950..18a5c999 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -247,7 +247,6 @@ namespace StardewModdingAPI // redirect direct console output { Monitor monitor = this.GetSecondaryMonitor("Console.Out"); - monitor.WriteToFile = false; // not useful for troubleshooting mods per discussion if (monitor.WriteToConsole) this.ConsoleManager.OnMessageIntercepted += line => monitor.Log(line, LogLevel.Trace); } -- cgit From 971bfd32d2f44d2fa1795807ce1ba1b700ff4f86 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 26 Apr 2017 16:22:41 -0400 Subject: detect exceptions logged directly to the console and log them as errors --- release-notes.md | 3 ++- src/StardewModdingAPI/Program.cs | 11 ++++++++++- 2 files changed, 12 insertions(+), 2 deletions(-) (limited to 'src/StardewModdingAPI/Program.cs') diff --git a/release-notes.md b/release-notes.md index dc800704..311128d0 100644 --- a/release-notes.md +++ b/release-notes.md @@ -15,9 +15,10 @@ See [log](https://github.com/Pathoschild/SMAPI/compare/1.10...1.11). For players: * Optimised console logging. +* Errors when loading a save are now shown in the SMAPI console. For mod developers: -* `Console.Out` messages are now written to the log file. +* `Console.Out` messages are now written to the log file. ## 1.10 See [log](https://github.com/Pathoschild/SMAPI/compare/1.9...1.10). diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index 18a5c999..6e57fd65 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -248,7 +248,7 @@ namespace StardewModdingAPI { Monitor monitor = this.GetSecondaryMonitor("Console.Out"); if (monitor.WriteToConsole) - this.ConsoleManager.OnMessageIntercepted += line => monitor.Log(line, LogLevel.Trace); + this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message); } // add warning headers @@ -603,6 +603,15 @@ namespace StardewModdingAPI } } + /// Redirect messages logged directly to the console to the given monitor. + /// The monitor with which to log messages. + /// The message to log. + private void HandleConsoleMessage(IMonitor monitor, string message) + { + LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace; // intercept potential exceptions + monitor.Log(message, level); + } + /// Show a 'press any key to exit' message, and exit when they press a key. private void PressAnyKeyToExit() { -- cgit From 0cf15d36d9e6f5a40a16e17f3bd3d53682fe648c Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 26 Apr 2017 18:25:59 -0400 Subject: revamp 'exit immediately' to abort ongoing SMAPI tasks --- release-notes.md | 1 + .../Framework/InternalExtensions.cs | 8 ++++ src/StardewModdingAPI/Framework/Monitor.cs | 31 ++++++++------ src/StardewModdingAPI/Framework/SGame.cs | 7 +++ src/StardewModdingAPI/IMonitor.cs | 7 +++ src/StardewModdingAPI/Program.cs | 50 ++++++++++------------ 6 files changed, 64 insertions(+), 40 deletions(-) (limited to 'src/StardewModdingAPI/Program.cs') diff --git a/release-notes.md b/release-notes.md index 311128d0..acb584cd 100644 --- a/release-notes.md +++ b/release-notes.md @@ -19,6 +19,7 @@ For players: For mod developers: * `Console.Out` messages are now written to the log file. +* `Monitor.ExitGameImmediately` now aborts SMAPI initialisation and events more quickly. ## 1.10 See [log](https://github.com/Pathoschild/SMAPI/compare/1.9...1.10). diff --git a/src/StardewModdingAPI/Framework/InternalExtensions.cs b/src/StardewModdingAPI/Framework/InternalExtensions.cs index a2d589ff..2f6f7490 100644 --- a/src/StardewModdingAPI/Framework/InternalExtensions.cs +++ b/src/StardewModdingAPI/Framework/InternalExtensions.cs @@ -41,6 +41,14 @@ namespace StardewModdingAPI.Framework foreach (EventHandler handler in handlers.Cast()) { + // handle SMAPI exiting + if (monitor.IsExiting) + { + monitor.Log($"SMAPI shutting down: aborting {name} event.", LogLevel.Warn); + return; + } + + // raise event try { handler.Invoke(sender, args ?? EventArgs.Empty); diff --git a/src/StardewModdingAPI/Framework/Monitor.cs b/src/StardewModdingAPI/Framework/Monitor.cs index dac81f14..925efc33 100644 --- a/src/StardewModdingAPI/Framework/Monitor.cs +++ b/src/StardewModdingAPI/Framework/Monitor.