using System; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; using System.Reflection; using System.Threading; #if SMAPI_FOR_WINDOWS using System.Windows.Forms; #endif using Microsoft.Xna.Framework.Graphics; using Newtonsoft.Json; using StardewModdingAPI.AssemblyRewriters; using StardewModdingAPI.Events; using StardewModdingAPI.Framework; using StardewModdingAPI.Framework.Logging; using StardewModdingAPI.Framework.Models; using StardewModdingAPI.Framework.Serialisation; using StardewValley; using Monitor = StardewModdingAPI.Framework.Monitor; namespace StardewModdingAPI { /// The main entry point for SMAPI, responsible for hooking into and launching the game. internal class Program { /********* ** Properties *********/ /// The target game platform. private static readonly Platform TargetPlatform = #if SMAPI_FOR_WINDOWS Platform.Windows; #else Platform.Mono; #endif /// The full path to the Stardew Valley executable. private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, Program.TargetPlatform == Platform.Windows ? "Stardew Valley.exe" : "StardewValley.exe"); /// The full path to the folder containing mods. private static readonly string ModPath = Path.Combine(Constants.ExecutionPath, "Mods"); /// The log file to which to write messages. private static readonly LogFileManager LogFile = new LogFileManager(Constants.LogPath); /// Manages console output interception. private static readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager(); /// The core logger for SMAPI. private static readonly Monitor Monitor = new Monitor("SMAPI", Program.ConsoleManager, Program.LogFile); /// The user settings for SMAPI. private static UserSettings Settings; /// Tracks whether the game should exit immediately and any pending initialisation should be cancelled. private static readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource(); /// Whether the game is currently running. private static bool ready; /********* ** Accessors *********/ /// The underlying game instance. internal static SGame GameInstance; /// The number of mods currently loaded by SMAPI. internal static int ModsLoaded; /// Tracks the installed mods. internal static readonly ModRegistry ModRegistry = new ModRegistry(); /// Manages deprecation warnings. internal static readonly DeprecationManager DeprecationManager = new DeprecationManager(Program.Monitor, Program.ModRegistry); /// Manages console commands. internal static readonly CommandManager CommandManager = new CommandManager(); /********* ** Public methods *********/ /// The main entry point which hooks into and launches the game. /// The command-line arguments. private static void Main(string[] args) { // initialise logging Program.Monitor.WriteToConsole = !args.Contains("--no-terminal"); Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB"); // for consistent log formatting Program.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Game1.version} on {Environment.OSVersion}", LogLevel.Info); // read config { string settingsPath = Constants.ApiConfigPath; if (File.Exists(settingsPath)) { string json = File.ReadAllText(settingsPath); Program.Settings = JsonConvert.DeserializeObject(json); } else Program.Settings = new UserSettings(); File.WriteAllText(settingsPath, JsonConvert.SerializeObject(Program.Settings, Formatting.Indented)); } // redirect direct console output { Monitor monitor = Program.GetSecondaryMonitor("Console.Out"); monitor.WriteToFile = false; // not useful for troubleshooting mods per discussion if (monitor.WriteToConsole) Program.ConsoleManager.OnLineIntercepted += line => monitor.Log(line, LogLevel.Trace); } // add warning headers if (Program.Settings.DeveloperMode) { Program.Monitor.ShowTraceInConsole = true; Program.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing or deleting {Constants.ApiConfigPath}.", LogLevel.Warn); } if (!Program.Settings.CheckForUpdates) Program.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by editing or deleting {Constants.ApiConfigPath}.", LogLevel.Warn); if (!Program.Monitor.WriteToConsole) Program.