using System; using System.Collections.Generic; using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; using System.Net; using System.Reflection; using System.Runtime.ExceptionServices; using System.Security; using System.Text; using System.Text.RegularExpressions; using System.Threading; #if SMAPI_FOR_WINDOWS using System.Windows.Forms; #endif using Newtonsoft.Json; using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Logging; using StardewModdingAPI.Framework.Models; using StardewModdingAPI.Framework.ModHelpers; using StardewModdingAPI.Framework.ModLoading; using StardewModdingAPI.Framework.Patching; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Serialisation; using StardewModdingAPI.Internal; using StardewModdingAPI.Patches; using StardewModdingAPI.Toolkit; using StardewModdingAPI.Toolkit.Framework.Clients.WebApi; using StardewModdingAPI.Toolkit.Framework.ModData; using StardewModdingAPI.Toolkit.Serialisation; using StardewModdingAPI.Toolkit.Utilities; using StardewValley; using Object = StardewValley.Object; using ThreadState = System.Threading.ThreadState; namespace StardewModdingAPI.Framework { /// The core class which initialises and manages SMAPI. internal class SCore : IDisposable { /********* ** Fields *********/ /// The log file to which to write messages. private readonly LogFileManager LogFile; /// Manages console output interception. private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager(); /// The core logger and monitor for SMAPI. private readonly Monitor Monitor; /// The core logger and monitor on behalf of the game. private readonly Monitor MonitorForGame; /// Tracks whether the game should exit immediately and any pending initialisation should be cancelled. private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource(); /// Simplifies access to private game code. private readonly Reflector Reflection = new Reflector(); /// The SMAPI configuration settings. private readonly SConfig Settings; /// The underlying game instance. private SGame GameInstance; /// The underlying content manager. private ContentCoordinator ContentCore => this.GameInstance.ContentCore; /// Tracks the installed mods. /// This is initialised after the game starts. private readonly ModRegistry ModRegistry = new ModRegistry(); /// Manages SMAPI events for mods. private readonly EventManager EventManager; /// Whether the game is currently running. private bool IsGameRunning; /// Whether the program has been disposed. private bool IsDisposed; /// Regex patterns which match console messages to suppress from the console and log. private readonly Regex[] SuppressConsolePatterns = { new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant), new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant), new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant), new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant), new Regex(@"^DebugOutput:\s+(?:added CLOUD|added cricket|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant), new Regex(@"^static SerializableDictionary<.+>\(\) called\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant), }; /// Regex patterns which match console messages to show a more friendly error for. private readonly Tuple[] ReplaceConsolePatterns = { Tuple.Create( new Regex(@"^System\.InvalidOperationException: Steamworks is not initialized\.", RegexOptions.Compiled | RegexOptions.CultureInvariant), #if SMAPI_FOR_WINDOWS "Oops! Steam achievements won't work because Steam isn't loaded. You can launch the game through Steam to fix that (see 'Part 2: Configure Steam' in the install guide for more info: https://smapi.io/install).", #else "Oops! Steam achievements won't work because Steam isn't loaded. You can launch the game through Steam to fix that.", #endif LogLevel.Error ) }; /// The mod toolkit used for generic mod interactions. private readonly ModToolkit Toolkit = new ModToolkit(); /// The path to search for mods. private string ModsPath => Constants.ModsPath; /********* ** Accessors *********/ /// Manages deprecation warnings. /// This is initialised after the game starts. This is accessed directly because it's not part of the normal class model. internal static DeprecationManager DeprecationManager { get; private set; } /********* ** Public methods *********/ /// Construct an instance. /// The path to search for mods. /// Whether to output log messages to the console. public SCore(string modsPath, bool writeToConsole) { // init paths this.VerifyPath(modsPath); this.VerifyPath(Constants.LogDir); Constants.ModsPath = modsPath; // init log file this.PurgeNormalLogs(); string logPath = this.GetLogPath(); // init basics this.Settings = JsonConvert.DeserializeObject(File.ReadAllText(Constants.ApiConfigPath)); this.LogFile = new LogFileManager(logPath); this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme, this.Settings.VerboseLogging) { WriteToConsole = writeToConsole, ShowTraceInConsole = this.Settings.DeveloperMode, ShowFullStampInConsole = this.Settings.DeveloperMode }; this.MonitorForGame = this.GetSecondaryMonitor("game"); this.EventManager = new EventManager(this.Monitor, this.ModRegistry); SCore.