using System; using System.Collections.Generic; using System.ComponentModel; using System.Globalization; using System.IO; using System.Linq; using System.Reflection; using System.Threading; using System.Windows.Forms; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Events; using StardewModdingAPI.Inheritance; using StardewModdingAPI.Inheritance.Menus; using StardewValley; using StardewValley.Menus; namespace StardewModdingAPI { public class Program { private static List _modPaths; //private static List _modContentPaths; public static Texture2D DebugPixel { get; private set; } public static SGame gamePtr; public static bool ready; public static Assembly StardewAssembly; public static Type StardewProgramType; public static FieldInfo StardewGameInfo; public static Form StardewForm; public static Thread gameThread; public static Thread consoleInputThread; 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) { Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB"); try { ConfigureUI(); ConfigurePaths(); 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(); } /// /// Set up the console properties /// private static void ConfigureUI() { Console.Title = Constants.ConsoleTitle; #if DEBUG Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION"; #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 _modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods")); _modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods")); //Mods need to make their own content paths, since we're doing a different, manifest-driven, approach. //_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content")); //_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content")); //Checks that all defined modpaths exist as directories _modPaths.ForEach(path => VerifyPath(path)); //_modContentPaths.ForEach(path => VerifyPath(path)); VerifyPath(Constants.LogPath); Log.Initialize(Constants.LogPath); if (!File.Exists(Constants.ExecutionPath + "\\Stardew Valley.exe")) { throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", Constants.ExecutionPath)); } } /// /// Load Stardev Valley and control features /// private static void ConfigureSDV() { Log.Info("Initializing SDV Assembly..."); // Load in the assembly - ignores security StardewAssembly = Assembly.UnsafeLoadFrom(Constants.ExecutionPath + "\\Stardew Valley.exe"); StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true); StardewGameInfo = StardewProgramType.GetField("gamePtr"); // Change the game's version Log.Verbose("Injecting New SDV Version..."); Game1.version += string.Format("-Z_MODDED | SMAPI {0}", Constants.Version.VersionString); // Create the thread for the game to run in. gameThread = new Thread(RunGame); Log.Info("Starting SDV..."); gameThread.Start(); // Wait for the game to load up while (!ready) ; //SDV is running Log.Comment("SDV Loaded Into Memory"); //Create definition to listen for input Log.Verbose("Initializing Console Input Thread..."); consoleInputThread = new Thread(ConsoleInputThread); // The only command in the API (at least it should be, for now) Command.RegisterCommand("help", "Lists all commands | 'help ' returns command description").CommandFired += help_CommandFired; //Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); }; //Subscribe to events ControlEvents.KeyPressed += Events_KeyPressed; GameEvents.LoadContent += Events_LoadContent; //Events.MenuChanged += Events_MenuChanged; //Idk right now Log.Verbose("Applying Final SDV Tweaks..."); StardewInvoke(() => { gamePtr.IsMouseVisible = false; gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version; StardewForm.Resize += 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"); GameEvents.InvokeGameLoaded(); Log.Comment("Type 'help' for help, or 'help ' for a command's usage"); //Begin listening to input consoleInputThread.Start(); while (ready) { //Check if the game is still running 10 times a second Thread.Sleep(1000 / 10); } //abort the thread, we're closing if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running) consoleInputThread.Abort(); Log.Verbose("Game Execution Finished"); Log.Verbose("Shutting Down..."); Thread.Sleep(100); 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); } } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public static void RunGame() { Application.ThreadException += Log.Application_ThreadException; Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); AppDomain.CurrentDomain.UnhandledException += Log.CurrentDomain_UnhandledException; try { gamePtr = new SGame(); Log.Verbose("Patching SDV Graphics Profile..."); Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; LoadMods(); StardewForm = Control.FromHandle(gamePtr.Window.Handle).FindForm(); StardewForm.Closing += StardewForm_Closing; ready = true; StardewGameInfo.SetValue(StardewProgramType, gamePtr); gamePtr.Run(); } catch (Exception ex) { Log.Error("Game failed to start: " + ex); } } static void StardewForm_Closing(object sender, CancelEventArgs e) { e.Cancel = true; if (true || MessageBox.Show("Are you sure you would like to quit Stardew Valley?