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); // print file paths Program.Monitor.Log($"Mods go here: {Program.ModPath}"); // initialise legacy log Log.Monitor = Program.GetSecondaryMonitor("legacy mod"); Log.ModRegistry = Program.ModRegistry; // hook into & launch the game try { // verify version if (String.Compare(Game1.version, Constants.MinimumGameVersion, StringComparison.InvariantCultureIgnoreCase) < 0) { Program.Monitor.Log($"Oops! You're running Stardew Valley {Game1.version}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI. If you're on the Steam beta channel, note that the beta channel may not receive the latest updates.", LogLevel.Error); return; } // initialise Program.Monitor.Log("Loading SMAPI..."); Console.Title = Constants.ConsoleTitle; Program.VerifyPath(Program.ModPath); Program.VerifyPath(Constants.LogDir); if (!File.Exists(Program.GameExecutablePath)) { Program.Monitor.Log($"Couldn't find executable: {Program.GameExecutablePath}", LogLevel.Error); Program.PressAnyKeyToExit(); return; } // check for update when game loads if (Program.Settings.CheckForUpdates) GameEvents.GameLoaded += (sender, e) => Program.CheckForUpdateAsync(); // launch game Program.StartGame(); } catch (Exception ex) { Program.Monitor.Log($"Critical error: {ex.GetLogSummary()}", LogLevel.Error); } Program.PressAnyKeyToExit(); } /// Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs. /// The module which requested an immediate exit. /// The reason provided for the shutdown. internal static void ExitGameImmediately(string module, string reason) { Program.Monitor.LogFatal($"{module} requested an immediate game shutdown: {reason}"); Program.CancellationTokenSource.Cancel(); if (Program.ready) { Program.GameInstance.Exiting += (sender, e) => Program.PressAnyKeyToExit(); Program.GameInstance.Exit(); } } /// Get a monitor for legacy code which doesn't have one passed in. [Obsolete("This method should only be used when needed for backwards compatibility.")] internal static IMonitor GetLegacyMonitorForMod() { string modName = Program.ModRegistry.GetModFromStack() ?? "unknown"; return Program.GetSecondaryMonitor(modName); } /********* ** Private methods *********/ /// Asynchronously check for a new version of SMAPI, and print a message to the console if an update is available. private static void CheckForUpdateAsync() { new Thread(() => { try { GitRelease release = UpdateHelper.GetLatestVersionAsync(Constants.GitHubRepository).Result; ISemanticVersion latestVersion = new SemanticVersion(release.Tag); if (latestVersion.IsNewerThan(Constants.ApiVersion)) Program.Monitor.Log($"You can update SMAPI from version {Constants.ApiVersion} to {latestVersion}", LogLevel.Alert); } catch (Exception ex) { Program.Monitor.Log($"Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.\n{ex.GetLogSummary()}"); } }).Start(); } /// Hook into Stardew Valley and launch the game. private static void StartGame() { try { // add error handlers #if SMAPI_FOR_WINDOWS Application.ThreadException += (sender, e) => Program.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error); Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); #endif AppDomain.CurrentDomain.UnhandledException += (sender, e) => Program.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error); // initialise game { // load assembly Program.Monitor.Log("Loading game..."); Assembly gameAssembly = Assembly.UnsafeLoadFrom(Program.GameExecutablePath); Type gameProgramType = gameAssembly.GetType("StardewValley.Program", true); // set Game1 instance Program.GameInstance = new SGame(Program.Monitor); Program.GameInstance.Exiting += (sender, e) => Program.ready = false; Program.GameInstance.Window.ClientSizeChanged += (sender, e) => GraphicsEvents.InvokeResize(Program.Monitor, sender, e); Program.GameInstance.Window.Title = $"Stardew Valley - Version {Game1.version}"; gameProgramType.GetField("gamePtr").SetValue(gameProgramType, Program.GameInstance); // configure Game1.version += $" | SMAPI {Constants.ApiVersion}"; Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; } // load mods Program.LoadMods(); if (Program.CancellationTokenSource.IsCancellationRequested) { Program.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); return; } // initialise console after game launches new Thread(() => { // wait for the game to load up while (!Program.ready) Thread.Sleep(1000); // register help command Program.CommandManager.Add("SMAPI", "help", "Lists all commands | 'help ' returns command description", Program.HandleHelpCommand); // listen for command line input Program.Monitor.Log("Starting console..."); Program.Monitor.Log("Type 'help' for help, or 'help ' for a command's usage", LogLevel.Info); Thread consoleInputThread = new Thread(Program.ConsoleInputLoop); consoleInputThread.Start(); while (Program.ready) Thread.Sleep(1000 / 10); // Check if the game is still running 10 times a second // abort the console thread, we're closing if (consoleInputThread.ThreadState == ThreadState.Running) consoleInputThread.Abort(); }).Start(); // start game loop Program.Monitor.Log("Starting game..."); if (Program.CancellationTokenSource.IsCancellationRequested) { Program.