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry); // redirect direct console output if (this.MonitorForGame.WriteToConsole) this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(this.MonitorForGame, message); // init logging this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {EnvironmentUtility.GetFriendlyPlatformName(Constants.Platform)}", LogLevel.Info); this.Monitor.Log($"Mods go here: {modsPath}"); if (modsPath != Constants.DefaultModsPath) this.Monitor.Log("(Using custom --mods-path argument.)", LogLevel.Trace); this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC", LogLevel.Trace); // validate platform #if SMAPI_FOR_WINDOWS if (Constants.Platform != Platform.Windows) { this.Monitor.Log("Oops! You're running Windows, but this version of SMAPI is for Linux or Mac. Please reinstall SMAPI to fix this.", LogLevel.Error); this.PressAnyKeyToExit(); return; } #else if (Constants.Platform == Platform.Windows) { this.Monitor.Log("Oops! You're running {Constants.Platform}, but this version of SMAPI is for Windows. Please reinstall SMAPI to fix this.", LogLevel.Error); this.PressAnyKeyToExit(); return; } #endif } /// Launch SMAPI. [HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions public void RunInteractively() { // initialise SMAPI try { #if !SMAPI_3_0_STRICT // hook up events ContentEvents.Init(this.EventManager); ControlEvents.Init(this.EventManager); GameEvents.Init(this.EventManager); GraphicsEvents.Init(this.EventManager); InputEvents.Init(this.EventManager); LocationEvents.Init(this.EventManager); MenuEvents.Init(this.EventManager); MineEvents.Init(this.EventManager); MultiplayerEvents.Init(this.EventManager); PlayerEvents.Init(this.EventManager); SaveEvents.Init(this.EventManager); SpecialisedEvents.Init(this.EventManager); TimeEvents.Init(this.EventManager); #endif // init JSON parser JsonConverter[] converters = { new ColorConverter(), new PointConverter(), new RectangleConverter() }; foreach (JsonConverter converter in converters) this.Toolkit.JsonHelper.JsonSettings.Converters.Add(converter); // add error handlers #if SMAPI_FOR_WINDOWS Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error); Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); #endif AppDomain.CurrentDomain.UnhandledException += (sender, e) => this.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error); // add more leniant assembly resolvers AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => AssemblyLoader.ResolveAssembly(e.Name); // override game SGame.ConstructorHack = new SGameConstructorHack(this.Monitor, this.Reflection, this.Toolkit.JsonHelper); this.GameInstance = new SGame(this.Monitor, this.MonitorForGame, this.Reflection, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, SCore.DeprecationManager, this.OnLocaleChanged, this.InitialiseAfterGameStart, this.Dispose); StardewValley.Program.gamePtr = this.GameInstance; // apply game patches new GamePatcher(this.Monitor).Apply( new DialogueErrorPatch(this.MonitorForGame, this.Reflection), new ObjectErrorPatch(), new LoadForNewGamePatch(this.Reflection, this.GameInstance.OnLoadStageChanged) ); // add exit handler new Thread(() => { this.CancellationTokenSource.Token.WaitHandle.WaitOne(); if (this.IsGameRunning) { try { File.WriteAllText(Constants.FatalCrashMarker, string.Empty); File.Copy(this.LogFile.Path, Constants.FatalCrashLog, overwrite: true); } catch (Exception ex) { this.Monitor.Log($"SMAPI failed trying to track the crash details: {ex.GetLogSummary()}"); } this.GameInstance.Exit(); } }).Start(); // set window titles this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion}"; Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion}"; #if SMAPI_3_0_STRICT this.GameInstance.Window.Title += " [SMAPI 3.0 strict mode]"; Console.Title += " [SMAPI 3.0 strict mode]"; #endif } catch (Exception ex) { this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error); this.PressAnyKeyToExit(); return; } // check update marker if (File.Exists(Constants.UpdateMarker)) { string rawUpdateFound = File.ReadAllText(Constants.UpdateMarker); if (SemanticVersion.TryParse(rawUpdateFound, out ISemanticVersion updateFound)) { if (Constants.ApiVersion.IsPrerelease() && updateFound.IsNewerThan(Constants.ApiVersion)) { this.Monitor.Log("A new version of SMAPI was detected last time you played.", LogLevel.Error); this.Monitor.Log($"You can update to {updateFound}: https://smapi.io.", LogLevel.Error); this.Monitor.Log("Press any key to continue playing anyway. (This only appears when using a SMAPI beta.)", LogLevel.Info); Console.ReadKey(); } } File.Delete(Constants.UpdateMarker); } // show details if game crashed during last session if (File.Exists(Constants.FatalCrashMarker)) { this.Monitor.Log("The game crashed last time you played. That can be due to bugs in the game, but if it happens repeatedly you can ask for help here: https://community.playstarbound.com/threads/108375/.", LogLevel.Error); this.Monitor.Log("If you ask for help, make sure to share your SMAPI log: https://log.smapi.io.", LogLevel.Error); this.Monitor.Log("Press any key to delete the crash data and continue playing.", LogLevel.Info); Console.ReadKey(); File.Delete(Constants.FatalCrashLog); File.Delete(Constants.FatalCrashMarker); } // start game this.Monitor.Log("Starting game...", LogLevel.Debug); try { this.IsGameRunning = true; StardewValley.Program.releaseBuild = true; // game's debug logic interferes with SMAPI opening the game window this.GameInstance.Run(); } catch (InvalidOperationException ex) when (ex.Source == "Microsoft.Xna.Framework.Xact" && ex.StackTrace.Contains("Microsoft.Xna.Framework.Audio.AudioEngine..ctor")) { this.Monitor.Log("The game couldn't load audio. Do you have speakers or headphones plugged in?", LogLevel.Error); this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace); this.PressAnyKeyToExit(); } catch (FileNotFoundException ex) when (ex.Message == "Could not find file 'C:\\Program Files (x86)\\Steam\\SteamApps\\common\\Stardew Valley\\Content\\XACT\\FarmerSounds.xgs'.") // path in error is hardcoded regardless of install path { this.Monitor.Log("The game can't find its Content\\XACT\\FarmerSounds.xgs file. You can usually fix this by resetting your content files (see https://smapi.io/troubleshoot#reset-content ), or by uninstalling and reinstalling the game.", LogLevel.Error); this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace); this.PressAnyKeyToExit(); } catch (Exception ex) { this.MonitorForGame.Log($"The game failed to launch: {ex.GetLogSummary()}", LogLevel.Error); this.PressAnyKeyToExit(); } finally { this.Dispose(); } } /// 