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);
}
}
}