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); return; } try { Program.ready = true; Program.GameInstance.Run(); } finally { Program.ready = false; } } catch (Exception ex) { Program.Monitor.Log($"The game encountered a fatal error:\n{ex.GetLogSummary()}", LogLevel.Error); } } /// Create a directory path if it doesn't exist. /// The directory path. private static void VerifyPath(string path) { try { if (!Directory.Exists(path)) Directory.CreateDirectory(path); } catch (Exception ex) { Program.Monitor.Log($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error); } } /// Load and hook up all mods in the mod directory. private static void LoadMods() { Program.Monitor.Log("Loading mods..."); // get JSON helper JsonHelper jsonHelper = new JsonHelper(); // get assembly loader AssemblyLoader modAssemblyLoader = new AssemblyLoader(Program.TargetPlatform, Program.Monitor); AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name); // get known incompatible mods IDictionary incompatibleMods; try { incompatibleMods = File.Exists(Constants.ApiModMetadataPath) ? JsonConvert.DeserializeObject(File.ReadAllText(Constants.ApiModMetadataPath)).ToDictionary(p => p.ID, p => p) : new Dictionary(0); } catch (Exception ex) { incompatibleMods = new Dictionary(); Program.Monitor.Log($"Couldn't read metadata file at {Constants.ApiModMetadataPath}. SMAPI will still run, but some features may be disabled.\n{ex}", LogLevel.Warn); } // load mod assemblies List deprecationWarnings = new List(); // queue up deprecation warnings to show after mod list foreach (string directoryPath in Directory.GetDirectories(Program.ModPath)) { // passthrough empty directories DirectoryInfo directory = new DirectoryInfo(directoryPath); while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1) directory = directory.GetDirectories().First(); // check for cancellation if (Program.CancellationTokenSource.IsCancellationRequested) { Program.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error); return; } // get manifest path string manifestPath = Path.Combine(directory.FullName, "manifest.json"); if (!File.Exists(manifestPath)) { Program.Monitor.Log($"Ignored folder \"{directory.Name}\" which doesn't have a manifest.json.", LogLevel.Warn); continue; } string errorPrefix = $"Couldn't load mod for manifest '{manifestPath}'"; // read manifest Manifest manifest; try { // read manifest text string json = File.ReadAllText(manifestPath); if (string.IsNullOrEmpty(json)) { Program.Monitor.Log($"{errorPrefix}: manifest is empty.", LogLevel.Error); continue; } // deserialise manifest manifest = jsonHelper.ReadJsonFile(Path.Combine(directory.FullName, "manifest.json"), null); if (manifest == null) { Program.Monitor.Log($"{errorPrefix}: the manifest file does not exist.", LogLevel.Error); continue; } if (string.IsNullOrEmpty(manifest.EntryDll)) { Program.Monitor.Log($"{errorPrefix}: manifest doesn't specify an entry DLL.", LogLevel.Error); continue; } } catch (Exception ex) { Program.Monitor.Log($"{errorPrefix}: manifest parsing failed.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // validate known incompatible mods IncompatibleMod compatibility; if (incompatibleMods.TryGetValue(!string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll, out compatibility)) { if (!compatibility.IsCompatible(manifest.Version)) { string reasonPhrase = compatibility.ReasonPhrase ?? "this version is not compatible with the latest version of the game"; string warning = $"Skipped {compatibility.Name} {manifest.Version} because {reasonPhrase}. Please check for a newer version of the mod here:"; if (!string.IsNullOrWhiteSpace(compatibility.UpdateUrl)) warning += $"{Environment.NewLine}- official mod: {compatibility.UpdateUrl}"; if (!string.IsNullOrWhiteSpace(compatibility.UnofficialUpdateUrl)) warning += $"{Environment.NewLine}- unofficial update: {compatibility.UnofficialUpdateUrl}"; Program.Monitor.Log(warning, LogLevel.Error); continue; } } // validate SMAPI version if (!string.IsNullOrWhiteSpace(manifest.MinimumApiVersion)) { try { ISemanticVersion minVersion = new SemanticVersion(manifest.MinimumApiVersion); if (minVersion.IsNewerThan(Constants.ApiVersion)) { Program.Monitor.Log($"{errorPrefix}: this mod requires SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.", LogLevel.Error); continue; } } catch (FormatException ex) when (ex.Message.Contains("not a valid semantic version")) { Program.Monitor.Log($"{errorPrefix}: the mod specified an invalid minimum SMAPI version '{manifest.MinimumApiVersion}'. This should be a semantic version number like {Constants.ApiVersion}.", LogLevel.Error); continue; } } // create per-save directory if (manifest.PerSaveConfigs) { deprecationWarnings.Add(() => Program.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.Info)); try { string psDir = Path.Combine(directory.FullName, "psconfigs"); Directory.CreateDirectory(psDir); if (!Directory.Exists(psDir)) { Program.Monitor.Log($"{errorPrefix}: couldn't create the per-save configuration directory ('psconfigs') requested by this mod. The failure reason is unknown.", LogLevel.Error); continue; } } catch (Exception ex) { Program.Monitor.Log($"{errorPrefix}: couldn't create the per-save configuration directory ('psconfigs') requested by this mod.