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 Monitor = StardewModdingAPI.Framework.Monitor; 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 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.ExitGameImmediately) { 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; // 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($"The game failed unexpectedly: {ex.GetLogSummary()}", LogLevel.Error); this.PressAnyKeyToExit(); } finally { this.Dispose(); } } /// Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs. /// The module which requested an immediate exit. /// The reason provided for the shutdown. public void ExitGameImmediately(string module, string reason) { this.Monitor.LogFatal($"{module} requested an immediate game shutdown: {reason}"); this.CancellationTokenSource.Cancel(); if (this.IsGameRunning) { this.GameInstance.Exiting += (sender, e) => this.PressAnyKeyToExit(); this.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 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() { if (this.IsDisposed) return; this.IsDisposed = true; 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"); monitor.WriteToFile = false; // not useful for troubleshooting mods per discussion if (monitor.WriteToConsole) this.ConsoleManager.OnMessageIntercepted += line => monitor.Log(line, LogLevel.Trace); } // add warning headers if (this.Settings.DeveloperMode) { this.Monitor.ShowTraceInConsole = true; this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Warn); } if (!this.Settings.CheckForUpdates) this.Monitor.Log($"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); // load mods int modsLoaded = this.LoadMods(); if (this.CancellationTokenSource.IsCancellationRequested) { this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); 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) Thread.Sleep(1000 / 10); if (inputThread.ThreadState == ThreadState.Running) inputThread.Abort(); } /// 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($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error); } } /// Load and hook up all mods in the mod directory. /// Returns the number of mods loaded. private int LoadMods() { this.Monitor.Log("Loading mods..."); // get JSON helper JsonHelper jsonHelper = new JsonHelper(); // get assembly loader AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.TargetPlatform, this.Monitor); AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name); // load mod assemblies int modsLoaded = 0; List deprecationWarnings = new List(); // queue up deprecation warnings to show after mod list foreach (string directoryPath in Directory.GetDirectories(Constants.ModPath)) { // passthrough empty directories DirectoryInfo directory = new DirectoryInfo(directoryPath); while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1) directory = directory.GetDirectories().First(); // check for cancellation if (this.CancellationTokenSource.IsCancellationRequested) { this.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error); return modsLoaded; } // get manifest path string manifestPath = Path.Combine(directory.FullName, "manifest.json"); if (!File.Exists(manifestPath)) { this.Monitor.Log($"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.Name, directory.FullName, jsonHelper, this.ModRegistry, this.CommandManager); 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); } } /// 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.ExitGameImmediately) { 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(); } } }