using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; using System.Reflection; using System.Threading; #if SMAPI_FOR_WINDOWS using System.Management; using System.Windows.Forms; #endif 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; using SObject = StardewValley.Object; namespace StardewModdingAPI { /// The main entry point for SMAPI, responsible for hooking into and launching the game. internal class Program : IDisposable { /********* ** Properties *********/ /// The log file to which to write messages. private readonly LogFileManager LogFile; /// Manages console output interception. private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager(); /// The core logger and monitor for SMAPI. private readonly Monitor Monitor; /// Tracks whether the game should exit immediately and any pending initialisation should be cancelled. private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource(); /// The underlying game instance. private SGame GameInstance; /// The SMAPI configuration settings. /// This is initialised after the game starts. private SConfig Settings; /// Tracks the installed mods. /// This is initialised after the game starts. private ModRegistry ModRegistry; /// Manages deprecation warnings. /// This is initialised after the game starts. private DeprecationManager DeprecationManager; /// Manages console commands. /// This is initialised after the game starts. private CommandManager CommandManager; /// Whether the game is currently running. private bool IsGameRunning; /// Whether the program has been disposed. private bool IsDisposed; /********* ** Public methods *********/ /// The main entry point which hooks into and launches the game. /// The command-line arguments. public static void Main(string[] args) { // get flags from arguments bool writeToConsole = !args.Contains("--no-terminal"); // get log path from arguments string logPath = null; { int pathIndex = Array.LastIndexOf(args, "--log-path") + 1; if (pathIndex >= 1 && args.Length >= pathIndex) { logPath = args[pathIndex]; if (!Path.IsPathRooted(logPath)) logPath = Path.Combine(Constants.LogDir, logPath); } } if (string.IsNullOrWhiteSpace(logPath)) logPath = Constants.DefaultLogPath; // load SMAPI using (Program program = new Program(writeToConsole, logPath)) program.RunInteractively(); } /// Construct an instance. /// Whether to output log messages to the console. /// The full file path to which to write log messages. public Program(bool writeToConsole, string logPath) { this.LogFile = new LogFileManager(logPath); this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource) { WriteToConsole = writeToConsole }; } /// Launch SMAPI. public void RunInteractively() { // initialise SMAPI try { // init logging this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} on {this.GetFriendlyPlatformName()}", LogLevel.Info); this.Monitor.Log($"Mods go here: {Constants.ModPath}"); this.Monitor.Log("Preparing SMAPI..."); // validate paths this.VerifyPath(Constants.ModPath); this.VerifyPath(Constants.LogDir); // validate game version if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion)) { this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)}, but the oldest supported version is {Constants.GetGameDisplayVersion(Constants.MinimumGameVersion)}. Please update your game before using SMAPI. If you have the beta version on Steam, you may need to opt out to get the latest non-beta updates.", LogLevel.Error); this.PressAnyKeyToExit(); return; } if (Constants.MaximumGameVersion != null && Constants.GameVersion.IsNewerThan(Constants.MaximumGameVersion)) { this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)}, but this version of SMAPI is only compatible up to Stardew Valley {Constants.GetGameDisplayVersion(Constants.MaximumGameVersion)}. Please check for a newer version of SMAPI.", LogLevel.Error); this.PressAnyKeyToExit(); return; } // add error handlers #if SMAPI_FOR_WINDOWS Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error); Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); #endif AppDomain.CurrentDomain.UnhandledException += (sender, e) => this.