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Linq; +using System.Threading; using StardewModdingAPI.Framework.Logging; namespace StardewModdingAPI.Framework @@ -34,13 +35,16 @@ namespace StardewModdingAPI.Framework [LogLevel.Alert] = ConsoleColor.Magenta }; - /// A delegate which requests that SMAPI immediately exit the game. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs. - private readonly RequestExitDelegate RequestExit; + /// Propagates notification that SMAPI should exit. + private readonly CancellationTokenSource ExitTokenSource; /********* ** Accessors *********/ + /// Whether SMAPI is aborting. Mods don't need to worry about this unless they have background tasks. + public bool IsExiting => this.ExitTokenSource.IsCancellationRequested; + /// Whether to show trace messages in the console. internal bool ShowTraceInConsole { get; set; } @@ -58,8 +62,8 @@ namespace StardewModdingAPI.Framework /// The name of the module which logs messages using this instance. /// Manages access to the console output. /// The log file to which to write messages. - /// A delegate which requests that SMAPI immediately exit the game. - public Monitor(string source, ConsoleInterceptionManager consoleManager, LogFileManager logFile, RequestExitDelegate requestExitDelegate) + /// Propagates notification that SMAPI should exit. + public Monitor(string source, ConsoleInterceptionManager consoleManager, LogFileManager logFile, CancellationTokenSource exitTokenSource) { // validate if (string.IsNullOrWhiteSpace(source)) @@ -69,7 +73,7 @@ namespace StardewModdingAPI.Framework this.Source = source; this.LogFile = logFile ?? throw new ArgumentNullException(nameof(logFile), "The log file manager cannot be null."); this.ConsoleManager = consoleManager; - this.RequestExit = requestExitDelegate; + this.ExitTokenSource = exitTokenSource; } /// Log a message for the player or developer. @@ -84,14 +88,8 @@ namespace StardewModdingAPI.Framework /// The reason for the shutdown. public void ExitGameImmediately(string reason) { - this.RequestExit(this.Source, reason); - } - - /// Log a fatal error message. - /// The message to log. - internal void LogFatal(string message) - { - this.LogImpl(this.Source, message, LogLevel.Error, ConsoleColor.White, background: ConsoleColor.Red); + this.LogFatal($"{this.Source} requested an immediate game shutdown: {reason}"); + this.ExitTokenSource.Cancel(); } /// Log a message for the player or developer, using the specified console color. @@ -109,6 +107,13 @@ namespace StardewModdingAPI.Framework /********* ** Private methods *********/ + /// Log a fatal error message. + /// The message to log. + private void LogFatal(string message) + { + this.LogImpl(this.Source, message, LogLevel.Error, ConsoleColor.White, background: ConsoleColor.Red); + } + /// Write a message line to the log. /// The name of the mod logging the message. /// The message to log. diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index 61493e87..e7c07889 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -200,6 +200,13 @@ namespace StardewModdingAPI.Framework /// A snapshot of the game timing state. protected override void Update(GameTime gameTime) { + // SMAPI exiting, stop processing game updates + if (this.Monitor.IsExiting) + { + this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace); + return; + } + // While a background new-day task is in progress, the game skips its own update logic // and defers to the XNA Update method. Running mod code in parallel to the background // update is risky, because data changes can conflict (e.g. collection changed during diff --git a/src/StardewModdingAPI/IMonitor.cs b/src/StardewModdingAPI/IMonitor.cs index 571c7403..62c479bc 100644 --- a/src/StardewModdingAPI/IMonitor.cs +++ b/src/StardewModdingAPI/IMonitor.cs @@ -3,6 +3,13 @@ /// Encapsulates monitoring and logging for a given module. public interface IMonitor { + /********* + ** Accessors + *********/ + /// Whether SMAPI is aborting. Mods don't need to worry about this unless they have background tasks. + bool IsExiting { get; } + + /********* ** Methods *********/ diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index 6e57fd65..57ec1a17 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -32,7 +32,7 @@ namespace StardewModdingAPI /// Manages console output interception. private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager(); - /// The core logger for SMAPI. + /// The core logger and monitor for SMAPI. private readonly Monitor Monitor; /// Tracks whether the game should exit immediately and any pending initialisation should be cancelled. @@ -99,7 +99,7 @@ namespace StardewModdingAPI public Program(bool writeToConsole, string logPath) { this.LogFile = new LogFileManager(logPath); - this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.ExitGameImmediately) { WriteToConsole = writeToConsole }; + this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource) { WriteToConsole = writeToConsole }; } /// Launch SMAPI. @@ -142,6 +142,17 @@ namespace StardewModdingAPI this.GameInstance = new SGame(this.Monitor); StardewValley.Program.gamePtr = this.GameInstance; + // add exit handler + new Thread(() => + { + this.CancellationTokenSource.Token.WaitHandle.WaitOne(); + if (this.IsGameRunning) + { + this.GameInstance.Exiting += (sender, e) => this.PressAnyKeyToExit(); + this.GameInstance.Exit(); + } + }).Start(); + // hook into game events #if SMAPI_FOR_WINDOWS ((Form)Control.FromHandle(this.GameInstance.Window.Handle)).FormClosing += (sender, args) => this.Dispose(); @@ -180,20 +191,6 @@ namespace StardewModdingAPI } } - /// Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs. - /// The module which requested an immediate exit. - /// The reason provided for the shutdown. - public void ExitGameImmediately(string module, string reason) - { - this.Monitor.LogFatal($"{module} requested an immediate game shutdown: {reason}"); - this.CancellationTokenSource.Cancel(); - if (this.IsGameRunning) - { - this.GameInstance.Exiting += (sender, e) => this.PressAnyKeyToExit(); - this.GameInstance.Exit(); - } - } - /// Get a monitor for legacy code which doesn't have one passed in. [Obsolete("This method should only be used when needed for backwards compatibility.")] internal IMonitor GetLegacyMonitorForMod() @@ -264,9 +261,9 @@ namespace StardewModdingAPI // load mods int modsLoaded = this.LoadMods(); - if (this.CancellationTokenSource.IsCancellationRequested) + if (this.Monitor.IsExiting) { - this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); + this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn); return; } @@ -307,7 +304,7 @@ namespace StardewModdingAPI inputThread.Start(); // keep console thread alive while the game is running - while (this.IsGameRunning) + while (this.IsGameRunning && !this.Monitor.IsExiting) Thread.Sleep(1000 / 10); if (inputThread.ThreadState == ThreadState.Running) inputThread.Abort(); @@ -368,18 +365,17 @@ namespace StardewModdingAPI List deprecationWarnings = new List(); // queue up deprecation warnings to show after mod list foreach (string directoryPath in Directory.GetDirectories(Constants.ModPath)) { + if (this.Monitor.IsExiting) + { + this.Monitor.Log("SMAPI shutting down: aborting mod scan.", LogLevel.Warn); + return modsLoaded; + } + // passthrough empty directories DirectoryInfo directory = new DirectoryInfo(directoryPath); while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1) directory = directory.GetDirectories().First(); - // check for cancellation - if (this.CancellationTokenSource.IsCancellationRequested) - { - this.