using System;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Toolkit.Serialization.Models;
namespace StardewModdingAPI
{
/// The main entry point for SMAPI, responsible for hooking into and launching the game.
internal class Program
{
/*********
** Fields
*********/
/// The absolute path to search for SMAPI's internal DLLs.
internal static readonly string DllSearchPath = EarlyConstants.InternalFilesPath;
/*********
** Public methods
*********/
/// The main entry point which hooks into and launches the game.
/// The command-line arguments.
public static void Main(string[] args)
{
Console.Title = $"SMAPI {EarlyConstants.RawApiVersion}";
try
{
AppDomain.CurrentDomain.AssemblyResolve += Program.CurrentDomain_AssemblyResolve;
Program.AssertGamePresent();
Program.AssertGameVersion();
Program.AssertSmapiVersions();
Program.Start(args);
}
catch (BadImageFormatException ex) when (ex.FileName == EarlyConstants.GameAssemblyName)
{
Console.WriteLine($"SMAPI failed to initialize because your game's {ex.FileName}.exe seems to be invalid.\nThis may be a pirated version which modified the executable in an incompatible way; if so, you can try a different download or buy a legitimate version.\n\nTechnical details:\n{ex}");
}
catch (Exception ex)
{
Console.WriteLine($"SMAPI failed to initialize: {ex}");
Program.PressAnyKeyToExit(true);
}
}
/*********
** Private methods
*********/
/// Method called when assembly resolution fails, which may return a manually resolved assembly.
/// The event sender.
/// The event arguments.
private static Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs e)
{
try
{
AssemblyName name = new AssemblyName(e.Name);
foreach (FileInfo dll in new DirectoryInfo(Program.DllSearchPath).EnumerateFiles("*.dll"))
{
if (name.Name.Equals(AssemblyName.GetAssemblyName(dll.FullName).Name, StringComparison.OrdinalIgnoreCase))
return Assembly.LoadFrom(dll.FullName);
}
return null;
}
catch (Exception ex)
{
Console.WriteLine($"Error resolving assembly: {ex}");
return null;
}
}
/// Assert that the game is available.
/// This must be checked *before* any references to , and this method should not reference itself to avoid errors in Mono or when the game isn't present.
private static void AssertGamePresent()
{
try
{
_ = Type.GetType($"StardewValley.Game1, {EarlyConstants.GameAssemblyName}", throwOnError: true);
}
catch (Exception ex)
{
// file doesn't exist
if (!File.Exists(Path.Combine(EarlyConstants.ExecutionPath, $"{EarlyConstants.GameAssemblyName}.exe")))
Program.PrintErrorAndExit("Oops! SMAPI can't find the game. Make sure you're running StardewModdingAPI.exe in your game folder.");
// can't load file
Program.PrintErrorAndExit(
message: "Oops! SMAPI couldn't load the game executable. The technical details below may have more info.",
technicalMessage: $"Technical details: {ex}"
);
}
}
/// Assert that the game version is within and .
private static void AssertGameVersion()
{
// min version
if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion))
{
ISemanticVersion suggestedApiVersion = Constants.GetCompatibleApiVersion(Constants.GameVersion);
Program.PrintErrorAndExit(suggestedApiVersion != null
? $"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. You can install SMAPI {suggestedApiVersion} instead to fix this error, or update your game to the latest version."
: $"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI."
);
}
// max version
if (Constants.MaximumGameVersion != null && Constants.GameVersion.IsNewerThan(Constants.MaximumGameVersion))
Program.PrintErrorAndExit($"Oops! You're running Stardew Valley {Constants.GameVersion}, but this version of SMAPI is only compatible up to Stardew Valley {Constants.MaximumGameVersion}. Please check for a newer version of SMAPI: https://smapi.io.");
}
/// Assert that the versions of all SMAPI components are correct.
/// Players sometimes have mismatched versions (particularly when installed through Vortex), which can cause some very confusing bugs without this check.
private static void AssertSmapiVersions()
{
// get SMAPI version without prerelease suffix (since we can't get that from the assembly versions)
ISemanticVersion smapiVersion = new SemanticVersion(Constants.ApiVersion.MajorVersion, Constants.ApiVersion.MinorVersion, Constants.ApiVersion.PatchVersion);
// compare with assembly versions
foreach (var type in new[] { typeof(IManifest), typeof(Manifest) })
{
AssemblyName assemblyName = type.Assembly.GetName();
ISemanticVersion assemblyVersion = new SemanticVersion(assemblyName.Version);
if (!assemblyVersion.Equals(smapiVersion))
Program.PrintErrorAndExit($"Oops! The 'smapi-internal/{assemblyName.Name}.dll' file is version {assemblyVersion} instead of the required {Constants.ApiVersion}. SMAPI doesn't seem to be installed correctly.");
}
}
/// Initialize SMAPI and launch the game.
/// The command-line arguments.
/// This method is separate from because that can't contain any references to assemblies loaded by (e.g. via ), or Mono will incorrectly show an assembly resolution error before assembly resolution is set up.
private static void Start(string[] args)
{
// get flags
bool writeToConsole = !args.Contains("--no-terminal") && Environment.GetEnvironmentVariable("SMAPI_NO_TERMINAL") == null;
// get mods path
string modsPath;
{
string rawModsPath = null;
// get from command line args
int pathIndex = Array.LastIndexOf(args, "--mods-path") + 1;
if (pathIndex >= 1 && args.Length >= pathIndex)
rawModsPath = args[pathIndex];
// get from environment variables
if (string.IsNullOrWhiteSpace(rawModsPath))
rawModsPath = Environment.GetEnvironmentVariable("SMAPI_MODS_PATH");
// normalise
modsPath = !string.IsNullOrWhiteSpace(rawModsPath)
? Path.Combine(Constants.ExecutionPath, rawModsPath)
: Constants.DefaultModsPath;
}
// load SMAPI
using SCore core = new SCore(modsPath, writeToConsole);
core.RunInteractively();
}
/// Write an error directly to the console and exit.
/// The error message to display.
/// An additional message to log with technical details.
private static void PrintErrorAndExit(string message, string technicalMessage = null)
{
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine(message);
Console.ResetColor();
if (technicalMessage != null)
{
Console.WriteLine();
Console.ForegroundColor = ConsoleColor.Gray;
Console.WriteLine(technicalMessage);
Console.ResetColor();
Console.WriteLine();
}
Program.PressAnyKeyToExit(showMessage: true);
}
/// Show a 'press any key to exit' message, and exit when they press a key.
/// Whether to print a 'press any key to exit' message to the console.
private static void PressAnyKeyToExit(bool showMessage)
{
if (showMessage)
Console.WriteLine("Game has ended. Press any key to exit.");
Thread.Sleep(100);
Console.ReadKey();
Environment.Exit(0);
}
}
}