\nUnsaved progress will be lost!", "Confirm Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes) { gamePtr.Exit(); gamePtr.Dispose(); StardewForm.Hide(); ready = false; } } public static void LoadMods() { Log.Verbose("LOADING MODS"); foreach (string ModPath in _modPaths) { foreach (string d in Directory.GetDirectories(ModPath)) { foreach (string s in Directory.GetFiles(d, "manifest.json")) { if (s.Contains("StardewInjector")) continue; Log.Success("Found Manifest: " + s); Manifest manifest = new Manifest(); try { string t = File.ReadAllText(s); if (string.IsNullOrEmpty(t)) { Log.Error("Failed to read mod manifest '{0}'. Manifest is empty!", s); continue; } manifest = manifest.InitializeConfig(s); if (string.IsNullOrEmpty(manifest.EntryDll)) { Log.Error("Failed to read mod manifest '{0}'. EntryDll is empty!", s); continue; } } catch (Exception ex) { Log.Error("Failed to read mod manifest '{0}'. Exception details:\n" + ex, s); continue; } try { if (manifest.PerSaveConfigs) { if (!Directory.Exists(Path.GetDirectoryName(s))) Directory.CreateDirectory(Path.GetDirectoryName(s)); if (!Directory.Exists(Path.GetDirectoryName(s))) { Log.Error("Failed to create psconfigs directory '{0}'. No exception occured.", Path.GetDirectoryName(s)); continue; } } } catch (Exception ex) { Log.Error("Failed to create psconfigs directory '{0}'. Exception details:\n" + ex, Path.GetDirectoryName(s)); continue; } try { string targDll = Path.Combine(Path.GetDirectoryName(s), manifest.EntryDll); if (!File.Exists(targDll)) { Log.Error("Failed to load mod '{0}'. File {1} does not exist!", s, targDll); continue; } Assembly mod = Assembly.UnsafeLoadFrom(targDll); if (mod.DefinedTypes.Count(x => x.BaseType == typeof (Mod)) > 0) { Log.Verbose("Loading Mod DLL..."); TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof (Mod)); Mod m = (Mod) mod.CreateInstance(tar.ToString()); m.PathOnDisk = Path.GetDirectoryName(s); m.Manifest = manifest; Log.Success("LOADED MOD: {0} by {1} - Version {2} | Description: {3} (@ {4})", m.Manifest.Name, m.Manifest.Authour, m.Manifest.Version, m.Manifest.Description, targDll); Constants.ModsLoaded += 1; m.Entry(); } else { Log.Error("Invalid Mod DLL"); } } catch (Exception ex) { Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s); } } } } Log.Success("LOADED {0} MODS", Constants.ModsLoaded); Console.Title = Constants.ConsoleTitle; } public static void ConsoleInputThread() { string input = string.Empty; while (true) { Command.CallCommand(Console.ReadLine()); } } static void Events_LoadContent(object o, EventArgs e) { Log.Info("Initializing Debug Assets..."); DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1); DebugPixel.SetData(new[] { Color.White }); #if DEBUG StardewModdingAPI.Log.Verbose("REGISTERING BASE CUSTOM ITEM"); SObject so = new SObject(); so.Name = "Mario Block"; so.CategoryName = "SMAPI Test Mod"; so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI."; so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\Test.png", FileMode.Open)); so.IsPassable = true; so.IsPlaceable = true; StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so)); //StardewModdingAPI.Log.Verbose("REGISTERING SECOND CUSTOM ITEM"); //SObject so2 = new SObject(); //so2.Name = "Mario Painting"; //so2.CategoryName = "SMAPI Test Mod"; //so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI."; //so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\PaintingTest.png", FileMode.Open)); //so2.IsPassable = true; //so2.IsPlaceable = true; //StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2)); Command.CallCommand("load"); #endif } static void Events_KeyPressed(object o, EventArgsKeyPressed e) { } static void Events_MenuChanged(IClickableMenu newMenu) { Log.Verbose("NEW MENU: " + newMenu.GetType()); if (newMenu is GameMenu) { Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu); } } static void Events_LocationsChanged(List newLocations) { #if DEBUG SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations); #endif } static void Events_CurrentLocationChanged(GameLocation newLocation) { //SGame.CurrentLocation = null; //System.Threading.Thread.Sleep(10); #if DEBUG Console.WriteLine(newLocation.name); SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name); #endif //Game1.currentLocation = SGame.CurrentLocation; //Log.LogComment(((SGameLocation) newLocation).name); //Log.LogComment("LOC CHANGED: " + SGame.currentLocation.name); } public static void StardewInvoke(Action a) { StardewForm.Invoke(a); } static void help_CommandFired(object o, EventArgsCommand e) { if (e.Command.CalledArgs.Length > 0) { Command fnd = Command.FindCommand(e.Command.CalledArgs[0]); if (fnd == null) Log.Error("The command specified could not be found"); else { if (fnd.CommandArgs.Length > 0) Log.Info("{0}: {1} - {2}", fnd.CommandName, fnd.CommandDesc, fnd.CommandArgs.ToSingular()); else Log.Info("{0}: {1}", fnd.CommandName, fnd.CommandDesc); } } else Log.Info("Commands: " + Command.RegisteredCommands.Select(x => x.CommandName).ToSingular()); } } }