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error); - return modsLoaded; - } - // get manifest path string manifestPath = Path.Combine(directory.FullName, "manifest.json"); if (!File.Exists(manifestPath)) @@ -625,7 +621,7 @@ namespace StardewModdingAPI /// The name of the module which will log messages with this instance. private Monitor GetSecondaryMonitor(string name) { - return new Monitor(name, this.ConsoleManager, this.LogFile, this.ExitGameImmediately) { WriteToConsole = this.Monitor.WriteToConsole, ShowTraceInConsole = this.Settings.DeveloperMode }; + return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource) { WriteToConsole = this.Monitor.WriteToConsole, ShowTraceInConsole = this.Settings.DeveloperMode }; } /// Get a human-readable name for the current platform. -- cgit From ee5351c38e9657a7b7a2d929d5704c3439456a39 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 28 Apr 2017 00:58:54 -0400 Subject: detect broken ObjectInformation.xnb data --- release-notes.md | 3 ++- src/StardewModdingAPI/Program.cs | 57 ++++++++++++++++++++++++++++++++++++++-- 2 files changed, 57 insertions(+), 3 deletions(-) (limited to 'src/StardewModdingAPI/Program.cs') diff --git a/release-notes.md b/release-notes.md index acb584cd..7818ac26 100644 --- a/release-notes.md +++ b/release-notes.md @@ -14,8 +14,9 @@ For mod developers: See [log](https://github.com/Pathoschild/SMAPI/compare/1.10...1.11). For players: -* Optimised console logging. +* SMAPI now detects issues in `ObjectInformation.xnb` files caused by outdated XNB mods. * Errors when loading a save are now shown in the SMAPI console. +* Improved console logging performance. For mod developers: * `Console.Out` messages are now written to the log file. diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index 57ec1a17..ed8fb592 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -16,7 +16,9 @@ using StardewModdingAPI.Framework; using StardewModdingAPI.Framework.Logging; using StardewModdingAPI.Framework.Models; using StardewModdingAPI.Framework.Serialisation; +using StardewValley; using Monitor = StardewModdingAPI.Framework.Monitor; +using SObject = StardewValley.Object; namespace StardewModdingAPI { @@ -248,17 +250,21 @@ namespace StardewModdingAPI this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message); } - // add warning headers + // add headers if (this.Settings.DeveloperMode) { this.Monitor.ShowTraceInConsole = true; - this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Warn); + this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info); } if (!this.Settings.CheckForUpdates) this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn); if (!this.Monitor.WriteToConsole) this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); + // validate XNB integrity + if (!this.ValidateContentIntegrity()) + this.Monitor.Log("SMAPI found problems in the game's XNB files which may cause errors or crashes while you're playing. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Warn); + // load mods int modsLoaded = this.LoadMods(); if (this.Monitor.IsExiting) @@ -310,6 +316,53 @@ namespace StardewModdingAPI inputThread.Abort(); } + /// Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated. + /// Returns whether all integrity checks passed. + private bool ValidateContentIntegrity() + { + this.Monitor.Log("Detecting common issues..."); + bool issuesFound = false; + + + // object format (commonly broken by outdated files) + { + void LogIssue(int id, string issue) => this.Monitor.Log($"Detected issue: item #{id} in Content\\Data\\ObjectInformation is invalid ({issue}).", LogLevel.Warn); + foreach (KeyValuePair entry in Game1.objectInformation) + { + // must not be empty + if (string.IsNullOrWhiteSpace(entry.Value)) + { + LogIssue(entry.Key, "entry is empty"); + issuesFound = true; + continue; + } + + // require core fields + string[] fields = entry.Value.Split('/'); + if (fields.Length < SObject.objectInfoDescriptionIndex + 1) + { + LogIssue(entry.Key, $"too few fields for an object"); + issuesFound = true; + continue; + } + + // check min length for specific types + switch (fields[SObject.