using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Diagnostics.CodeAnalysis; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Netcode; using StardewModdingAPI.Enums; using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Input; using StardewModdingAPI.Framework.Networking; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.StateTracking; using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Toolkit.Serialisation; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Buildings; using StardewValley.Events; using StardewValley.Locations; using StardewValley.Menus; using StardewValley.TerrainFeatures; using StardewValley.Tools; using xTile.Dimensions; using xTile.Layers; using SObject = StardewValley.Object; namespace StardewModdingAPI.Framework { /// SMAPI's extension of the game's core , used to inject events. internal class SGame : Game1 { /********* ** Fields *********/ /**** ** SMAPI state ****/ /// Encapsulates monitoring and logging for SMAPI. private readonly Monitor Monitor; /// Encapsulates monitoring and logging on the game's behalf. private readonly IMonitor MonitorForGame; /// Manages SMAPI events for mods. private readonly EventManager Events; /// Tracks the installed mods. private readonly ModRegistry ModRegistry; /// Manages deprecation warnings. private readonly DeprecationManager DeprecationManager; /// The maximum number of consecutive attempts SMAPI should make to recover from a draw error. private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second /// The maximum number of consecutive attempts SMAPI should make to recover from an update error. private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second /// The number of ticks until SMAPI should notify mods that the game has loaded. /// Skipping a few frames ensures the game finishes initialising the world before mods try to change it. private readonly Countdown AfterLoadTimer = new Countdown(5); /// Whether the game is saving and SMAPI has already raised . private bool IsBetweenSaveEvents; /// Whether the game is creating the save file and SMAPI has already raised . private bool IsBetweenCreateEvents; /// A callback to invoke the first time *any* game content manager loads an asset. private readonly Action OnLoadingFirstAsset; /// A callback to invoke after the game finishes initialising. private readonly Action OnGameInitialised; /// A callback to invoke when the game exits. private readonly Action OnGameExiting; /// Simplifies access to private game code. private readonly Reflector Reflection; /// Propagates notification that SMAPI should exit. private readonly CancellationTokenSource CancellationToken; /**** ** Game state ****/ /// Monitors the entire game state for changes. private WatcherCore Watchers; /// Whether post-game-startup initialisation has been performed. private bool IsInitialised; /// Whether the next content manager requested by the game will be for . private bool NextContentManagerIsMain; /********* ** Accessors *********/ /// Static state to use while is initialising, which happens before the constructor runs. internal static SGameConstructorHack ConstructorHack { get; set; } /// The number of update ticks which have already executed. This is similar to , but incremented more consistently for every tick. internal static uint TicksElapsed { get; private set; } /// SMAPI's content manager. public ContentCoordinator ContentCore { get; private set; } /// Manages console commands. public CommandManager CommandManager { get; } = new CommandManager(); /// Manages input visible to the game. public SInputState Input => (SInputState)Game1.input; /// The game's core multiplayer utility. public SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer; /// A list of queued commands to execute. /// This property must be threadsafe, since it's accessed from a separate console input thread. public ConcurrentQueue CommandQueue { get; } = new ConcurrentQueue(); /********* ** Protected methods *********/ /// Construct an instance. /// Encapsulates monitoring and logging for SMAPI. /// Encapsulates monitoring and logging on the game's behalf. /// Simplifies access to private game code. /// Manages SMAPI events for mods. /// Encapsulates SMAPI's JSON file parsing. /// Tracks the installed mods. /// Manages deprecation warnings. /// A callback to invoke after the game finishes initialising. /// A callback to invoke when the game exits. /// Propagates notification that SMAPI should exit. /// Whether to log network traffic. internal SGame(Monitor monitor, IMonitor monitorForGame, Reflector reflection, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, DeprecationManager deprecationManager, Action onGameInitialised, Action onGameExiting, CancellationTokenSource cancellationToken, bool logNetworkTraffic) { this.OnLoadingFirstAsset = SGame.ConstructorHack.OnLoadingFirstAsset; SGame.ConstructorHack = null; // check expectations if (this.ContentCore == null) throw new InvalidOperationException($"The game didn't initialise its first content manager before SMAPI's {nameof(SGame)} constructor. This indicates an incompatible lifecycle change."); // init XNA Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // init SMAPI this.Monitor = monitor; this.MonitorForGame = monitorForGame; this.Events = eventManager; this.ModRegistry = modRegistry; this.Reflection = reflection; this.DeprecationManager = deprecationManager; this.OnGameInitialised = onGameInitialised; this.OnGameExiting = onGameExiting; Game1.input = new SInputState(); Game1.multiplayer = new SMultiplayer(monitor, eventManager, jsonHelper, modRegistry, reflection, this.OnModMessageReceived, logNetworkTraffic); Game1.hooks = new SModHooks(this.OnNewDayAfterFade); this.CancellationToken = cancellationToken; // init observables Game1.locations = new ObservableCollection(); } /// Initialise just before the game's first update tick. private void InitialiseAfterGameStarted() { // set initial state this.Input.TrueUpdate(); // init