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; this.Monitor.Log("Disposing...", LogLevel.Trace); // dispose mod data foreach (IModMetadata mod in this.ModRegistry.GetAll()) { try { (mod.Mod as IDisposable)?.Dispose(); } catch (Exception ex) { mod.LogAsMod($"Mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn); } } // dispose core components this.IsGameRunning = false; this.ConsoleManager?.Dispose(); this.ContentCore?.Dispose(); this.CancellationTokenSource?.Dispose(); this.GameInstance?.Dispose(); this.LogFile?.Dispose(); // end game (moved from Game1.OnExiting to let us clean up first) Process.GetCurrentProcess().Kill(); } /********* ** Private methods *********/ /// Initialise SMAPI and mods after the game starts. private void InitialiseAfterGameStart() { // add headers #if SMAPI_3_0_STRICT this.Monitor.Log($"You're running SMAPI 3.0 strict mode, so most mods won't work correctly. If that wasn't intended, install the normal version of SMAPI from https://smapi.io instead.", LogLevel.Warn); #endif if (this.Settings.DeveloperMode) this.Monitor.Log($"You have SMAPI for developers, so the console will be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info); if (!this.Settings.CheckForUpdates) this.Monitor.Log($"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); this.Monitor.VerboseLog("Verbose logging enabled."); // validate XNB integrity if (!this.ValidateContentIntegrity()) this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error); // load mod data ModToolkit toolkit = new ModToolkit(); ModDatabase modDatabase = toolkit.GetModDatabase(Constants.ApiMetadataPath); // load mods { this.Monitor.Log("Loading mod metadata...", LogLevel.Trace); ModResolver resolver = new ModResolver(); // load manifests IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase).ToArray(); // filter out ignored mods foreach (IModMetadata mod in mods.Where(p => p.IsIgnored)) this.Monitor.Log($" Skipped {mod.RelativeDirectoryPath} (folder name starts with a dot).", LogLevel.Trace); mods = mods.Where(p => !p.IsIgnored).ToArray(); // load mods resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl); mods = resolver.ProcessDependencies(mods, modDatabase).ToArray(); this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase); // write metadata file if (this.Settings.DumpMetadata) { ModFolderExport export = new ModFolderExport { Exported = DateTime.UtcNow.ToString("O"), ApiVersion = Constants.ApiVersion.ToString(), GameVersion = Constants.GameVersion.ToString(), ModFolderPath = this.ModsPath, Mods = mods }; this.Toolkit.JsonHelper.WriteJsonFile(Path.Combine(Constants.LogDir, $"{Constants.LogNamePrefix}metadata-dump.json"), export); } // check for updates this.CheckForUpdatesAsync(mods); } if (this.Monitor.IsExiting) { this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn); return; } // update window titles int modsLoaded = this.ModRegistry.GetAll().Count(); this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods"; Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods"; #if SMAPI_3_0_STRICT this.GameInstance.Window.Title += " [SMAPI 3.0 strict mode]"; Console.Title += " [SMAPI 3.0 strict mode]"; #endif // start SMAPI console new Thread(this.RunConsoleLoop).Start(); } /// Handle the game changing locale. private void OnLocaleChanged() { // get locale string locale = this.ContentCore.GetLocale(); LocalizedContentManager.LanguageCode languageCode = this.ContentCore.Language; // update mod translation helpers foreach (IModMetadata mod in this.ModRegistry.GetAll(contentPacks: false)) (mod.Mod.Helper.Translation as TranslationHelper)?.SetLocale(locale, languageCode); } /// Run a loop handling console input. [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")] private void RunConsoleLoop() { // prepare console this.Monitor.Log("Type 'help' for help, or 'help ' for a command's usage", LogLevel.Info); this.GameInstance.CommandManager.Add(null, "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help \n- cmd: The name of a command whose documentation to display.", this.HandleCommand); this.GameInstance.CommandManager.Add(null, "reload_i18n", "Reloads translation files for all mods.\n\nUsage: reload_i18n", this.HandleCommand); // start handling command line input Thread inputThread = new Thread(() => { while (true) { // get input string input = Console.ReadLine(); if (string.IsNullOrWhiteSpace(input)) continue; // handle command this.Monitor.LogUserInput(input); this.GameInstance.CommandQueue.Enqueue(input); } }); inputThread.Start(); // keep console thread alive while the game is running while (this.IsGameRunning && !this.Monitor.IsExiting) Thread.Sleep(1000 / 10); if (inputThread.ThreadState == ThreadState.Running) 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...", LogLevel.Trace); bool issuesFound = false; // object format (commonly broken by outdated files) { // detect issues bool hasObjectIssues = false; void LogIssue(int id, string issue) => this.Monitor.Log($@"Detected issue: item #{id} in Content\Data\ObjectInformation.xnb is invalid ({issue}).", LogLevel.Trace); foreach (KeyValuePair entry in Game1.objectInformation) { // must not be empty if (string.IsNullOrWhiteSpace(entry.Value)) { LogIssue(entry.Key, "entry is empty"); hasObjectIssues = true; continue; } // require core fields string[] fields = entry.Value.Split('/'); if (fields.Length < Object.objectInfoDescriptionIndex + 1) { LogIssue(entry.Key, "too few fields for an object"); hasObjectIssues = true; continue; } // check min length for specific types switch (fields[Object.