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0]) + { + case "Cooking": + if (fields.Length < SObject.objectInfoBuffDurationIndex + 1) + { + LogIssue(entry.Key, "too few fields for a cooking item"); + issuesFound = true; + } + break; + } + } + } + + return !issuesFound; + } + /// Asynchronously check for a new version of SMAPI, and print a message to the console if an update is available. private void CheckForUpdateAsync() { -- cgit From 9fecaa79890ab7e6a38768aa840cfcbd8f6272b1 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 29 Apr 2017 01:30:30 -0400 Subject: make mod helpers disposable (#257) --- src/StardewModdingAPI/Framework/ModHelper.cs | 11 ++++++++++- src/StardewModdingAPI/Program.cs | 6 ++++++ 2 files changed, 16 insertions(+), 1 deletion(-) (limited to 'src/StardewModdingAPI/Program.cs') diff --git a/src/StardewModdingAPI/Framework/ModHelper.cs b/src/StardewModdingAPI/Framework/ModHelper.cs index c8c44dba..52e482f2 100644 --- a/src/StardewModdingAPI/Framework/ModHelper.cs +++ b/src/StardewModdingAPI/Framework/ModHelper.cs @@ -6,7 +6,7 @@ using StardewModdingAPI.Framework.Serialisation; namespace StardewModdingAPI.Framework { /// Provides simplified APIs for writing mods. - internal class ModHelper : IModHelper + internal class ModHelper : IModHelper, IDisposable { /********* ** Properties @@ -107,5 +107,14 @@ namespace StardewModdingAPI.Framework path = Path.Combine(this.DirectoryPath, path); this.JsonHelper.WriteJsonFile(path, model); } + + /**** + ** Disposal + ****/ + /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. + public void Dispose() + { + // nothing to dispose yet + } } } diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index ed8fb592..7fa78dce 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -204,10 +204,16 @@ namespace StardewModdingAPI /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. public void Dispose() { + // skip if already disposed if (this.IsDisposed) return; this.IsDisposed = true; + // dispose mod helpers + foreach (var mod in this.ModRegistry.GetMods()) + (mod.Helper as IDisposable)?.Dispose(); + + // dispose core components this.IsGameRunning = false; this.LogFile?.Dispose(); this.ConsoleManager?.Dispose(); -- cgit From 9b615fadaa3bb8fbf4fe011320aa1cc709113f3f Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 29 Apr 2017 14:13:55 -0400 Subject: add initial content API (#257) --- src/StardewModdingAPI/ContentSource.cs | 12 ++ src/StardewModdingAPI/Framework/ContentHelper.cs | 147 +++++++++++++++++++++ src/StardewModdingAPI/Framework/ModHelper.cs | 17 ++- src/StardewModdingAPI/Framework/SContentManager.cs | 33 ++++- src/StardewModdingAPI/IContentHelper.cs | 14 ++ src/StardewModdingAPI/IModHelper.cs | 5 +- src/StardewModdingAPI/Program.cs | 2 +- src/StardewModdingAPI/StardewModdingAPI.csproj | 3 + 8 files changed, 222 insertions(+), 11 deletions(-) create mode 100644 src/StardewModdingAPI/ContentSource.cs create mode 100644 src/StardewModdingAPI/Framework/ContentHelper.cs create mode 100644 src/StardewModdingAPI/IContentHelper.cs (limited to 'src/StardewModdingAPI/Program.cs') diff --git a/src/StardewModdingAPI/ContentSource.cs b/src/StardewModdingAPI/ContentSource.cs new file mode 100644 index 00000000..35c8bc21 --- /dev/null +++ b/src/StardewModdingAPI/ContentSource.cs @@ -0,0 +1,12 @@ +namespace StardewModdingAPI +{ + /// Specifies a source containing content that can be loaded. + public enum ContentSource + { + /// Assets in the game's content manager (i.e. XNBs in the game's content folder). + GameContent, + + /// XNB files in the current mod's folder. + ModFolder + } +} diff --git a/src/StardewModdingAPI/Framework/ContentHelper.cs b/src/StardewModdingAPI/Framework/ContentHelper.cs new file mode 100644 index 00000000..0d063ef0 --- /dev/null +++ b/src/StardewModdingAPI/Framework/ContentHelper.cs @@ -0,0 +1,147 @@ +using System; +using System.IO; +using System.Linq; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using StardewValley; + +namespace StardewModdingAPI.Framework +{ + /// Provides an API for loading content assets. + internal class ContentHelper : IContentHelper + { + /********* + ** Properties + *********/ + /// SMAPI's underlying content manager. + private readonly SContentManager ContentManager; + + /// The absolute path to the mod folder. + private readonly string ModFolderPath; + + /// The path to the mod's folder, relative to the game's content folder (e.g. "../Mods/ModName"). + private readonly string RelativeContentFolder; + + /// The friendly mod name for use in errors. + private readonly string ModName; + + + /********* + ** Public methods + *********/ + /// Construct an instance. + /// SMAPI's underlying content manager. + /// The absolute path to the mod folder. + /// The friendly mod name for use in errors. + public ContentHelper(SContentManager contentManager, string modFolderPath, string modName) + { + this.ContentManager = contentManager; + this.ModFolderPath = modFolderPath; + this.ModName = modName; + this.RelativeContentFolder = this.GetRelativePath(contentManager.FullRootDirectory, modFolderPath); + } + + /// Fetch and cache content from the game content or mod folder (if not already cached), and return it. + /// The expected data type. The main supported types are and dictionaries; other types may be supported by the game's content pipeline. + /// The asset key to fetch (if the is ), or the local path to an XNB file relative to the mod folder. + /// Where to search for a matching content asset. + /// The is empty or contains invalid characters. + /// The content asset couldn't be loaded (e.g. because it doesn't exist). + public T Load(string key, ContentSource source) + { + // validate + if (string.IsNullOrWhiteSpace(key)) + throw new ArgumentException("The asset key or local path is empty."); + if (key.Intersect(Path.GetInvalidPathChars()).Any()) + throw new ArgumentException("The asset key or local path contains invalid characters."); + + // load content + switch (source) + { + case ContentSource.GameContent: + return this.LoadFromGameContent(key, key, source); + + case ContentSource.ModFolder: + // find content file + FileInfo file = new FileInfo(Path.Combine(this.ModFolderPath, key)); + if (!file.Exists && file.Extension == "") + file = new FileInfo(Path.Combine(this.ModFolderPath, key + ".xnb")); + if (!file.Exists) + throw new ContentLoadException($"There is no file at path '{file.FullName}'."); + + // get content-relative path + string contentPath = Path.Combine(this.RelativeContentFolder, key); + if (contentPath.EndsWith(".xnb")) + contentPath = contentPath.Substring(0, contentPath.Length - 4); + + // load content + switch (file.Extension.ToLower()) + { + case ".xnb": + return this.LoadFromGameContent(contentPath, key, source); + + case ".png": + // validate + if (typeof(T) != typeof(Texture2D)) + throw new ContentLoadException($"Can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); + + // try cache + if (this.ContentManager.IsLoaded(contentPath)) + return this.LoadFromGameContent(contentPath, key, source); + + // fetch & cache + using (FileStream stream = File.OpenRead(file.FullName)) + { + Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); + this.ContentManager.Inject(contentPath, texture); + return (T)(object)texture; + } + + default: + throw new ContentLoadException($"Unknown file extension '{file.Extension}'; must be '.xnb' or '.png'."); + } + + default: + throw new NotSupportedException($"Unknown content source '{source}'."); + } + } + + + /********* + ** Private methods + *********/ + /// Load a content asset through the underlying content manager, and throw a friendly error if it fails. + /// The expected data type. + /// The content