watchers this.Watchers = new WatcherCore(this.Input); // raise callback this.OnGameInitialised(); } /// Perform cleanup logic when the game exits. /// The event sender. /// The event args. /// This overrides the logic in to let SMAPI clean up before exit. protected override void OnExiting(object sender, EventArgs args) { Game1.multiplayer.Disconnect(); this.OnGameExiting?.Invoke(); } /// A callback invoked before runs. protected void OnNewDayAfterFade() { this.Events.DayEnding.RaiseEmpty(); } /// A callback invoked when a mod message is received. /// The message to deliver to applicable mods. private void OnModMessageReceived(ModMessageModel message) { // raise events for applicable mods HashSet modIDs = new HashSet(message.ToModIDs ?? this.ModRegistry.GetAll().Select(p => p.Manifest.UniqueID), StringComparer.InvariantCultureIgnoreCase); this.Events.ModMessageReceived.RaiseForMods(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID)); } /// A callback invoked when the game's low-level load stage changes. /// The new load stage. internal void OnLoadStageChanged(LoadStage newStage) { // nothing to do if (newStage == Context.LoadStage) return; // update data LoadStage oldStage = Context.LoadStage; Context.LoadStage = newStage; if (newStage == LoadStage.None) { this.Monitor.Log("Context: returned to title", LogLevel.Trace); this.Multiplayer.CleanupOnMultiplayerExit(); } this.Monitor.VerboseLog($"Context: load stage changed to {newStage}"); // raise events this.Events.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage)); if (newStage == LoadStage.None) this.Events.ReturnedToTitle.RaiseEmpty(); } /// Constructor a content manager to read XNB files. /// The service provider to use to locate services. /// The root directory to search for content. protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory) { // Game1._temporaryContent initialising from SGame constructor // NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialised at this point. if (this.ContentCore == null) { this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.ConstructorHack.Monitor, SGame.ConstructorHack.Reflection, SGame.ConstructorHack.JsonHelper, this.OnLoadingFirstAsset ?? SGame.ConstructorHack?.OnLoadingFirstAsset); this.NextContentManagerIsMain = true; return this.ContentCore.CreateGameContentManager("Game1._temporaryContent"); } // Game1.content initialising from LoadContent if (this.NextContentManagerIsMain) { this.NextContentManagerIsMain = false; return this.ContentCore.MainContentManager; } // any other content manager return this.ContentCore.CreateGameContentManager("(generated)"); } /// The method called when the game is updating its state. This happens roughly 60 times per second. /// A snapshot of the game timing state. protected override void Update(GameTime gameTime) { var events = this.Events; try { this.DeprecationManager.PrintQueued(); /********* ** Special cases *********/ // Perform first-tick initialisation. if (!this.IsInitialised) { this.IsInitialised = true; this.InitialiseAfterGameStarted(); } // Abort if SMAPI is exiting. if (this.CancellationToken.IsCancellationRequested) { this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace); return; } // Run async tasks synchronously to avoid issues due to mod events triggering // concurrently with game code. bool saveParsed = false; if (Game1.currentLoader != null) { this.Monitor.Log("Game loader synchronising...", LogLevel.Trace); while (Game1.currentLoader?.MoveNext() == true) { // raise load stage changed switch (Game1.currentLoader.Current) { case 20 when (!saveParsed && SaveGame.loaded != null): saveParsed = true; this.OnLoadStageChanged(LoadStage.SaveParsed); break; case 36: this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo); break; case 50: this.OnLoadStageChanged(LoadStage.SaveLoadedLocations); break; default: if (Game1.gameMode == Game1.playingGameMode) this.OnLoadStageChanged(LoadStage.Preloaded); break; } } Game1.currentLoader = null; this.Monitor.Log("Game loader done.", LogLevel.Trace); } if (Game1._newDayTask?.Status == TaskStatus.Created) { this.Monitor.Log("New day task synchronising...", LogLevel.Trace); Game1._newDayTask.RunSynchronously(); this.Monitor.Log("New day task done.", LogLevel.Trace); } // While a background task is in progress, the game may make changes to the game // state while mods are running their code. This is risky, because data changes can // conflict (e.g. collection changed during enumeration errors) and data may change // unexpectedly from one mod instruction to the next. // // Therefore we can just run Game1.Update here without raising any SMAPI events. There's // a small chance that the task will finish after we defer but before the game checks, // which means technically events should be raised, but the effects of missing one // update tick are neglible and not worth the complications of bypassing Game1.Update. if (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode) { events.UnvalidatedUpdateTicking.RaiseEmpty(); SGame.TicksElapsed++; base.Update(gameTime); events.UnvalidatedUpdateTicked.RaiseEmpty(); return; } /********* ** Execute commands *********/ while (this.CommandQueue.TryDequeue(out string rawInput)) { // parse command string name; string[] args; Command command; try { if (!this.CommandManager.TryParse(rawInput, out name, out args, out command)) { this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); continue; } } catch (Exception ex) { this.Monitor.Log($"Failed parsing that command:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // execute command try { command.Callback.Invoke(name, args); } catch (Exception ex) { if (command.Mod != null) command.Mod.LogAsMod($"Mod failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error); else this.Monitor.Log($"Failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error); } } /********* ** Update input *********/ // This should *always* run, even when suppressing mod events, since the game