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } } // validate mod path to simplify errors string assemblyPath = Path.Combine(directory.FullName, manifest.EntryDll); if (!File.Exists(assemblyPath)) { Program.Monitor.Log($"{errorPrefix}: the entry DLL '{manifest.EntryDll}' does not exist.", LogLevel.Error); continue; } // preprocess & load mod assembly Assembly modAssembly; try { modAssembly = modAssemblyLoader.Load(assemblyPath); } catch (Exception ex) { Program.Monitor.Log($"{errorPrefix}: an error occurred while preprocessing '{manifest.EntryDll}'.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // validate assembly try { if (modAssembly.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) == 0) { Program.Monitor.Log($"{errorPrefix}: the mod DLL does not contain an implementation of the 'Mod' class.", LogLevel.Error); continue; } } catch (Exception ex) { Program.Monitor.Log($"{errorPrefix}: an error occurred while reading the mod DLL.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // initialise mod Mod mod; try { // get implementation TypeInfo modEntryType = modAssembly.DefinedTypes.First(x => x.BaseType == typeof(Mod)); mod = (Mod)modAssembly.CreateInstance(modEntryType.ToString()); if (mod == null) { Program.Monitor.Log($"{errorPrefix}: the mod's entry class could not be instantiated."); continue; } // inject data // get helper mod.ModManifest = manifest; mod.Helper = new ModHelper(manifest.Name, directory.FullName, jsonHelper, Program.ModRegistry, Program.CommandManager); mod.Monitor = Program.GetSecondaryMonitor(manifest.Name); mod.PathOnDisk = directory.FullName; // track mod Program.ModRegistry.Add(mod); Program.ModsLoaded += 1; Program.Monitor.Log($"Loaded mod: {manifest.Name} by {manifest.Author}, v{manifest.Version} | {manifest.Description}", LogLevel.Info); } catch (Exception ex) { Program.Monitor.Log($"{errorPrefix}: an error occurred while loading the target DLL.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } } // log deprecation warnings foreach (Action warning in deprecationWarnings) warning(); deprecationWarnings = null; // initialise mods foreach (Mod mod in Program.ModRegistry.GetMods()) { try { // call entry methods mod.Entry(); // deprecated since 1.0 mod.Entry(mod.Helper); // raise deprecation warning for old Entry() methods if (Program.DeprecationManager.IsVirtualMethodImplemented(mod.GetType(), typeof(Mod), nameof(Mod.Entry), new[] { typeof(object[]) })) Program.DeprecationManager.Warn(mod.ModManifest.Name, $"{nameof(Mod)}.{nameof(Mod.Entry)}(object[]) instead of {nameof(Mod)}.{nameof(Mod.Entry)}({nameof(IModHelper)})", "1.0", DeprecationLevel.Notice); } catch (Exception ex) { Program.Monitor.Log($"The {mod.ModManifest.Name} mod failed on entry initialisation. It will still be loaded, but may not function correctly.\n{ex.GetLogSummary()}", LogLevel.Warn); } } // print result Program.Monitor.Log($"Loaded {Program.ModsLoaded} mods."); Console.Title = Constants.ConsoleTitle; } // ReSharper disable once FunctionNeverReturns /// Run a loop handling console input. private static void ConsoleInputLoop() { while (true) { string input = Console.ReadLine(); if (!Program.CommandManager.Trigger(input)) Program.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); } } /// The method called when the user submits the help command in the console. /// The command name. /// The command arguments. private static void HandleHelpCommand(string name, string[] arguments) { if (arguments.Any()) { Framework.Command result = Program.CommandManager.Get(arguments[0]); if (result == null) Program.Monitor.Log("There's no command with that name.", LogLevel.Error); else Program.Monitor.Log($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info); } else Program.Monitor.Log("Commands: " + string.Join(", ", Program.CommandManager.GetAll().Select(p => p.Name)), LogLevel.Info); } /// Show a 'press any key to exit' message, and exit when they press a key. private static void PressAnyKeyToExit() { Program.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info); Thread.Sleep(100); Console.ReadKey(); Environment.Exit(0); } /// Get a monitor instance derived from SMAPI's current settings. /// The name of the module which will log messages with this instance. private static Monitor GetSecondaryMonitor(string name) { return new Monitor(name, Program.ConsoleManager, Program.LogFile) { WriteToConsole = Program.Monitor.WriteToConsole, ShowTraceInConsole = Program.Settings.DeveloperMode }; } } }