key. + /// The friendly content key to show in errors. + /// The content source for use in errors. + /// The content couldn't be loaded. + private T LoadFromGameContent(string assetKey, string friendlyKey, ContentSource source) + { + try + { + return this.ContentManager.Load(assetKey); + } + catch (Exception ex) + { + throw new ContentLoadException($"{this.ModName} failed loading content asset '{friendlyKey}' from {source}.", ex); + } + } + + /// Get a directory path relative to a given root. + /// The root path from which the path should be relative. + /// The target file path. + private string GetRelativePath(string rootPath, string targetPath) + { + // convert to URIs + Uri from = new Uri(rootPath + "/"); + Uri to = new Uri(targetPath + "/"); + if (from.Scheme != to.Scheme) + throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{rootPath}'."); + + // get relative path + return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString()) + .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform + } + } +} diff --git a/src/StardewModdingAPI/Framework/ModHelper.cs b/src/StardewModdingAPI/Framework/ModHelper.cs index 52e482f2..09297a65 100644 --- a/src/StardewModdingAPI/Framework/ModHelper.cs +++ b/src/StardewModdingAPI/Framework/ModHelper.cs @@ -18,9 +18,12 @@ namespace StardewModdingAPI.Framework /********* ** Accessors *********/ - /// The mod directory path. + /// The full path to the mod's folder. public string DirectoryPath { get; } + /// An API for loading content assets. + public IContentHelper Content { get; } + /// Simplifies access to private game code. public IReflectionHelper Reflection { get; } = new ReflectionHelper(); @@ -35,14 +38,15 @@ namespace StardewModdingAPI.Framework ** Public methods *********/ /// Construct an instance. - /// The friendly mod name. - /// The mod directory path. + /// The manifest for the associated mod. + /// The full path to the mod's folder. /// Encapsulate SMAPI's JSON parsing. /// Metadata about loaded mods. /// Manages console commands. + /// The content manager which loads content assets. /// An argument is null or empty. /// The path does not exist on disk. - public ModHelper(string modName, string modDirectory, JsonHelper jsonHelper, IModRegistry modRegistry, CommandManager commandManager) + public ModHelper(IManifest manifest, string modDirectory, JsonHelper jsonHelper, IModRegistry modRegistry, CommandManager commandManager, SContentManager contentManager) { // validate if (string.IsNullOrWhiteSpace(modDirectory)) @@ -55,10 +59,11 @@ namespace StardewModdingAPI.Framework throw new InvalidOperationException("The specified mod directory does not exist."); // initialise - this.JsonHelper = jsonHelper; this.DirectoryPath = modDirectory; + this.JsonHelper = jsonHelper; + this.Content = new ContentHelper(contentManager, modDirectory, manifest.Name); this.ModRegistry = modRegistry; - this.ConsoleCommands = new CommandHelper(modName, commandManager); + this.ConsoleCommands = new CommandHelper(manifest.Name, commandManager); } /**** diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs index ef5855b2..e363e6b4 100644 --- a/src/StardewModdingAPI/Framework/SContentManager.cs +++ b/src/StardewModdingAPI/Framework/SContentManager.cs @@ -5,6 +5,7 @@ using System.IO; using System.Linq; using System.Threading; using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; using StardewModdingAPI.AssemblyRewriters; using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Content; @@ -17,7 +18,7 @@ namespace StardewModdingAPI.Framework internal class SContentManager : LocalizedContentManager { /********* - ** Accessors + ** Properties *********/ /// The possible directory separator characters in an asset key. private static readonly char[] PossiblePathSeparators = new[] { '/', '\\', Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }.Distinct().ToArray(); @@ -38,6 +39,13 @@ namespace StardewModdingAPI.Framework private