uses // this too. For example, doing this after mod event suppression would prevent the // user from doing anything on the overnight shipping screen. SInputState inputState = this.Input; if (this.IsActive) inputState.TrueUpdate(); /********* ** Save events + suppress events during save *********/ // While the game is writing to the save file in the background, mods can unexpectedly // fail since they don't have exclusive access to resources (e.g. collection changed // during enumeration errors). To avoid problems, events are not invoked while a save // is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is // opened (since the save hasn't started yet), but all other events should be suppressed. if (Context.IsSaving) { // raise before-create if (!Context.IsWorldReady && !this.IsBetweenCreateEvents) { this.IsBetweenCreateEvents = true; this.Monitor.Log("Context: before save creation.", LogLevel.Trace); events.SaveCreating.RaiseEmpty(); } // raise before-save if (Context.IsWorldReady && !this.IsBetweenSaveEvents) { this.IsBetweenSaveEvents = true; this.Monitor.Log("Context: before save.", LogLevel.Trace); events.Saving.RaiseEmpty(); } // suppress non-save events events.UnvalidatedUpdateTicking.RaiseEmpty(); SGame.TicksElapsed++; base.Update(gameTime); events.UnvalidatedUpdateTicked.RaiseEmpty(); return; } if (this.IsBetweenCreateEvents) { // raise after-create this.IsBetweenCreateEvents = false; this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); this.OnLoadStageChanged(LoadStage.CreatedSaveFile); events.SaveCreated.RaiseEmpty(); } if (this.IsBetweenSaveEvents) { // raise after-save this.IsBetweenSaveEvents = false; this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); events.Saved.RaiseEmpty(); events.DayStarted.RaiseEmpty(); } /********* ** Update context *********/ bool wasWorldReady = Context.IsWorldReady; if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle) { Context.IsWorldReady = false; this.AfterLoadTimer.Reset(); } else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) { if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet) this.AfterLoadTimer.Decrement(); Context.IsWorldReady = this.AfterLoadTimer.Current == 0; } /********* ** Update watchers *********/ this.Watchers.Update(); /********* ** Locale changed events *********/ if (this.Watchers.LocaleWatcher.IsChanged) { this.Monitor.Log($"Context: locale set to {this.Watchers.LocaleWatcher.CurrentValue}.", LogLevel.Trace); this.Watchers.LocaleWatcher.Reset(); } /********* ** Load / return-to-title events *********/ if (wasWorldReady && !Context.IsWorldReady) this.OnLoadStageChanged(LoadStage.None); else if (Context.IsWorldReady && Context.LoadStage != LoadStage.Ready) { // print context string context = $"Context: loaded save '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}, locale set to {this.ContentCore.Language}."; if (Context.IsMultiplayer) { int onlineCount = Game1.getOnlineFarmers().Count(); context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online."; } else context += " Single-player."; this.Monitor.Log(context, LogLevel.Trace); // raise events this.OnLoadStageChanged(LoadStage.Ready); events.SaveLoaded.RaiseEmpty(); events.DayStarted.RaiseEmpty(); } /********* ** Window events *********/ // Here we depend on the game's viewport instead of listening to the Window.Resize // event because we need to notify mods after the game handles the resize, so the // game's metadata (like Game1.viewport) are updated. That's a bit complicated // since the game adds & removes its own handler on the fly. if (this.Watchers.WindowSizeWatcher.IsChanged) { if (this.Monitor.IsVerbose) this.Monitor.Log($"Events: window size changed to {this.Watchers.WindowSizeWatcher.CurrentValue}.", LogLevel.Trace); Point oldSize = this.Watchers.WindowSizeWatcher.PreviousValue; Point newSize = this.Watchers.WindowSizeWatcher.CurrentValue; events.WindowResized.Raise(new WindowResizedEventArgs(oldSize, newSize)); this.Watchers.WindowSizeWatcher.Reset(); } /********* ** Input events (if window has focus) *********/ if (this.IsActive) { // raise events bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton)); if (!isChatInput) { ICursorPosition cursor = this.Input.CursorPosition; // raise cursor moved event if (this.Watchers.CursorWatcher.IsChanged) { if (events.CursorMoved.HasListeners()) { ICursorPosition was = this.Watchers.CursorWatcher.PreviousValue; ICursorPosition now = this.Watchers.CursorWatcher.CurrentValue; this.Watchers.CursorWatcher.Reset(); events.CursorMoved.Raise(new CursorMovedEventArgs(was, now)); } else this.Watchers.CursorWatcher.Reset(); } // raise mouse wheel scrolled if (this.Watchers.MouseWheelScrollWatcher.IsChanged) { if (events.MouseWheelScrolled.HasListeners() || this.Monitor.IsVerbose) { int was = this.Watchers.MouseWheelScrollWatcher.PreviousValue; int now = this.Watchers.MouseWheelScrollWatcher.CurrentValue; this.Watchers.MouseWheelScrollWatcher.Reset(); if (this.Monitor.IsVerbose) this.Monitor.Log($"Events: mouse wheel scrolled to {now}.", LogLevel.Trace); events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, was, now)); } else this.Watchers.MouseWheelScrollWatcher.Reset(); } // raise input button events foreach (var pair in inputState.ActiveButtons) { SButton button = pair.Key; InputStatus status = pair.Value; if (status == InputStatus.Pressed) { if (this.Monitor.IsVerbose) this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace); events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState)); } else if (status == InputStatus.Released) { if (this.Monitor.IsVerbose) this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace); events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState)); } } } } /********* ** Menu events *********/ if (this.Watchers.ActiveMenuWatcher.IsChanged) { IClickableMenu was = this.Watchers.ActiveMenuWatcher.PreviousValue; IClickableMenu now = this.Watchers.ActiveMenuWatcher.CurrentValue; this.Watchers.ActiveMenuWatcher.Reset(); // reset