using System; 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.Events; using StardewModdingAPI.Framework; using StardewModdingAPI.Inheritance; using StardewValley; using Monitor = StardewModdingAPI.Framework.Monitor; namespace StardewModdingAPI { /// The main entry point for SMAPI, responsible for hooking into and launching the game. public class Program { /********* ** Properties *********/ /// The full path to the Stardew Valley executable. #if SMAPI_FOR_WINDOWS private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, "Stardew Valley.exe"); #else private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, "StardewValley.exe"); #endif /// 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); /// The core logger for SMAPI. private static readonly Monitor Monitor = new Monitor("SMAPI", Program.LogFile); /// Whether SMAPI is running in developer mode. private static bool DeveloperMode; /// Tracks whether the game should exit immediately and any pending initialisation should be cancelled. private static readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource(); /********* ** Accessors *********/ /// The number of mods currently loaded by SMAPI. public static int ModsLoaded; /// The underlying game instance. public static SGame gamePtr; /// Whether the game is currently running. public static bool ready; /// The underlying game assembly. public static Assembly StardewAssembly; /// The underlying type. public static Type StardewProgramType; /// The field containing game's main instance. public static FieldInfo StardewGameInfo; // ReSharper disable once PossibleNullReferenceException /// The game's build type (i.e. GOG vs Steam). public static int BuildType => (int)Program.StardewProgramType.GetField("buildType", BindingFlags.Public | BindingFlags.Static).GetValue(null); /// 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); /********* ** Public methods *********/ /// The main entry point which hooks into and launches the game. private static void Main() { // set thread culture for consistent log formatting Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB"); // add info header Program.Monitor.Log($"SMAPI {Constants.Version} with Stardew Valley {Game1.version} on {Environment.OSVersion}", LogLevel.Info); // load user settings { string settingsFileName = $"{typeof(Program).Assembly.GetName().Name}-settings.json"; string settingsPath = Path.Combine(Constants.ExecutionPath, settingsFileName); if (File.Exists(settingsPath)) { string json = File.ReadAllText(settingsPath); UserSettings settings = JsonConvert.DeserializeObject(json); Program.DeveloperMode = settings?.DeveloperMode == true; if (Program.DeveloperMode) { Program.Monitor.ShowTraceInConsole = true; Program.Monitor.Log($"SMAPI is running in developer mode. The console may be much more verbose. You can disable developer mode by deleting the {settingsFileName} file in the game directory.", LogLevel.Alert); } } } // initialise legacy log Log.Monitor = new Monitor("legacy mod", Program.LogFile) { ShowTraceInConsole = Program.DeveloperMode }; 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 Program.CheckForUpdateAsync(); // launch game Program.StartGame(); } catch (Exception ex) { Program.Monitor.Log($"Critical error: {ex}", LogLevel.Error); } Program.PressAnyKeyToExit(); } /// Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs. /// The module which requested an immediate exit. /// The reason provided for the shutdown. internal static void ExitGameImmediately(string module, string reason) { Program.Monitor.LogFatal($"{module} requested an immediate game shutdown: {reason}"); Program.CancellationTokenSource.Cancel(); if (Program.ready) { Program.gamePtr.Exiting += (sender, e) => Program.PressAnyKeyToExit(); Program.gamePtr.Exit(); } } /********* ** 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; Version latestVersion = new Version(release.Tag); if (latestVersion.IsNewerThan(Constants.Version)) Program.Monitor.Log($"You can update SMAPI from version {Constants.Version} to {latestVersion}", LogLevel.Alert); } catch (Exception ex) { Program.Monitor.Log($"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}"); } }).Start(); } /// Hook into Stardew Valley and launch the game. private static void StartGame() { try { // load the game assembly Program.Monitor.Log("Loading game..."); Program.StardewAssembly = Assembly.UnsafeLoadFrom(Program.GameExecutablePath); Program.StardewProgramType = Program.StardewAssembly.GetType("StardewValley.Program", true); Program.StardewGameInfo = Program.StardewProgramType.GetField("gamePtr"); Game1.version += $"-Z_MODDED | SMAPI {Constants.Version}"; // add error interceptors #if SMAPI_FOR_WINDOWS Application.ThreadException += (sender, e) => Program.Monitor.Log($"Critical thread exception: {e.Exception}", 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 instance Program.gamePtr = new SGame(Program.Monitor) { IsMouseVisible = false }; Program.gamePtr.Exiting += (sender, e) => Program.ready = false; Program.gamePtr.Window.ClientSizeChanged += GraphicsEvents.InvokeResize; Program.gamePtr.Window.Title = $"Stardew Valley - Version {Game1.version}"; Program.StardewGameInfo.SetValue(Program.StardewProgramType, Program.gamePtr); // patch graphics Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // load mods Program.LoadMods(); if (Program.CancellationTokenSource.IsCancellationRequested) { Program.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); return; } // initialise console after game launches new Thread(() => { // wait for the game to load up while (!Program.ready) Thread.Sleep(1000); // register help command Command.RegisterCommand("help", "Lists all commands | 'help ' returns command description").CommandFired += Program.help_CommandFired; // raise game loaded event GameEvents.InvokeGameLoaded(); // listen for command line input Program.Monitor.Log("Starting console..."); Program.Monitor.Log("Type 'help' for help, or 'help ' for a command's usage", LogLevel.Info); Thread consoleInputThread = new Thread(Program.ConsoleInputLoop); consoleInputThread.Start(); while (Program.ready) Thread.Sleep(1000 / 10); // Check if the game is still running 10 times a second // abort the console thread, we're closing if (consoleInputThread.ThreadState == ThreadState.Running) consoleInputThread.Abort(); }).Start(); // start game loop Program.Monitor.Log("Starting game..."); if (Program.CancellationTokenSource.IsCancellationRequested) { Program.