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0]) { case "Cooking": if (fields.Length < Object.objectInfoBuffDurationIndex + 1) { LogIssue(entry.Key, "too few fields for a cooking item"); hasObjectIssues = true; } break; } } // log error if (hasObjectIssues) { issuesFound = true; this.Monitor.Log(@"Your Content\Data\ObjectInformation.xnb file seems to be broken or outdated.", LogLevel.Warn); } } return !issuesFound; } /// Asynchronously check for a new version of SMAPI and any installed mods, and print alerts to the console if an update is available. /// The mods to include in the update check (if eligible). private void CheckForUpdatesAsync(IModMetadata[] mods) { if (!this.Settings.CheckForUpdates) return; new Thread(() => { // create client string url = this.Settings.WebApiBaseUrl; #if !SMAPI_FOR_WINDOWS url = url.Replace("https://", "http://"); // workaround for OpenSSL issues with the game's bundled Mono on Linux/Mac #endif WebApiClient client = new WebApiClient(url, Constants.ApiVersion); this.Monitor.Log("Checking for updates...", LogLevel.Trace); // check SMAPI version ISemanticVersion updateFound = null; try { ModEntryModel response = client.GetModInfo(new[] { new ModSearchEntryModel("Pathoschild.SMAPI", new[] { $"GitHub:{this.Settings.GitHubProjectName}" }) }).Single().Value; ISemanticVersion latestStable = response.Main?.Version; ISemanticVersion latestBeta = response.Optional?.Version; if (latestStable == null && response.Errors.Any()) { this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.", LogLevel.Warn); this.Monitor.Log($"Error: {string.Join("\n", response.Errors)}"); } else if (this.IsValidUpdate(Constants.ApiVersion, latestBeta, this.Settings.UseBetaChannel)) { updateFound = latestBeta; this.Monitor.Log($"You can update SMAPI to {latestBeta}: {Constants.HomePageUrl}", LogLevel.Alert); } else if (this.IsValidUpdate(Constants.ApiVersion, latestStable, this.Settings.UseBetaChannel)) { updateFound = latestStable; this.Monitor.Log($"You can update SMAPI to {latestStable}: {Constants.HomePageUrl}", LogLevel.Alert); } else this.Monitor.Log(" SMAPI okay.", LogLevel.Trace); } catch (Exception ex) { this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you won't be notified of new versions if this keeps happening.", LogLevel.Warn); this.Monitor.Log(ex is WebException && ex.InnerException == null ? $"Error: {ex.Message}" : $"Error: {ex.GetLogSummary()}" ); } // show update message on next launch if (updateFound != null) File.WriteAllText(Constants.UpdateMarker, updateFound.ToString()); // check mod versions if (mods.Any()) { try { HashSet suppressUpdateChecks = new HashSet(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase); // prepare search model List searchMods = new List(); foreach (IModMetadata mod in mods) { if (!mod.HasID() || suppressUpdateChecks.Contains(mod.Manifest.UniqueID)) continue; string[] updateKeys = mod .GetUpdateKeys(validOnly: true) .Select(p => p.ToString()) .ToArray(); searchMods.Add(new ModSearchEntryModel(mod.Manifest.UniqueID, updateKeys.ToArray())); } // fetch results this.Monitor.Log($" Checking for updates to {searchMods.Count} mods...", LogLevel.Trace); IDictionary results = client.GetModInfo(searchMods.ToArray()); // extract update alerts & errors var updates = new List>(); var errors = new StringBuilder(); foreach (IModMetadata mod in mods.OrderBy(p => p.DisplayName)) { // link to update-check data if (!mod.HasID() || !results.TryGetValue(mod.Manifest.UniqueID, out ModEntryModel result)) continue; mod.SetUpdateData(result); // handle errors if (result.Errors != null && result.Errors.Any()) { errors.AppendLine(result.Errors.Length == 1 ? $" {mod.DisplayName}: {result.Errors[0]}" : $" {mod.DisplayName}:\n - {string.Join("\n - ", result.Errors)}" ); } // parse versions bool useBetaInfo = result.HasBetaInfo && Constants.ApiVersion.IsPrerelease(); ISemanticVersion localVersion = mod.DataRecord?.GetLocalVersionForUpdateChecks(mod.Manifest.Version) ?? mod.Manifest.Version; ISemanticVersion latestVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Main?.Version) ?? result.Main?.Version; ISemanticVersion optionalVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Optional?.Version) ?? result.Optional?.Version; ISemanticVersion unofficialVersion = useBetaInfo ? result.UnofficialForBeta?.Version : result.Unofficial?.Version; // show update alerts if (this.IsValidUpdate(localVersion, latestVersion, useBetaChannel: true)) updates.Add(Tuple.Create(mod, latestVersion, result.Main?.Url)); else if (this.IsValidUpdate(localVersion, optionalVersion, useBetaChannel: localVersion.IsPrerelease())) updates.Add(Tuple.Create(mod, optionalVersion, result.Optional?.Url)); else if (this.IsValidUpdate(localVersion, unofficialVersion, useBetaChannel: mod.Status == ModMetadataStatus.Failed)) updates.Add(Tuple.Create(mod, unofficialVersion, useBetaInfo ? result.UnofficialForBeta?.Url : result.Unofficial?.Url)); } // show update errors if (errors.Length != 0) this.Monitor.Log("Got update-check errors for some mods:\n" + errors.ToString().TrimEnd(), LogLevel.Trace); // show update alerts if (updates.Any()) { this.Monitor.Newline(); this.Monitor.Log($"You can update {updates.Count} mod{(updates.Count != 1 ? "s" : "")}:", LogLevel.Alert); foreach (var entry in updates) { IModMetadata mod = entry.Item1; ISemanticVersion newVersion = entry.Item2; string newUrl = entry.Item3; this.Monitor.Log($" {mod.DisplayName} {newVersion}: {newUrl}", LogLevel.Alert); } } else this.Monitor.Log(" All mods up to date.", LogLevel.Trace); } catch (Exception ex) { this.Monitor.Log("Couldn't check for new mod versions. This won't affect your game, but you won't be notified of mod updates if this keeps happening.", LogLevel.Warn); this.Monitor.Log(ex is WebException && ex.InnerException == null ? ex.Message : ex.ToString() ); } } }).Start(); } /// Get whether a given version should be offered to the user as an update. /// The current semantic version. /// The target semantic version. /// Whether the user enabled the beta channel and should be offered pre-release updates. private bool IsValidUpdate(ISemanticVersion currentVersion, ISemanticVersion newVersion, bool useBetaChannel) { return newVersion != null && newVersion.IsNewerThan(currentVersion) && (useBetaChannel || !newVersion.IsPrerelease()); } /// Create a directory path if it doesn't exist. /// The directory path. private void VerifyPath(string path) { try { if (!Directory.Exists(path)) Directory.CreateDirectory(path); } catch (Exception ex) { // note: this happens before this.Monitor is initialised Console.WriteLine($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}"); } } /// Load and hook up the given mods. /// The mods to load. /// The JSON helper with which to read mods' JSON files. /// The content manager to use for mod content. /// Handles access to SMAPI's internal mod metadata list. private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) { this.Monitor.Log("Loading mods...", LogLevel.Trace); // load mods IDictionary> skippedMods = new Dictionary>(); using (AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.Platform, this.Monitor, this.Settings.ParanoidWarnings)) { // init HashSet suppressUpdateChecks = new HashSet(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase); InterfaceProxyFactory proxyFactory = new InterfaceProxyFactory(); void LogSkip(IModMetadata mod, string errorPhrase, string errorDetails) { skippedMods[mod] = Tuple.Create(errorPhrase, errorDetails); if (mod.Status != ModMetadataStatus.Failed) mod.SetStatus(ModMetadataStatus.Failed, errorPhrase); } // load mods foreach (IModMetadata contentPack in mods) { if (!this.TryLoadMod(contentPack, mods, modAssemblyLoader, proxyFactory, jsonHelper, contentCore, modDatabase, suppressUpdateChecks, out string errorPhrase, out string errorDetails)) LogSkip(contentPack, errorPhrase, errorDetails); } } IModMetadata[] loadedContentPacks = this.ModRegistry.GetAll(assemblyMods: false).ToArray(); IModMetadata[] loadedMods = this.ModRegistry.GetAll(contentPacks: false).ToArray(); // unlock content packs this.ModRegistry.AreAllModsLoaded = true; // log loaded mods this.Monitor.Log($"Loaded {loadedMods.Length} mods" + (loadedMods.Length > 0 ? ":" : "."), LogLevel.Info); foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName)) { IManifest manifest = metadata.Manifest; this.Monitor.Log( $" {metadata.DisplayName} {manifest.Version}" + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "") + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""), LogLevel.Info ); } this.Monitor.Newline(); // log loaded content packs if (loadedContentPacks.Any()) { string GetModDisplayName(string id) => loadedMods.FirstOrDefault(p => p.HasID(id))?.DisplayName; this.Monitor.Log($"Loaded {loadedContentPacks.Length} content packs:", LogLevel.Info); foreach (IModMetadata metadata in loadedContentPacks.OrderBy(p => p.DisplayName)) { IManifest manifest = metadata.Manifest; this.Monitor.Log( $" {metadata.DisplayName} {manifest.Version}" + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "") + (metadata.IsContentPack ? $" | for {GetModDisplayName(metadata.Manifest.ContentPackFor.UniqueID)}" : "") + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""), LogLevel.Info ); } this.Monitor.Newline(); } // log mod warnings this.LogModWarnings(this.ModRegistry.GetAll().ToArray(), skippedMods); // initialise translations this.ReloadTranslations(loadedMods); // initialise loaded non-content-pack mods foreach (IModMetadata metadata in loadedMods) { // add interceptors if (metadata.Mod.Helper.Content is ContentHelper helper) { // ReSharper disable SuspiciousTypeConversion.Global if (metadata.Mod is IAssetEditor editor) helper.ObservableAssetEditors.Add(editor); if (metadata.Mod is IAssetLoader loader) helper.ObservableAssetLoaders.Add(loader); // ReSharper restore SuspiciousTypeConversion.Global this.ContentCore.Editors[metadata] = helper.ObservableAssetEditors; this.ContentCore.Loaders[metadata] = helper.ObservableAssetLoaders; } // call entry method try { IMod mod = metadata.Mod; mod.Entry(mod.Helper); } catch (Exception ex) { metadata.LogAsMod($"Mod crashed on entry and might not work correctly. Technical details:\n{ex.GetLogSummary()}", LogLevel.Error); } // get mod API try { object api = metadata.Mod.GetApi(); if (api != null && !api.GetType().IsPublic) { api = null; this.Monitor.Log($"{metadata.DisplayName} provides an API instance with a non-public type. This isn't currently supported, so the API won't be available to other mods.", LogLevel.Warn); } if (api != null) this.Monitor.Log($" Found mod-provided API ({api.GetType().FullName}).", LogLevel.Trace); metadata.SetApi(api); } catch (Exception ex) { this.Monitor.Log($"Failed loading mod-provided API for {metadata.DisplayName}. Integrations with other mods may not work. Error: {ex.GetLogSummary()}", LogLevel.Error); } } // invalidate cache entries when needed // (These listeners are registered after Entry to avoid repeatedly reloading assets as mods initialise.) foreach (IModMetadata metadata in loadedMods) { if (metadata.Mod.Helper.Content is ContentHelper helper) { helper.ObservableAssetEditors.CollectionChanged += (sender, e) => { if (e.NewItems?.Count > 0) { this.Monitor.Log("Invalidating cache entries for new asset editors...", LogLevel.Trace); this.ContentCore.InvalidateCacheFor(e.NewItems.Cast().ToArray(), new IAssetLoader[0]); } }; helper.ObservableAssetLoaders.CollectionChanged += (sender, e) => { if (e.NewItems?.Count > 0) { this.Monitor.Log("Invalidating cache entries for new asset loaders...", LogLevel.Trace); this.ContentCore.InvalidateCacheFor(new IAssetEditor[0], e.NewItems.Cast().ToArray()); } }; } } // reset cache now if any editors or loaders were added during entry IAssetEditor[] editors = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetEditors).ToArray(); IAssetLoader[] loaders = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetLoaders).ToArray(); if (editors.Any() || loaders.Any()) { this.Monitor.Log("Invalidating cached assets for new editors & loaders...", LogLevel.Trace); this.ContentCore.InvalidateCacheFor(editors, loaders); } // unlock