here so a mod changing the menu will be raised as a new event afterwards if (this.Monitor.IsVerbose) this.Monitor.Log($"Context: menu changed from {was?.GetType().FullName ?? "none"} to {now?.GetType().FullName ?? "none"}.", LogLevel.Trace); // raise menu events events.MenuChanged.Raise(new MenuChangedEventArgs(was, now)); } /********* ** World & player events *********/ if (Context.IsWorldReady) { bool raiseWorldEvents = !this.Watchers.SaveIdWatcher.IsChanged; // don't report changes from unloaded => loaded // raise location changes if (this.Watchers.LocationsWatcher.IsChanged) { // location list changes if (this.Watchers.LocationsWatcher.IsLocationListChanged) { GameLocation[] added = this.Watchers.LocationsWatcher.Added.ToArray(); GameLocation[] removed = this.Watchers.LocationsWatcher.Removed.ToArray(); this.Watchers.LocationsWatcher.ResetLocationList(); if (this.Monitor.IsVerbose) { string addedText = added.Any() ? string.Join(", ", added.Select(p => p.Name)) : "none"; string removedText = removed.Any() ? string.Join(", ", removed.Select(p => p.Name)) : "none"; this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).", LogLevel.Trace); } events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed)); } // raise location contents changed if (raiseWorldEvents) { foreach (LocationTracker watcher in this.Watchers.LocationsWatcher.Locations) { // buildings changed if (watcher.BuildingsWatcher.IsChanged) { GameLocation location = watcher.Location; Building[] added = watcher.BuildingsWatcher.Added.ToArray(); Building[] removed = watcher.BuildingsWatcher.Removed.ToArray(); watcher.BuildingsWatcher.Reset(); events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, added, removed)); } // debris changed if (watcher.DebrisWatcher.IsChanged) { GameLocation location = watcher.Location; Debris[] added = watcher.DebrisWatcher.Added.ToArray(); Debris[] removed = watcher.DebrisWatcher.Removed.ToArray(); watcher.DebrisWatcher.Reset(); events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, added, removed)); } // large terrain features changed if (watcher.LargeTerrainFeaturesWatcher.IsChanged) { GameLocation location = watcher.Location; LargeTerrainFeature[] added = watcher.LargeTerrainFeaturesWatcher.Added.ToArray(); LargeTerrainFeature[] removed = watcher.LargeTerrainFeaturesWatcher.Removed.ToArray(); watcher.LargeTerrainFeaturesWatcher.Reset(); events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, added, removed)); } // NPCs changed if (watcher.NpcsWatcher.IsChanged) { GameLocation location = watcher.Location; NPC[] added = watcher.NpcsWatcher.Added.ToArray(); NPC[] removed = watcher.NpcsWatcher.Removed.ToArray(); watcher.NpcsWatcher.Reset(); events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, added, removed)); } // objects changed if (watcher.ObjectsWatcher.IsChanged) { GameLocation location = watcher.Location; KeyValuePair[] added = watcher.ObjectsWatcher.Added.ToArray(); KeyValuePair[] removed = watcher.ObjectsWatcher.Removed.ToArray(); watcher.ObjectsWatcher.Reset(); events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, added, removed)); } // terrain features changed if (watcher.TerrainFeaturesWatcher.IsChanged) { GameLocation location = watcher.Location; KeyValuePair[] added = watcher.TerrainFeaturesWatcher.Added.ToArray(); KeyValuePair[] removed = watcher.TerrainFeaturesWatcher.Removed.ToArray(); watcher.TerrainFeaturesWatcher.Reset(); events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, added, removed)); } } } else this.Watchers.LocationsWatcher.Reset(); } // raise time changed if (raiseWorldEvents && this.Watchers.TimeWatcher.IsChanged) { int was = this.Watchers.TimeWatcher.PreviousValue; int now = this.Watchers.TimeWatcher.CurrentValue; this.Watchers.TimeWatcher.Reset(); if (this.Monitor.IsVerbose) this.Monitor.Log($"Events: time changed from {was} to {now}.", LogLevel.Trace); events.TimeChanged.Raise(new TimeChangedEventArgs(was, now)); } else this.Watchers.TimeWatcher.Reset(); // raise player events if (raiseWorldEvents) { PlayerTracker playerTracker = this.Watchers.CurrentPlayerTracker; // raise current location changed if (playerTracker.TryGetNewLocation(out GameLocation newLocation)) { if (this.Monitor.IsVerbose) this.Monitor.Log($"Context: set location to {newLocation.Name}.", LogLevel.Trace); GameLocation oldLocation = playerTracker.LocationWatcher.PreviousValue; events.Warped.Raise(new WarpedEventArgs(playerTracker.Player, oldLocation, newLocation)); } // raise player leveled up a skill foreach (KeyValuePair> pair in playerTracker.GetChangedSkills()) { if (this.Monitor.IsVerbose) this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.PreviousValue} to {pair.Value.CurrentValue}.", LogLevel.Trace); events.LevelChanged.Raise(new LevelChangedEventArgs(playerTracker.Player, pair.Key, pair.Value.PreviousValue, pair.Value.CurrentValue)); } // raise player inventory changed ItemStackChange[] changedItems = playerTracker.GetInventoryChanges().ToArray(); if (changedItems.Any()) { if (this.Monitor.IsVerbose) this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace); events.InventoryChanged.Raise(new InventoryChangedEventArgs(playerTracker.Player, changedItems)); } // raise mine level changed if (playerTracker.TryGetNewMineLevel(out int mineLevel)) { if (this.Monitor.IsVerbose) this.Monitor.Log($"Context: mine level changed to {mineLevel}.", LogLevel.Trace); } } this.Watchers.CurrentPlayerTracker?.Reset(); } // update save ID watcher this.Watchers.SaveIdWatcher.Reset(); /********* ** Game update *********/ // game launched bool isFirstTick = SGame.TicksElapsed == 0; if (isFirstTick) { Context.IsGameLaunched = true; events.GameLaunched.Raise(new GameLaunchedEventArgs()); } // preloaded if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0) this.OnLoadStageChanged(LoadStage.Loaded); // update tick bool isOneSecond = SGame.TicksElapsed % 60 == 0; events.UnvalidatedUpdateTicking.RaiseEmpty(); events.UpdateTicking.RaiseEmpty(); if (isOneSecond) events.OneSecondUpdateTicking.RaiseEmpty(); try { this.Input.UpdateSuppression(); SGame.TicksElapsed++; base.Update(gameTime); } catch (Exception ex) { this.MonitorForGame.