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();
}
}
}