mod integrations this.ModRegistry.AreAllModsInitialised = true; } /// Load a given mod. /// The mod to load. /// The mods being loaded. /// Preprocesses and loads mod assemblies /// Generates proxy classes to access mod APIs through an arbitrary interface. /// The JSON helper with which to read mods' JSON files. /// The content manager to use for mod content. /// Handles access to SMAPI's internal mod metadata list. /// The mod IDs to ignore when validating update keys. /// The user-facing reason phrase explaining why the mod couldn't be loaded (if applicable). /// More detailed details about the error intended for developers (if any). /// Returns whether the mod was successfully loaded. private bool TryLoadMod(IModMetadata mod, IModMetadata[] mods, AssemblyLoader assemblyLoader, InterfaceProxyFactory proxyFactory, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase, HashSet suppressUpdateChecks, out string errorReasonPhrase, out string errorDetails) { errorDetails = null; // log entry { string relativePath = PathUtilities.GetRelativePath(this.ModsPath, mod.DirectoryPath); if (mod.IsContentPack) this.Monitor.Log($" {mod.DisplayName} ({relativePath}) [content pack]...", LogLevel.Trace); else if (mod.Manifest?.EntryDll != null) this.Monitor.Log($" {mod.DisplayName} ({relativePath}{Path.DirectorySeparatorChar}{mod.Manifest.EntryDll})...", LogLevel.Trace); // don't use Path.Combine here, since EntryDLL might not be valid else this.Monitor.Log($" {mod.DisplayName} ({relativePath})...", LogLevel.Trace); } // add warning for missing update key if (mod.HasID() && !suppressUpdateChecks.Contains(mod.Manifest.UniqueID) && !mod.HasValidUpdateKeys()) mod.SetWarning(ModWarning.NoUpdateKeys); // validate status if (mod.Status == ModMetadataStatus.Failed) { this.Monitor.Log($" Failed: {mod.Error}", LogLevel.Trace); errorReasonPhrase = mod.Error; return false; } #if !SMAPI_3_0_STRICT // add deprecation warning for old version format { if (mod.Manifest?.Version is Toolkit.SemanticVersion version && version.IsLegacyFormat) SCore.DeprecationManager.Warn(mod.DisplayName, "non-string manifest version", "2.8", DeprecationLevel.Info); } #endif // validate dependencies // Although dependences are validated before mods are loaded, a dependency may have failed to load. if (mod.Manifest.Dependencies?.Any() == true) { foreach (IManifestDependency dependency in mod.Manifest.Dependencies.Where(p => p.IsRequired)) { if (this.ModRegistry.Get(dependency.UniqueID) == null) { string dependencyName = mods .FirstOrDefault(otherMod => otherMod.HasID(dependency.UniqueID)) ?.DisplayName ?? dependency.UniqueID; errorReasonPhrase = $"it needs the '{dependencyName}' mod, which couldn't be loaded."; return false; } } } // load as content pack if (mod.IsContentPack) { IManifest manifest = mod.Manifest; IMonitor monitor = this.GetSecondaryMonitor(mod.DisplayName); IContentHelper contentHelper = new ContentHelper(this.ContentCore, mod.DirectoryPath, manifest.UniqueID, mod.DisplayName, monitor); IContentPack contentPack = new ContentPack(mod.DirectoryPath, manifest, contentHelper, jsonHelper); mod.SetMod(contentPack, monitor); this.ModRegistry.Add(mod); errorReasonPhrase = null; return true; } // load as mod else { IManifest manifest = mod.Manifest; // load mod string assemblyPath = manifest?.EntryDll != null ? Path.Combine(mod.DirectoryPath, manifest.EntryDll) : null; Assembly modAssembly; try { modAssembly = assemblyLoader.Load(mod, assemblyPath, assumeCompatible: mod.DataRecord?.Status == ModStatus.AssumeCompatible); this.ModRegistry.TrackAssemblies(mod, modAssembly); } catch (IncompatibleInstructionException) // details already in trace logs { string[] updateUrls = new[] { modDatabase.GetModPageUrlFor(manifest.UniqueID), "https://mods.smapi.io" }.Where(p => p != null).ToArray(); errorReasonPhrase = $"it's no longer compatible. Please check for a new version at {string.Join(" or ", updateUrls)}."; return false; } catch (SAssemblyLoadFailedException ex) { errorReasonPhrase = $"it DLL couldn't be loaded: {ex.Message}"; return false; } catch (Exception ex) { errorReasonPhrase = "its DLL couldn't be loaded."; errorDetails = $"Error: {ex.GetLogSummary()}"; return false; } // initialise mod try { // get mod instance if (!this.TryLoadModEntry(modAssembly, out Mod modEntry, out errorReasonPhrase)) return false; // get content packs IContentPack[] GetContentPacks() { if (!this.ModRegistry.AreAllModsLoaded) throw new InvalidOperationException("Can't access content packs before SMAPI finishes loading mods."); return this.ModRegistry .GetAll(assemblyMods: false) .Where(p => p.IsContentPack && mod.HasID(p.Manifest.ContentPackFor.UniqueID)) .Select(p => p.ContentPack) .ToArray(); } // init mod helpers IMonitor monitor = this.GetSecondaryMonitor(mod.DisplayName); IModHelper modHelper; { IModEvents events = new ModEvents(mod, this.EventManager); ICommandHelper commandHelper = new CommandHelper(mod, this.GameInstance.CommandManager); IContentHelper contentHelper = new ContentHelper(contentCore, mod.DirectoryPath, manifest.UniqueID, mod.DisplayName, monitor); IContentPackHelper contentPackHelper = new ContentPackHelper(manifest.UniqueID, new Lazy(GetContentPacks), CreateFakeContentPack); IDataHelper dataHelper = new DataHelper(manifest.UniqueID, mod.DirectoryPath, jsonHelper); IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, mod.DisplayName, this.Reflection); IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor); IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer); ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentCore.GetLocale(), contentCore.Language); IContentPack CreateFakeContentPack(string packDirPath, IManifest packManifest) { IMonitor packMonitor = this.GetSecondaryMonitor(packManifest.Name); IContentHelper packContentHelper = new ContentHelper(contentCore, packDirPath, packManifest.UniqueID, packManifest.Name, packMonitor); return new ContentPack(packDirPath, packManifest, packContentHelper, this.Toolkit.JsonHelper); } modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.Toolkit.JsonHelper, this.GameInstance.