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); } events.UnvalidatedUpdateTicked.RaiseEmpty(); events.UpdateTicked.RaiseEmpty(); if (isOneSecond) events.OneSecondUpdateTicked.RaiseEmpty(); /********* ** Update events *********/ this.UpdateCrashTimer.Reset(); } catch (Exception ex) { // log error this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error); // exit if irrecoverable if (!this.UpdateCrashTimer.Decrement()) this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game."); } } /// The method called to draw everything to the screen. /// A snapshot of the game timing state. protected override void Draw(GameTime gameTime) { Context.IsInDrawLoop = true; try { this.DrawImpl(gameTime); this.DrawCrashTimer.Reset(); } catch (Exception ex) { // log error this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error); // exit if irrecoverable if (!this.DrawCrashTimer.Decrement()) { this.ExitGameImmediately("The game crashed when drawing, and SMAPI was unable to recover the game."); return; } // recover sprite batch try { if (Game1.spriteBatch.IsOpen(this.Reflection)) { this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace); Game1.spriteBatch.End(); } } catch (Exception innerEx) { this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error); } } Context.IsInDrawLoop = false; } /// Replicate the game's draw logic with some changes for SMAPI. /// A snapshot of the game timing state. /// This implementation is identical to , except for try..catch around menu draw code, private field references replaced by wrappers, and added events. [SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantArgumentDefaultValue", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")] [SuppressMessage("SMAPI.CommonErrors", "AvoidNetField", Justification = "copied from game code as-is")] [SuppressMessage("SMAPI.CommonErrors", "AvoidImplicitNetFieldCast", Justification = "copied from game code as-is")] private void DrawImpl(GameTime gameTime) { var events = this.Events; if (Game1._newDayTask != null) this.GraphicsDevice.Clear(Game1.bgColor); else { if ((double)Game1.options.zoomLevel != 1.0) this.GraphicsDevice.SetRenderTarget(this.screen); if (this.IsSaving) { this.GraphicsDevice.Clear(Game1.bgColor); IClickableMenu activeClickableMenu = Game1.activeClickableMenu; if (activeClickableMenu != null) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); events.Rendering.RaiseEmpty(); try { events.RenderingActiveMenu.RaiseEmpty(); activeClickableMenu.draw(Game1.spriteBatch); events.RenderedActiveMenu.RaiseEmpty(); } catch (Exception ex) { this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); activeClickableMenu.exitThisMenu(); } events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); } if (Game1.overlayMenu != null) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); Game1.overlayMenu.draw(Game1.spriteBatch); Game1.spriteBatch.End(); } this.renderScreenBuffer(); } else { this.GraphicsDevice.Clear(Game1.bgColor); if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); events.Rendering.RaiseEmpty(); try { Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); events.RenderingActiveMenu.RaiseEmpty(); Game1.activeClickableMenu.draw(Game1.spriteBatch); events.RenderedActiveMenu.RaiseEmpty(); } catch (Exception ex) { this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); Game1.activeClickableMenu.exitThisMenu(); } events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); this.drawOverlays(Game1.spriteBatch); if ((double)Game1.options.zoomLevel != 1.0) { this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); this.GraphicsDevice.Clear(Game1.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } if (Game1.overlayMenu == null) return; Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); Game1.overlayMenu.draw(Game1.spriteBatch); Game1.spriteBatch.End(); } else if (Game1.gameMode == (byte)11) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); events.Rendering.RaiseEmpty(); Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink); Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, (int)byte.MaxValue, 0)); Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White); events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); } else if (Game1.currentMinigame != null) { Game1.currentMinigame.draw(Game1.spriteBatch); if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha)); Game1.spriteBatch.End(); } this.drawOverlays(Game1.spriteBatch); if ((double)Game1.options.zoomLevel == 1.0) return; this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); this.GraphicsDevice.Clear(Game1.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } else if (Game1.showingEndOfNightStuff) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); events.Rendering.RaiseEmpty(); if (Game1.activeClickableMenu != null) { try { events.RenderingActiveMenu.RaiseEmpty(); Game1.activeClickableMenu.draw(Game1.spriteBatch); events.RenderedActiveMenu.RaiseEmpty(); } catch (Exception ex) { this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself during end-of-night-stuff. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); Game1.activeClickableMenu.exitThisMenu(); } } events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); this.drawOverlays(Game1.spriteBatch); if ((double)Game1.options.zoomLevel == 1.0) return; this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); this.GraphicsDevice.Clear(Game1.