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error); // override game this.GameInstance = new SGame(this.Monitor); StardewValley.Program.gamePtr = this.GameInstance; // add exit handler new Thread(() => { this.CancellationTokenSource.Token.WaitHandle.WaitOne(); if (this.IsGameRunning) { this.GameInstance.Exiting += (sender, e) => this.PressAnyKeyToExit(); this.GameInstance.Exit(); } }).Start(); // hook into game events #if SMAPI_FOR_WINDOWS ((Form)Control.FromHandle(this.GameInstance.Window.Handle)).FormClosing += (sender, args) => this.Dispose(); #endif this.GameInstance.Exiting += (sender, e) => this.Dispose(); this.GameInstance.Window.ClientSizeChanged += (sender, e) => GraphicsEvents.InvokeResize(this.Monitor, sender, e); GameEvents.InitializeInternal += (sender, e) => this.InitialiseAfterGameStart(); GameEvents.GameLoaded += (sender, e) => this.CheckForUpdateAsync(); // set window titles this.GameInstance.Window.Title = $"Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} - running SMAPI {Constants.ApiVersion}"; Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)}"; } catch (Exception ex) { this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error); this.PressAnyKeyToExit(); return; } // start game this.Monitor.Log("Starting game..."); try { this.IsGameRunning = true; this.GameInstance.Run(); } catch (Exception ex) { this.Monitor.Log($"The game failed unexpectedly: {ex.GetLogSummary()}", LogLevel.Error); this.PressAnyKeyToExit(); } finally { this.Dispose(); } } /// 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 IMonitor GetLegacyMonitorForMod() { string modName = this.ModRegistry.GetModFromStack() ?? "unknown"; return this.GetSecondaryMonitor(modName); } /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. public void Dispose() { // skip if already disposed if (this.IsDisposed) return; this.IsDisposed = true; // dispose mod helpers foreach (var mod in this.ModRegistry.GetMods()) (mod.Helper as IDisposable)?.Dispose(); // dispose core components this.IsGameRunning = false; this.LogFile?.Dispose(); this.ConsoleManager?.Dispose(); this.CancellationTokenSource?.Dispose(); this.GameInstance?.Dispose(); } /********* ** Private methods *********/ /// Initialise SMAPI and mods after the game starts. private void InitialiseAfterGameStart() { // load settings this.Settings = JsonConvert.DeserializeObject(File.ReadAllText(Constants.ApiConfigPath)); // load core components this.ModRegistry = new ModRegistry(this.Settings.ModCompatibility); this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry); this.CommandManager = new CommandManager(); // inject compatibility shims #pragma warning disable 618 Command.Shim(this.CommandManager, this.DeprecationManager, this.ModRegistry); Config.Shim(this.DeprecationManager); InternalExtensions.Shim(this.ModRegistry); Log.Shim(this.DeprecationManager, this.GetSecondaryMonitor("legacy mod"), this.ModRegistry); Mod.Shim(this.DeprecationManager); ContentEvents.Shim(this.ModRegistry, this.Monitor); GameEvents.Shim(this.DeprecationManager); PlayerEvents.Shim(this.DeprecationManager); TimeEvents.Shim(this.DeprecationManager); #pragma warning restore 618 // redirect direct console output { Monitor monitor = this.GetSecondaryMonitor("Console.Out"); if (monitor.WriteToConsole) this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message); } // add headers if (this.Settings.DeveloperMode) { this.Monitor.ShowTraceInConsole = true; this.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 {Constants.ApiConfigPath}.", LogLevel.Info); } if (!this.Settings.CheckForUpdates) this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn); if (!this.Monitor.WriteToConsole) this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); // validate XNB integrity if (!this.ValidateContentIntegrity()) this.Monitor.Log("SMAPI found problems in the game's XNB files which may cause errors or crashes while you're playing. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Warn); // load mods int modsLoaded = this.LoadMods(); if (this.Monitor.IsExiting) { this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn); return; } // update window titles this.GameInstance.Window.Title = $"Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods"; Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} with {modsLoaded} mods"; // start SMAPI console new Thread(this.RunConsoleLoop).Start(); } /// Run a loop handling console input. [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")] private void RunConsoleLoop() { // prepare help command this.Monitor.Log("Starting console..."); this.Monitor.Log("Type 'help' for help, or 'help ' for a command's usage", LogLevel.Info); this.CommandManager.Add("SMAPI", "help", "Lists all commands | 'help ' returns command description", this.HandleHelpCommand); // start handling command line input Thread inputThread = new Thread(() => { while (true) { string input = Console.ReadLine(); try { if (!string.IsNullOrWhiteSpace(input) && !this.CommandManager.Trigger(input)) this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); } catch (Exception ex) { this.Monitor.Log($"The handler registered for that command failed:\n{ex.GetLogSummary()}", LogLevel.Error); } } }); inputThread.Start(); // keep console thread alive while the game is running while (this.IsGameRunning && !this.Monitor.IsExiting) Thread.Sleep(1000 / 10); if (inputThread.ThreadState == ThreadState.Running) inputThread.Abort(); } /// Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated. /// Returns whether all integrity checks passed. private bool ValidateContentIntegrity() { this.Monitor.Log("Detecting common issues..."); bool issuesFound = false; // object format (commonly broken by outdated files) { void LogIssue(int id, string issue) => this.Monitor.Log($"Detected issue: item #{id} in Content\\Data\\ObjectInformation is invalid ({issue}).", LogLevel.Warn); foreach (KeyValuePair entry in Game1.objectInformation) { // must not be empty if (string.IsNullOrWhiteSpace(entry.Value)) { LogIssue(entry.Key, "entry is empty"); issuesFound = true; continue; } // require core fields string[] fields = entry.Value.Split('/'); if (fields.Length < SObject.objectInfoDescriptionIndex + 1) { LogIssue(entry.Key, $"too few fields for an object"); issuesFound = true; continue; } // check min length for specific types switch (fields[SObject.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0]) { case "Cooking": if (fields.Length < SObject.objectInfoBuffDurationIndex + 1) { LogIssue(entry.Key, "too few fields for a cooking item"); issuesFound = true; } break; } } } return !issuesFound; } /// Asynchronously check for a new version of SMAPI, and print a message to the console if an update is available. private void CheckForUpdateAsync() { if (!this.Settings.CheckForUpdates) return; new Thread(() => { try { GitRelease release = UpdateHelper.GetLatestVersionAsync(Constants.GitHubRepository).Result; ISemanticVersion latestVersion = new SemanticVersion(release.Tag); if (latestVersion.IsNewerThan(Constants.ApiVersion)) this.Monitor.Log($"You can update SMAPI from version {Constants.ApiVersion} to {latestVersion}", LogLevel.Alert); } catch (Exception ex) { this.Monitor.Log($"Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.\n{ex.GetLogSummary()}"); } }).Start(); } /// Create a directory path if it doesn't exist. /// The directory path. private void VerifyPath(string path) { try { if (!Directory.Exists(path)) Directory.CreateDirectory(path); } catch (Exception ex) { this.Monitor.Log($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error); } } /// Load and hook up all mods in the mod directory. /// Returns the number of mods loaded. private int LoadMods() { this.Monitor.Log("Loading mods..."); // get JSON helper JsonHelper jsonHelper = new JsonHelper(); // get assembly loader AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.TargetPlatform, this.Monitor); AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name); // load mod assemblies int modsLoaded = 0; List deprecationWarnings = new List(); // queue up deprecation warnings to show after mod list foreach (string directoryPath in Directory.GetDirectories(Constants.ModPath)) { if (this.Monitor.IsExiting) { this.Monitor.Log("SMAPI shutting down: aborting mod scan.", LogLevel.Warn); return modsLoaded; } // passthrough empty directories DirectoryInfo directory = new DirectoryInfo(directoryPath); while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1) directory = directory.GetDirectories().First(); // get manifest path string manifestPath = Path.Combine(directory.FullName, "manifest.json"); if (!File.Exists(manifestPath)) { this.Monitor.Log($"Ignored folder \"{directory.Name}\" which doesn't have a manifest.json.", LogLevel.Warn); continue; } string skippedPrefix = $"Skipped {manifestPath.Replace(Constants.ModPath, "").Trim('/', '\\')}"; // read manifest Manifest manifest; try { // read manifest text string json = File.ReadAllText(manifestPath); if (string.IsNullOrEmpty(json)) { this.Monitor.Log($"{skippedPrefix} because the manifest is empty.", LogLevel.Error); continue; } // deserialise manifest manifest = jsonHelper.ReadJsonFile(Path.Combine(directory.FullName, "manifest.json")); if (manifest == null) { this.Monitor.Log($"{skippedPrefix} because its manifest is invalid.", LogLevel.Error); continue; } if (string.IsNullOrEmpty(manifest.EntryDll)) { this.Monitor.Log($"{skippedPrefix} because its manifest doesn't specify an entry DLL.", LogLevel.Error); continue; } } catch (Exception ex) { this.Monitor.Log($"{skippedPrefix} because manifest parsing failed.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } if (!string.IsNullOrWhiteSpace(manifest.Name)) skippedPrefix = $"Skipped {manifest.Name}"; // validate compatibility ModCompatibility compatibility = this.ModRegistry.GetCompatibilityRecord(manifest); if (compatibility?.Compatibility == ModCompatibilityType.AssumeBroken) { bool hasOfficialUrl = !string.IsNullOrWhiteSpace(compatibility.UpdateUrl); bool hasUnofficialUrl = !string.IsNullOrWhiteSpace(compatibility.UnofficialUpdateUrl); string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game"; string warning = $"{skippedPrefix} because {reasonPhrase}. Please check for a version newer than {compatibility.UpperVersion} here:"; if (hasOfficialUrl) warning += !hasUnofficialUrl ? $" {compatibility.UpdateUrl}" : $"{Environment.NewLine}- official mod: {compatibility.UpdateUrl}"; if (hasUnofficialUrl) warning += $"{Environment.NewLine}- unofficial update: {compatibility.UnofficialUpdateUrl}"; this.Monitor.Log(warning, LogLevel.Error); continue; } // validate SMAPI version if (!string.IsNullOrWhiteSpace(manifest.MinimumApiVersion)) { try { ISemanticVersion minVersion = new SemanticVersion(manifest.MinimumApiVersion); if (minVersion.IsNewerThan(Constants.ApiVersion)) { this.Monitor.Log($"{skippedPrefix} because it needs 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")) { this.Monitor.Log($"{skippedPrefix} because it has 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(() => this.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.Info)); try { string psDir = Path.Combine(directory.FullName, "psconfigs"); Directory.CreateDirectory(psDir); if (!Directory.Exists(psDir)) { this.Monitor.Log($"{skippedPrefix} because it requires per-save configuration files ('psconfigs') which couldn't be created for some reason.", LogLevel.Error); continue; } } catch (Exception ex) { this.Monitor.Log($"{skippedPrefix} because it requires per-save configuration files ('psconfigs') which couldn't be created:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } } // validate mod path to simplify errors string assemblyPath = Path.Combine(directory.FullName, manifest.EntryDll); if (!File.Exists(assemblyPath)) { this.Monitor.Log($"{skippedPrefix} because its DLL '{manifest.EntryDll}' doesn't exist.", LogLevel.Error); continue; } // preprocess & load mod assembly Assembly modAssembly; try { modAssembly = modAssemblyLoader.Load(assemblyPath, assumeCompatible: compatibility?.Compatibility == ModCompatibilityType.AssumeCompatible); } catch (IncompatibleInstructionException ex) { this.Monitor.Log($"{skippedPrefix} because it's not compatible with the latest version of the game (detected {ex.NounPhrase}). Please check for a newer version of the mod (you have v{manifest.Version}).", LogLevel.Error); continue; } catch (Exception ex) { this.Monitor.Log($"{skippedPrefix} because its DLL '{manifest.EntryDll}' couldn't be loaded.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // validate assembly try { int modEntries = modAssembly.DefinedTypes.Count(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract); if (modEntries == 0) { this.Monitor.Log($"{skippedPrefix} because its DLL has no '{nameof(Mod)}' subclass.", LogLevel.Error); continue; } if (modEntries > 1) { this.Monitor.Log($"{skippedPrefix} because its DLL contains multiple '{nameof(Mod)}' subclasses.", LogLevel.Error); continue; } } catch (Exception ex) { this.Monitor.Log($"{skippedPrefix} because its DLL couldn't be loaded.