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper); } // init mod modEntry.ModManifest = manifest; modEntry.Helper = modHelper; modEntry.Monitor = monitor; // track mod mod.SetMod(modEntry); this.ModRegistry.Add(mod); return true; } catch (Exception ex) { errorReasonPhrase = $"initialisation failed:\n{ex.GetLogSummary()}"; return false; } } } /// Write a summary of mod warnings to the console and log. /// The loaded mods. /// The mods which were skipped, along with the friendly and developer reasons. private void LogModWarnings(IModMetadata[] mods, IDictionary> skippedMods) { // get mods with warnings IModMetadata[] modsWithWarnings = mods.Where(p => p.Warnings != ModWarning.None).ToArray(); if (!modsWithWarnings.Any() && !skippedMods.Any()) return; // log intro { int count = modsWithWarnings.Union(skippedMods.Keys).Count(); this.Monitor.Log($"Found {count} mod{(count == 1 ? "" : "s")} with warnings:", LogLevel.Info); } // log skipped mods if (skippedMods.Any()) { this.Monitor.Log(" Skipped mods", LogLevel.Error); this.Monitor.Log(" " + "".PadRight(50, '-'), LogLevel.Error); this.Monitor.Log(" These mods could not be added to your game.", LogLevel.Error); this.Monitor.Newline(); HashSet logged = new HashSet(); foreach (var pair in skippedMods.OrderBy(p => p.Key.DisplayName)) { IModMetadata mod = pair.Key; string errorReason = pair.Value.Item1; string errorDetails = pair.Value.Item2; string message = $" - {mod.DisplayName}{(mod.Manifest?.Version != null ? " " + mod.Manifest.Version.ToString() : "")} because {errorReason}"; if (!logged.Add($"{message}|{errorDetails}")) continue; // skip duplicate messages (e.g. if multiple copies of the mod are installed) this.Monitor.Log(message, LogLevel.Error); if (errorDetails != null) this.Monitor.Log($" ({errorDetails})", LogLevel.Trace); } this.Monitor.Newline(); } // log warnings if (modsWithWarnings.Any()) { // issue block format logic void LogWarningGroup(ModWarning warning, LogLevel logLevel, string heading, params string[] blurb) { IModMetadata[] matches = modsWithWarnings.Where(p => p.Warnings.HasFlag(warning)).ToArray(); if (!matches.Any()) return; this.Monitor.Log(" " + heading, logLevel); this.Monitor.Log(" " + "".PadRight(50, '-'), logLevel); foreach (string line in blurb) this.Monitor.Log(" " + line, logLevel); this.Monitor.Newline(); foreach (IModMetadata match in matches) this.Monitor.Log($" - {match.DisplayName}", logLevel); this.Monitor.Newline(); } // supported issues LogWarningGroup(ModWarning.BrokenCodeLoaded, LogLevel.Error, "Broken mods", "These mods have broken code, but you configured SMAPI to load them anyway. This may cause bugs,", "errors, or crashes in-game." ); LogWarningGroup(ModWarning.ChangesSaveSerialiser, LogLevel.Warn, "Changed save serialiser", "These mods change the save serialiser. They may corrupt your save files, or make them unusable if", "you uninstall these mods." ); if (this.Settings.ParanoidWarnings) { LogWarningGroup(ModWarning.AccessesFilesystem, LogLevel.Warn, "Accesses filesystem directly", "These mods directly access the filesystem, and you enabled paranoid warnings. (Note that this may be", "legitimate and innocent usage; this warning is meaningless without further investigation.)" ); LogWarningGroup(ModWarning.AccessesShell, LogLevel.Warn, "Accesses shell/process directly", "These mods directly access the OS shell or processes, and you enabled paranoid warnings. (Note that", "this may be legitimate and innocent usage; this warning is meaningless without further investigation.)" ); } LogWarningGroup(ModWarning.PatchesGame, LogLevel.Info, "Patched game code", "These mods directly change the game code. They're more likely to cause errors or bugs in-game; if", "your game has issues, try removing these first. Otherwise you can ignore this warning." ); LogWarningGroup(ModWarning.UsesUnvalidatedUpdateTick, LogLevel.Info, "Bypassed safety checks", "These mods bypass SMAPI's normal safety checks, so they're more likely to cause errors or save", "corruption. If your game has issues, try removing these first." ); LogWarningGroup(ModWarning.NoUpdateKeys, LogLevel.Debug, "No update keys", "These mods have no update keys in their manifest. SMAPI may not notify you about updates for these", "mods. Consider notifying the mod authors about this problem." ); LogWarningGroup(ModWarning.UsesDynamic, LogLevel.Debug, "Not crossplatform", "These mods use the 'dynamic' keyword, and won't work on Linux/Mac." ); } } /// Load a mod's entry class. /// The mod assembly. /// The loaded instance. /// The error indicating why loading failed (if applicable). /// Returns whether the mod entry class was successfully loaded. private bool TryLoadModEntry(Assembly modAssembly, out Mod mod, out string error) { mod = null; // find type TypeInfo[] modEntries = modAssembly.DefinedTypes.Where(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract).Take(2).ToArray(); if (modEntries.Length == 0) { error = $"its DLL has no '{nameof(Mod)}' subclass."; return false; } if (modEntries.Length > 1) { error = $"its DLL contains multiple '{nameof(Mod)}' subclasses."; return false; } // get implementation mod = (Mod)modAssembly.CreateInstance(modEntries[0].ToString()); if (mod == null) { error = "its entry class couldn't be instantiated."; return false; } error = null; return true; } /// Reload translations for all mods. /// The mods for which to reload translations. private void ReloadTranslations(IEnumerable mods) { JsonHelper jsonHelper = this.Toolkit.JsonHelper; foreach (IModMetadata metadata in mods) { if (metadata.IsContentPack) throw new InvalidOperationException("Can't reload translations for a content pack."); // read translation files