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } else if (Game1.gameMode == (byte)6 || Game1.gameMode == (byte)3 && Game1.currentLocation == null) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); events.Rendering.RaiseEmpty(); string str1 = ""; for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index) str1 += "."; string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688"); string s = str2 + str1; string str3 = str2 + "... "; int widthOfString = SpriteText.getWidthOfString(str3, 999999); int height = 64; int x = 64; int y = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - height; SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1, SpriteText.ScrollTextAlignment.Left); events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); this.drawOverlays(Game1.spriteBatch); if ((double)Game1.options.zoomLevel != 1.0) { this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); this.GraphicsDevice.Clear(Game1.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } if (Game1.overlayMenu != null) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); Game1.overlayMenu.draw(Game1.spriteBatch); Game1.spriteBatch.End(); } //base.Draw(gameTime); } else { byte batchOpens = 0; // used for rendering event Viewport viewport; if (Game1.gameMode == (byte)0) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); if (++batchOpens == 1) events.Rendering.RaiseEmpty(); } else { if (Game1.drawLighting) { this.GraphicsDevice.SetRenderTarget(Game1.lightmap); this.GraphicsDevice.Clear(Color.White * 0.0f); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); if (++batchOpens == 1) events.Rendering.RaiseEmpty(); Color color1 = !Game1.currentLocation.Name.StartsWith("UndergroundMine") || !(Game1.currentLocation is MineShaft) ? (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && (bool)((NetFieldBase)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight) : (Game1.currentLocation as MineShaft).getLightingColor(gameTime); Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, color1); for (int index = 0; index < Game1.currentLightSources.Count; ++index) { if (Utility.isOnScreen((Vector2)((NetFieldBase)Game1.currentLightSources.ElementAt(index).position), (int)((double)(float)((NetFieldBase)Game1.currentLightSources.ElementAt(index).radius) * 64.0 * 4.0))) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D lightTexture = Game1.currentLightSources.ElementAt(index).lightTexture; Vector2 position = Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase)Game1.currentLightSources.ElementAt(index).position)) / (float)(Game1.options.lightingQuality / 2); Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt(index).lightTexture.Bounds); Color color2 = (Color)((NetFieldBase)Game1.currentLightSources.ElementAt(index).color); Microsoft.Xna.Framework.Rectangle bounds = Game1.currentLightSources.ElementAt(index).lightTexture.Bounds; double x = (double)bounds.Center.X; bounds = Game1.currentLightSources.ElementAt(index).lightTexture.Bounds; double y = (double)bounds.Center.Y; Vector2 origin = new Vector2((float)x, (float)y); double num = (double)(float)((NetFieldBase)Game1.currentLightSources.ElementAt(index).radius) / (double)(Game1.options.lightingQuality / 2); spriteBatch.Draw(lightTexture, position, sourceRectangle, color2, 0.0f, origin, (float)num, SpriteEffects.None, 0.9f); } } Game1.spriteBatch.End(); this.GraphicsDevice.SetRenderTarget((double)Game1.options.zoomLevel == 1.0 ? (RenderTarget2D)null : this.screen); } if (Game1.bloomDay && Game1.bloom != null) Game1.bloom.BeginDraw(); this.GraphicsDevice.Clear(Game1.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); if (++batchOpens == 1) events.Rendering.RaiseEmpty(); events.RenderingWorld.RaiseEmpty(); if (Game1.background != null) Game1.background.draw(Game1.spriteBatch); Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4); Game1.currentLocation.drawWater(Game1.spriteBatch); this._farmerShadows.Clear(); if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0) { foreach (Farmer farmerActor in Game1.currentLocation.currentEvent.farmerActors) { if (farmerActor.IsLocalPlayer && Game1.displayFarmer || !(bool)((NetFieldBase)farmerActor.hidden)) this._farmerShadows.Add(farmerActor); } } else { foreach (Farmer farmer in Game1.currentLocation.farmers) { if (farmer.IsLocalPlayer && Game1.displayFarmer || !(bool)((NetFieldBase)farmer.hidden)) this._farmerShadows.Add(farmer); } } if (!Game1.currentLocation.shouldHideCharacters()) { if (Game1.CurrentEvent == null) { foreach (NPC character in Game1.currentLocation.characters) { if (!(bool)((NetFieldBase)character.swimming) && !character.HideShadow && (!character.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f); } } else { foreach (NPC actor in Game1.CurrentEvent.actors) { if (!(bool)((NetFieldBase)actor.swimming) && !actor.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation())) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f); } } foreach (Farmer farmerShadow in this._farmerShadows) { if (!(bool)((NetFieldBase)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation()))) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D shadowTexture = Game1.shadowTexture; Vector2 local = Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f)); Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); Color white = Color.White; Microsoft.Xna.Framework.Rectangle bounds = Game1.shadowTexture.Bounds; double x = (double)bounds.Center.X; bounds = Game1.shadowTexture.Bounds; double y = (double)bounds.Center.Y; Vector2 origin = new Vector2((float)x, (float)y); double num = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5); spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, 0.0f, origin, (float)num, SpriteEffects.None, 0.0f); } } } Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4); Game1.mapDisplayDevice.EndScene(); Game1.spriteBatch.End(); Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); if (!Game1.currentLocation.shouldHideCharacters()) { if (Game1.CurrentEvent == null) { foreach (NPC character in Game1.currentLocation.characters) { if (!(bool)((NetFieldBase)character.swimming) && !character.HideShadow && (!(bool)((NetFieldBase)character.isInvisible) && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f); } } else { foreach (NPC actor in Game1.CurrentEvent.actors) { if (!(bool)((NetFieldBase)actor.swimming) && !actor.