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); return; } try { Program.ready = true; Program.gamePtr.Run(); } finally { Program.ready = false; } } catch (Exception ex) { Program.Monitor.Log($"SMAPI encountered a fatal error:\n{ex}", 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}", LogLevel.Error); } } /// Load and hook up all mods in the mod directory. private static void LoadMods() { Program.Monitor.Log("Loading mods..."); foreach (string directory in Directory.GetDirectories(Program.ModPath)) { foreach (string manifestPath in Directory.GetFiles(directory, "manifest.json")) { // check for cancellation if (Program.CancellationTokenSource.IsCancellationRequested) { Program.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error); return; } IModHelper helper = new ModHelper(directory); 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 = helper.ReadJsonFile("manifest.json"); 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; } // log deprecated fields if (manifest.UsedAuthourField) Program.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.Authour)}", "1.0", DeprecationLevel.Notice); } catch (Exception ex) { Program.Monitor.Log($"{errorPrefix}: manifest parsing failed.\n{ex}", LogLevel.Error); continue; } // validate version if (!string.IsNullOrWhiteSpace(manifest.MinimumApiVersion)) { try { Version minVersion = new Version(manifest.MinimumApiVersion); if (minVersion.IsNewerThan(Constants.Version)) { Program.Monitor.Log($"{errorPrefix}: this mod requires SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.", LogLevel.Error); continue; } } catch (FormatException ex) when (ex.Message.Contains("not a semantic version")) { Program.Monitor.Log($"{errorPrefix}: the mod specified an invalid minimum SMAPI version '{manifest.MinimumApiVersion}'. This should be a semantic version number like {Constants.Version}.", LogLevel.Error); continue; } } // create per-save directory if (manifest.PerSaveConfigs) { Program.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.Notice); try { string psDir = Path.Combine(directory, "psconfigs"); Directory.CreateDirectory(psDir); if (!Directory.Exists(psDir)) { Program.Monitor.Log($"{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($"{errorPrefix}: couldm't create the per-save configuration directory ('psconfigs') requested by this mod.\n{ex}", LogLevel.Error); continue; } } // load DLL & hook up mod try { string assemblyPath = Path.Combine(directory, manifest.EntryDll); if (!File.Exists(assemblyPath)) { Program.Monitor.Log($"{errorPrefix}: target DLL '{assemblyPath}' does not exist.", LogLevel.Error); continue; } Assembly modAssembly = Assembly.UnsafeLoadFrom(assemblyPath); if (modAssembly.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0) { TypeInfo modEntryType = modAssembly.DefinedTypes.First(x => x.BaseType == typeof(Mod)); Mod modEntry = (Mod)modAssembly.CreateInstance(modEntryType.ToString()); if (modEntry != null) { // track mod Program.ModRegistry.Add(manifest, modAssembly); // hook up mod modEntry.Manifest = manifest; modEntry.Helper = helper; modEntry.Monitor = new Monitor(manifest.Name, Program.LogFile) { ShowTraceInConsole = Program.DeveloperMode }; modEntry.PathOnDisk = directory; Program.Monitor.Log($"Loaded mod: {modEntry.Manifest.Name} by {modEntry.Manifest.Author}, v{modEntry.Manifest.Version} | {modEntry.Manifest.Description}", LogLevel.Info); Program.ModsLoaded += 1; modEntry.Entry(); // deprecated since 1.0 modEntry.Entry((ModHelper)modEntry.Helper); // deprecated since 1.1 modEntry.Entry(modEntry.Helper); // deprecated since 1.1 // raise deprecation warning for old Entry() method if (Program.DeprecationManager.IsVirtualMethodImplemented(modEntryType, typeof(Mod), nameof(Mod.Entry), new[] { typeof(object[]) })) Program.DeprecationManager.Warn(manifest.Name, $"an old version of {nameof(Mod)}.{nameof(Mod.Entry)}", "1.0", DeprecationLevel.Notice); if (Program.DeprecationManager.IsVirtualMethodImplemented(modEntryType, typeof(Mod), nameof(Mod.Entry), new[] { typeof(ModHelper) })) Program.DeprecationManager.Warn(manifest.Name, $"an old version of {nameof(Mod)}.{nameof(Mod.Entry)}", "1.1", DeprecationLevel.Notice); } } else Program.Monitor.Log($"{errorPrefix}: the mod DLL does not contain an implementation of the 'Mod' class.", LogLevel.Error); } catch (Exception ex) { Program.Monitor.Log($"{errorPrefix}: an error occurred while loading the target DLL.\n{ex}", LogLevel.Error); } } } // print result Program.Monitor.Log($"Loaded {Program.ModsLoaded} mods."); Console.Title = Constants.ConsoleTitle; } // ReSharper disable once FunctionNeverReturns /// Run a loop handling console input. private static void ConsoleInputLoop() { while (true) Command.CallCommand(Console.ReadLine(), Program.Monitor); } /// The method called when the user submits the help command in the console. /// The event sender. /// The event data. private static void help_CommandFired(object sender, EventArgsCommand e) { if (e.Command.CalledArgs.Length > 0) { var command = Command.FindCommand(e.Command.CalledArgs[0]); if (command == null) Program.Monitor.Log("The specified command could't be found", LogLevel.Error); else Program.Monitor.Log(command.CommandArgs.Length > 0 ? $"{command.CommandName}: {command.CommandDesc} - {string.Join(", ", command.CommandArgs)}" : $"{command.CommandName}: {command.CommandDesc}", LogLevel.Info); } else Program.Monitor.Log("Commands: " + string.Join(", ", Command.RegisteredCommands.Select(x => x.CommandName)), 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); } } }