readonly IPrivateMethod GetKeyLocale; + /********* + ** Accessors + *********/ + /// The absolute path to the . + public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); + + /********* ** Public methods *********/ @@ -85,7 +93,7 @@ namespace StardewModdingAPI.Framework string cacheLocale = this.GetCacheLocale(assetName); // skip if already loaded - if (this.IsLoaded(assetName)) + if (this.IsNormalisedKeyLoaded(assetName)) return base.Load(assetName); // load data @@ -98,6 +106,25 @@ namespace StardewModdingAPI.Framework return (T)helper.Data; } + /// Inject an asset into the cache. + /// The type of asset to inject. + /// The asset path relative to the loader root directory, not including the .xnb extension. + /// The asset value. + public void Inject(string assetName, T value) + { + assetName = this.NormaliseAssetName(assetName); + this.Cache[assetName] = value; + } + + /// Get whether the content manager has already loaded and cached the given asset. + /// The asset path relative to the loader root directory, not including the .xnb extension. + public bool IsLoaded(string assetName) + { + assetName = this.NormaliseAssetName(assetName); + return this.IsNormalisedKeyLoaded(assetName); + + } + /********* ** Private methods @@ -116,7 +143,7 @@ namespace StardewModdingAPI.Framework /// Get whether an asset has already been loaded. /// The normalised asset name. - private bool IsLoaded(string normalisedAssetName) + private bool IsNormalisedKeyLoaded(string normalisedAssetName) { return this.Cache.ContainsKey(normalisedAssetName) || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke()}"); // translated asset diff --git a/src/StardewModdingAPI/IContentHelper.cs b/src/StardewModdingAPI/IContentHelper.cs new file mode 100644 index 00000000..09f58a71 --- /dev/null +++ b/src/StardewModdingAPI/IContentHelper.cs @@ -0,0 +1,14 @@ +using Microsoft.Xna.Framework.Graphics; + +namespace StardewModdingAPI +{ + /// Provides an API for loading content assets. + public interface IContentHelper + { + /// Fetch and cache content from the game content or mod folder (if not already cached), and return it. + /// The expected data type. The main supported types are and dictionaries; other types may be supported by the game's content pipeline. + /// The asset key to fetch (if the is ), or the local path to an XNB file relative to the mod folder. + /// Where to search for a matching content asset. + T Load(string key, ContentSource source); + } +} diff --git a/src/StardewModdingAPI/IModHelper.cs b/src/StardewModdingAPI/IModHelper.cs index ef67cd1c..cdff6ac8 100644 --- a/src/StardewModdingAPI/IModHelper.cs +++ b/src/StardewModdingAPI/IModHelper.cs @@ -6,9 +6,12 @@ /********* ** Accessors *********/ - /// The mod directory path. + /// The full path to the mod's folder. string DirectoryPath { get; } + /// An API for loading content assets. + IContentHelper Content { get; } + /// Simplifies access to private game code. IReflectionHelper Reflection { get; } diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index 7fa78dce..1e5fcfc3 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -596,7 +596,7 @@ namespace StardewModdingAPI // inject data // get helper mod.ModManifest = manifest; - mod.Helper = new ModHelper(manifest.Name, directory.FullName, jsonHelper, this.ModRegistry, this.CommandManager); + mod.Helper = new ModHelper(manifest, directory.FullName, jsonHelper, this.ModRegistry, this.CommandManager, (SContentManager)Game1.content); mod.Monitor = this.GetSecondaryMonitor(manifest.Name); mod.PathOnDisk = directory.FullName; diff --git a/src/StardewModdingAPI/StardewModdingAPI.csproj b/src/StardewModdingAPI/StardewModdingAPI.csproj index bcd0c390..baac777f 100644 --- a/src/StardewModdingAPI/StardewModdingAPI.csproj +++ b/src/StardewModdingAPI/StardewModdingAPI.csproj @@ -114,6 +114,7 @@ Properties\GlobalAssemblyInfo.cs + @@ -146,6 +147,7 @@ + @@ -166,6 +168,7 @@ + -- cgit