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation())) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f); } } foreach (Farmer farmerShadow in this._farmerShadows) { if (!(bool)((NetFieldBase)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation()))) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D shadowTexture = Game1.shadowTexture; Vector2 local = Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f)); Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); Color white = Color.White; Microsoft.Xna.Framework.Rectangle bounds = Game1.shadowTexture.Bounds; double x = (double)bounds.Center.X; bounds = Game1.shadowTexture.Bounds; double y = (double)bounds.Center.Y; Vector2 origin = new Vector2((float)x, (float)y); double num = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5); spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, 0.0f, origin, (float)num, SpriteEffects.None, 0.0f); } } } if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null)) Game1.currentLocation.currentEvent.draw(Game1.spriteBatch); if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm")) Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + 48.0) / 10000.0)); Game1.currentLocation.draw(Game1.spriteBatch); if (Game1.eventUp && Game1.currentLocation.currentEvent != null) { string messageToScreen = Game1.currentLocation.currentEvent.messageToScreen; } if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && (Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool))) Game1.drawTool(Game1.player); if (Game1.currentLocation.Name.Equals("Farm")) this.drawFarmBuildings(); if (Game1.tvStation >= 0) Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f); if (Game1.panMode) { Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Color.Lime * 0.75f); foreach (Warp warp in (NetList>)Game1.currentLocation.warps) Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Color.Red * 0.75f); } Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4); Game1.mapDisplayDevice.EndScene(); Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch); Game1.spriteBatch.End(); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((bool)((NetFieldBase)Game1.player.ActiveObject.bigCraftable) && this.checkBigCraftableBoundariesForFrontLayer()) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null) Game1.drawPlayerHeldObject(Game1.player); else if (Game1.displayFarmer && Game1.player.ActiveObject != null && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways") || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))) Game1.drawPlayerHeldObject(Game1.player); if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null))) Game1.drawTool(Game1.player); if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null) { Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4); Game1.mapDisplayDevice.EndScene(); } if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool) { Color color = Color.White; switch ((int)((double)Game1.toolHold / 600.0) + 2) { case 1: color = Tool.copperColor; break; case 2: color = Tool.steelColor; break; case 3: color = Tool.goldColor; break; case 4: color = Tool.iridiumColor; break; } Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), Color.Black); Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), 8), color); } if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!(bool)((NetFieldBase)Game1.currentLocation.ignoreDebrisWeather) && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10) { foreach (WeatherDebris weatherDebris in Game1.debrisWeather) weatherDebris.draw(Game1.spriteBatch); } if (Game1.farmEvent != null) Game1.farmEvent.draw(Game1.spriteBatch); if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D fadeToBlackRect = Game1.fadeToBlackRect; viewport = Game1.graphics.GraphicsDevice.Viewport; Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds; Color color = Color.Black * Game1.currentLocation.LightLevel; spriteBatch.Draw(fadeToBlackRect, bounds, color); } if (Game1.screenGlow) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D fadeToBlackRect = Game1.fadeToBlackRect; viewport = Game1.graphics.GraphicsDevice.Viewport; Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds; Color color = Game1.screenGlowColor * Game1.screenGlowAlpha; spriteBatch.Draw(fadeToBlackRect, bounds, color); } Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch); if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || ((Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure))) Game1.player.CurrentTool.draw(Game1.spriteBatch); if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / 64), (float)(Game1.viewport.Y / 64))))) { for (int index = 0; index < Game1.rainDrops.Length; ++index) Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White); } Game1.spriteBatch.End(); Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); if (Game1.eventUp && Game1.currentLocation.currentEvent != null) { foreach (NPC actor in Game1.currentLocation.currentEvent.actors) { if (actor.isEmoting) { Vector2 localPosition = actor.getLocalPosition(Game1.viewport); localPosition.Y -= 140f; if (actor.Age == 2) localPosition.Y += 32f; else if (actor.Gender == 1) localPosition.Y += 10f; Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f); } } } Game1.spriteBatch.End(); if (Game1.drawLighting) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, (DepthStencilState)null, (RasterizerState)null); Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f); if (Game1.isRaining && (bool)((NetFieldBase)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert)) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D staminaRect = Game1.staminaRect; viewport = Game1.graphics.GraphicsDevice.Viewport; Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds; Color color = Color.OrangeRed * 0.45f; spriteBatch.Draw(staminaRect, bounds, color); } Game1.spriteBatch.End(); } Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); events.RenderedWorld.RaiseEmpty(); if (Game1.drawGrid) { int num1 = -Game1.viewport.X % 64; float