IDictionary> translations = new Dictionary>(); DirectoryInfo translationsDir = new DirectoryInfo(Path.Combine(metadata.DirectoryPath, "i18n")); if (translationsDir.Exists) { foreach (FileInfo file in translationsDir.EnumerateFiles("*.json")) { string locale = Path.GetFileNameWithoutExtension(file.Name.ToLower().Trim()); try { if (jsonHelper.ReadJsonFileIfExists(file.FullName, out IDictionary data)) translations[locale] = data; else metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed.", LogLevel.Warn); } catch (Exception ex) { metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed: {ex.GetLogSummary()}", LogLevel.Warn); } } } // validate translations foreach (string locale in translations.Keys.ToArray()) { // skip empty files if (translations[locale] == null || !translations[locale].Keys.Any()) { metadata.LogAsMod($"Mod's i18n/{locale}.json is empty and will be ignored.", LogLevel.Warn); translations.Remove(locale); continue; } // handle duplicates HashSet keys = new HashSet(StringComparer.InvariantCultureIgnoreCase); HashSet duplicateKeys = new HashSet(StringComparer.InvariantCultureIgnoreCase); foreach (string key in translations[locale].Keys.ToArray()) { if (!keys.Add(key)) { duplicateKeys.Add(key); translations[locale].Remove(key); } } if (duplicateKeys.Any()) metadata.LogAsMod($"Mod's i18n/{locale}.json has duplicate translation keys: [{string.Join(", ", duplicateKeys)}]. Keys are case-insensitive.", LogLevel.Warn); } // update translation TranslationHelper translationHelper = (TranslationHelper)metadata.Mod.Helper.Translation; translationHelper.SetTranslations(translations); } } /// The method called when the user submits a core SMAPI command in the console. /// The command name. /// The command arguments. private void HandleCommand(string name, string[] arguments) { switch (name) { case "help": if (arguments.Any()) { Command result = this.GameInstance.CommandManager.Get(arguments[0]); if (result == null) this.Monitor.Log("There's no command with that name.", LogLevel.Error); else this.Monitor.Log($"{result.Name}: {result.Documentation}{(result.Mod != null ? $"\n(Added by {result.Mod.DisplayName}.)" : "")}", LogLevel.Info); } else { string message = "The following commands are registered:\n"; IGrouping[] groups = (from command in this.GameInstance.CommandManager.GetAll() orderby command.Mod?.DisplayName, command.Name group command.Name by command.Mod?.DisplayName).ToArray(); foreach (var group in groups) { string modName = group.Key ?? "SMAPI"; string[] commandNames = group.ToArray(); message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n"; } message += "For more information about a command, type 'help command_name'."; this.Monitor.Log(message, LogLevel.Info); } break; case "reload_i18n": this.ReloadTranslations(this.ModRegistry.GetAll(contentPacks: false)); this.Monitor.Log("Reloaded translation files for all mods. This only affects new translations the mods fetch; if they cached some text, it may not be updated.", LogLevel.Info); break; default: throw new NotSupportedException($"Unrecognise core SMAPI command '{name}'."); } } /// Redirect messages logged directly to the console to the given monitor. /// The monitor with which to log messages as the game. /// The message to log. private void HandleConsoleMessage(IMonitor gameMonitor, string message) { // detect exception LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace; // ignore suppressed message if (level != LogLevel.Error && this.SuppressConsolePatterns.Any(p => p.IsMatch(message))) return; // show friendly error if applicable foreach (var entry in this.ReplaceConsolePatterns) { if (entry.Item1.IsMatch(message)) { this.Monitor.Log(entry.Item2, entry.Item3); gameMonitor.Log(message, LogLevel.Trace); return; } } // forward to monitor gameMonitor.Log(message, level); } /// Show a 'press any key to exit' message, and exit when they press a key. private void PressAnyKeyToExit() { this.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info); this.PressAnyKeyToExit(showMessage: false); } /// Show a 'press any key to exit' message, and exit when they press a key. /// Whether to print a 'press any key to exit' message to the console. private void PressAnyKeyToExit(bool showMessage) { if (showMessage) Console.WriteLine("Game has ended. Press any key to exit."); Thread.Sleep(100); Console.ReadKey(); Environment.Exit(0); } /// Get a monitor instance derived from SMAPI's current settings. /// 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.CancellationTokenSource, this.Settings.ColorScheme, this.Settings.VerboseLogging) { WriteToConsole = this.Monitor.WriteToConsole, ShowTraceInConsole = this.Settings.DeveloperMode, ShowFullStampInConsole = this.Settings.DeveloperMode }; } /// Get the absolute path to the next available log file. private string GetLogPath() { // default path { FileInfo defaultFile = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.{Constants.LogExtension}")); if (!defaultFile.Exists) return defaultFile.FullName; } // get first disambiguated path for (int i = 2; i < int.MaxValue; i++) { FileInfo file = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.player-{i}.{Constants.LogExtension}")); if (!file.Exists) return file.FullName; } // should never happen throw new InvalidOperationException("Could not find an available log path."); } /// Delete normal (non-crash) log files created by SMAPI. private void PurgeNormalLogs() { DirectoryInfo logsDir = new DirectoryInfo(Constants.LogDir); if (!logsDir.Exists) return; foreach (FileInfo logFile in logsDir.EnumerateFiles()) { // skip non-SMAPI file if (!logFile.Name.StartsWith(Constants.LogNamePrefix, StringComparison.InvariantCultureIgnoreCase)) continue; // skip crash log if (logFile.FullName == Constants.FatalCrashLog) continue; // delete file try { FileUtilities.ForceDelete(logFile); } catch (IOException) { // ignore file if it's in use } } } } }