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // initialise mod try { // get implementation TypeInfo modEntryType = modAssembly.DefinedTypes.First(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract); Mod mod = (Mod)modAssembly.CreateInstance(modEntryType.ToString()); if (mod == null) { this.Monitor.Log($"{skippedPrefix} because its entry class couldn't be instantiated."); continue; } // inject data // get helper mod.ModManifest = manifest; mod.Helper = new ModHelper(manifest, directory.FullName, jsonHelper, this.ModRegistry, this.CommandManager, (SContentManager)Game1.content); mod.Monitor = this.GetSecondaryMonitor(manifest.Name); mod.PathOnDisk = directory.FullName; // track mod this.ModRegistry.Add(mod); modsLoaded += 1; this.Monitor.Log($"Loaded {manifest.Name} by {manifest.Author}, v{manifest.Version} | {manifest.Description}", LogLevel.Info); } catch (Exception ex) { this.Monitor.Log($"{skippedPrefix} because initialisation failed:\n{ex.GetLogSummary()}", LogLevel.Error); } } // initialise mods foreach (IMod mod in this.ModRegistry.GetMods()) { try { // call entry methods (mod as Mod)?.Entry(); // deprecated since 1.0 mod.Entry(mod.Helper); // raise deprecation warning for old Entry() methods if (this.DeprecationManager.IsVirtualMethodImplemented(mod.GetType(), typeof(Mod), nameof(Mod.Entry), new[] { typeof(object[]) })) deprecationWarnings.Add(() => this.DeprecationManager.Warn(mod.ModManifest.Name, $"{nameof(Mod)}.{nameof(Mod.Entry)}(object[]) instead of {nameof(Mod)}.{nameof(Mod.Entry)}({nameof(IModHelper)})", "1.0", DeprecationLevel.Info)); } catch (Exception ex) { this.Monitor.Log($"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 this.Monitor.Log($"Loaded {modsLoaded} mods."); foreach (Action warning in deprecationWarnings) warning(); return modsLoaded; } /// The method called when the user submits the help command in the console. /// The command name. /// The command arguments. private void HandleHelpCommand(string name, string[] arguments) { if (arguments.Any()) { Framework.Command result = this.CommandManager.Get(arguments[0]); if (result == null) this.Monitor.Log("There's no command with that name.", LogLevel.Error); else this.Monitor.Log($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info); } else { this.Monitor.Log("The following commands are registered: " + string.Join(", ", this.CommandManager.GetAll().Select(p => p.Name)) + ".", LogLevel.Info); this.Monitor.Log("For more information about a command, type 'help command_name'.", LogLevel.Info); } } /// Redirect messages logged directly to the console to the given monitor. /// The monitor with which to log messages. /// The message to log. private void HandleConsoleMessage(IMonitor monitor, string message) { LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace; // intercept potential exceptions monitor.Log(message, level); } /// Show a 'press any key to exit' message, and exit when they press a key. private void PressAnyKeyToExit() { this.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info); Thread.Sleep(100); Console.ReadKey(); Environment.Exit(0); } /// Get a monitor instance derived from SMAPI's current settings. /// The name of the module which will log messages with this instance. private Monitor GetSecondaryMonitor(string name) { return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource) { WriteToConsole = this.Monitor.WriteToConsole, ShowTraceInConsole = this.Settings.DeveloperMode }; } /// Get a human-readable name for the current platform. [SuppressMessage("ReSharper", "EmptyGeneralCatchClause", Justification = "Error suppressed deliberately to fallback to default behaviour.")] private string GetFriendlyPlatformName() { #if SMAPI_FOR_WINDOWS try { return new ManagementObjectSearcher("SELECT Caption FROM Win32_OperatingSystem") .Get() .Cast() .Select(entry => entry.GetPropertyValue("Caption").ToString()) .FirstOrDefault(); } catch { } #endif return Environment.OSVersion.ToString(); } } }