num2 = (float)(-Game1.viewport.Y % 64); int num3 = num1; while (true) { int num4 = num3; viewport = Game1.graphics.GraphicsDevice.Viewport; int width = viewport.Width; if (num4 < width) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D staminaRect = Game1.staminaRect; int x = num3; int y = (int)num2; viewport = Game1.graphics.GraphicsDevice.Viewport; int height = viewport.Height; Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, 1, height); Color color = Color.Red * 0.5f; spriteBatch.Draw(staminaRect, destinationRectangle, color); num3 += 64; } else break; } float num5 = num2; while (true) { double num4 = (double)num5; viewport = Game1.graphics.GraphicsDevice.Viewport; double height = (double)viewport.Height; if (num4 < height) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D staminaRect = Game1.staminaRect; int x = num1; int y = (int)num5; viewport = Game1.graphics.GraphicsDevice.Viewport; int width = viewport.Width; Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width, 1); Color color = Color.Red * 0.5f; spriteBatch.Draw(staminaRect, destinationRectangle, color); num5 += 64f; } else break; } } if (Game1.currentBillboard != 0) this.drawBillboard(); if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && Game1.gameMode == (byte)3) && (!Game1.freezeControls && !Game1.panMode && !Game1.HostPaused)) { events.RenderingHud.RaiseEmpty(); this.drawHUD(); events.RenderedHud.RaiseEmpty(); } else if (Game1.activeClickableMenu == null) { FarmEvent farmEvent = Game1.farmEvent; } if (Game1.hudMessages.Count > 0) { for (int i = Game1.hudMessages.Count - 1; i >= 0; --i) Game1.hudMessages[i].draw(Game1.spriteBatch, i); } } if (Game1.farmEvent != null) Game1.farmEvent.draw(Game1.spriteBatch); if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox))) this.drawDialogueBox(); if (Game1.progressBar) { Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, Game1.dialogueWidth, 32), Color.LightGray); Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth), 32), Color.DimGray); } if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null) Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch); if (Game1.isRaining && Game1.currentLocation != null && ((bool)((NetFieldBase)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert))) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D staminaRect = Game1.staminaRect; viewport = Game1.graphics.GraphicsDevice.Viewport; Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds; Color color = Color.Blue * 0.2f; spriteBatch.Draw(staminaRect, bounds, color); } if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D fadeToBlackRect = Game1.fadeToBlackRect; viewport = Game1.graphics.GraphicsDevice.Viewport; Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds; Color color = Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha); spriteBatch.Draw(fadeToBlackRect, bounds, color); } else if ((double)Game1.flashAlpha > 0.0) { if (Game1.options.screenFlash) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D fadeToBlackRect = Game1.fadeToBlackRect; viewport = Game1.graphics.GraphicsDevice.Viewport; Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds; Color color = Color.White * Math.Min(1f, Game1.flashAlpha); spriteBatch.Draw(fadeToBlackRect, bounds, color); } Game1.flashAlpha -= 0.1f; } if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp) this.drawDialogueBox(); foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites) overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f); if (Game1.debugMode) { StringBuilder debugStringBuilder = Game1._debugStringBuilder; debugStringBuilder.Clear(); if (Game1.panMode) { debugStringBuilder.Append((Game1.getOldMouseX() + Game1.viewport.X) / 64); debugStringBuilder.Append(","); debugStringBuilder.Append((Game1.getOldMouseY() + Game1.viewport.Y) / 64); } else { debugStringBuilder.Append("player: "); debugStringBuilder.Append(Game1.player.getStandingX() / 64); debugStringBuilder.Append(", "); debugStringBuilder.Append(Game1.player.getStandingY() / 64); } debugStringBuilder.Append(" mouseTransparency: "); debugStringBuilder.Append(Game1.mouseCursorTransparency); debugStringBuilder.Append(" mousePosition: "); debugStringBuilder.Append(Game1.getMouseX()); debugStringBuilder.Append(","); debugStringBuilder.Append(Game1.getMouseY()); debugStringBuilder.Append(Environment.NewLine); debugStringBuilder.Append(" mouseWorldPosition: "); debugStringBuilder.Append(Game1.getMouseX() + Game1.viewport.X); debugStringBuilder.Append(","); debugStringBuilder.Append(Game1.getMouseY() + Game1.viewport.Y); debugStringBuilder.Append(" debugOutput: "); debugStringBuilder.Append(Game1.debugOutput); Game1.spriteBatch.DrawString(Game1.smallFont, debugStringBuilder, new Vector2((float)this.GraphicsDevice.Viewport.GetTitleSafeArea().X, (float)(this.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8)), Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); } if (Game1.showKeyHelp) Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); if (Game1.activeClickableMenu != null) { try { events.RenderingActiveMenu.RaiseEmpty(); Game1.activeClickableMenu.draw(Game1.spriteBatch); events.RenderedActiveMenu.RaiseEmpty(); } catch (Exception ex) { this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); Game1.activeClickableMenu.exitThisMenu(); } } else if (Game1.farmEvent != null) Game1.farmEvent.drawAboveEverything(Game1.spriteBatch); if (Game1.emoteMenu != null) Game1.emoteMenu.draw(Game1.spriteBatch); if (Game1.HostPaused) { string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378"); SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1, SpriteText.ScrollTextAlignment.Left); } events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); this.drawOverlays(Game1.spriteBatch); this.renderScreenBuffer(); } } } } /// 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 fatal log message. private void ExitGameImmediately(string message) { this.Monitor.LogFatal(message); this.CancellationToken.Cancel(); } } }