using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; 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 log file to which to write messages. private readonly LogFileManager LogFile = new LogFileManager(Constants.LogPath); /// Manages console output interception. private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager(); /// The core logger for SMAPI. private readonly Monitor Monitor; /// The SMAPI configuration settings. private readonly SConfig Settings; /// Tracks whether the game should exit immediately and any pending initialisation should be cancelled. private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource(); /// Whether the game is currently running. private bool IsGameRunning; /// The underlying game instance. private SGame GameInstance; /// Tracks the installed mods. private readonly ModRegistry ModRegistry; /// Manages deprecation warnings. private readonly DeprecationManager DeprecationManager; /// Manages console commands. private 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) { new Program(writeToConsole: !args.Contains("--no-terminal")) .LaunchInteractively(); } /// Construct an instance. internal Program(bool writeToConsole) { // load settings this.Settings = JsonConvert.DeserializeObject(File.ReadAllText(Constants.ApiConfigPath)); // initialise this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.ExitGameImmediately) { WriteToConsole = writeToConsole }; this.ModRegistry = new ModRegistry(this.Settings.IncompatibleMods); this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry); } /// Launch SMAPI. internal void LaunchInteractively() { // initialise logging Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB"); // for consistent log formatting this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {Environment.OSVersion}", LogLevel.Info); Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion}"; // inject compatibility shims #pragma warning disable 618 Command.Shim(this.CommandManager, this.DeprecationManager, this.ModRegistry); Config.Shim(this.DeprecationManager); InternalExtensions.Shim(this.ModRegistry); Log.Shim(this.DeprecationManager, this.GetSecondaryMonitor("legacy mod"), this.ModRegistry); Mod.Shim(this.DeprecationManager); ContentEvents.Shim(this.ModRegistry, this.Monitor); PlayerEvents.Shim(this.DeprecationManager); TimeEvents.Shim(this.DeprecationManager); #pragma warning restore 618 // redirect direct console output { Monitor monitor = this.GetSecondaryMonitor("Console.Out"); monitor.WriteToFile = false; // not useful for troubleshooting mods per discussion if (monitor.WriteToConsole) this.ConsoleManager.OnLineIntercepted += line => monitor.Log(line, LogLevel.Trace); } // add warning headers if (this.Settings.DeveloperMode) { this.Monitor.ShowTraceInConsole = true; this.Monitor.Log($"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 or deleting {Constants.ApiConfigPath}.", LogLevel.Warn); } if (!this.Settings.CheckForUpdates) this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by editing or deleting {Constants.ApiConfigPath}.", LogLevel.Warn); if (!this.Monitor.WriteToConsole) this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); // print file paths this.Monitor.Log($"Mods go here: {Constants.ModPath}"); // hook into & launch the game try { // verify version if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion)) { this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameDisplayVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI. If you're on the Steam beta channel, note that the beta channel may not receive the latest updates.", LogLevel.Error); this.PressAnyKeyToExit(); return; } // initialise folders this.Monitor.Log("Loading SMAPI..."); this.VerifyPath(Constants.ModPath); this.VerifyPath(Constants.LogDir); // get executable path string executablePath = Path.Combine(Constants.ExecutionPath, Constants.TargetPlatform == Platform.Windows ? "Stardew Valley.exe" : "StardewValley.exe"); if (!File.Exists(executablePath)) { this.Monitor.Log($"Couldn't find executable: {executablePath}", LogLevel.Error); this.PressAnyKeyToExit(); return; } // check for update when game loads if (this.Settings.CheckForUpdates) GameEvents.GameLoaded += (sender, e) => this.CheckForUpdateAsync(); // launch game this.StartGame(executablePath); } catch (Exception ex) { this.Monitor.Log($"Critical error: {ex.GetLogSummary()}", LogLevel.Error); } this.PressAnyKeyToExit(); } /// Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs. /// The module which requested an immediate exit. /// The reason provided for the shutdown. internal void ExitGameImmediately(string module, string reason) { this.Monitor.LogFatal($"{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); } /********* ** Private methods *********/ /// Asynchronously check for a new version of SMAPI, and print a message to the console if an update is available. private void CheckForUpdateAsync() { 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(); } /// Hook into Stardew Valley and launch the game. /// The absolute path to the executable to launch. private void StartGame(string executablePath) { try { // 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); // initialise game { // load assembly this.Monitor.Log("Loading game..."); Assembly gameAssembly = Assembly.UnsafeLoadFrom(executablePath); Type gameProgramType = gameAssembly.GetType("StardewValley.Program", true); // set Game1 instance this.GameInstance = new SGame(this.Monitor); this.GameInstance.Exiting += (sender, e) => this.IsGameRunning = false; this.GameInstance.Window.ClientSizeChanged += (sender, e) => GraphicsEvents.InvokeResize(this.Monitor, sender, e); this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion}"; gameProgramType.GetField("gamePtr").SetValue(gameProgramType, this.GameInstance); // configure Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; } // load mods this.LoadMods(); if (this.CancellationTokenSource.IsCancellationRequested) { this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); return; } // initialise console after game launches new Thread(() => { // wait for the game to load up while (!this.IsGameRunning) Thread.Sleep(1000); // register help command this.CommandManager.Add("SMAPI", "help", "Lists all commands | 'help ' returns command description", this.HandleHelpCommand); // listen for command line input this.Monitor.Log("Starting console..."); this.Monitor.Log("Type 'help' for help, or 'help ' for a command's usage", LogLevel.Info); Thread consoleInputThread = new Thread(this.ConsoleInputLoop); consoleInputThread.Start(); while (this.IsGameRunning) Thread.Sleep(1000 / 10); // Check if the game is still running 10 times a second // abort the console thread, we're closing if (consoleInputThread.ThreadState == ThreadState.Running) consoleInputThread.Abort(); }).Start(); // start game loop this.Monitor.Log("Starting game..."); if (this.CancellationTokenSource.IsCancellationRequested) { this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); return; } try { this.IsGameRunning = true; this.GameInstance.Run(); } finally { this.IsGameRunning = false; } } catch (Exception ex) { this.Monitor.Log($"The game encountered a fatal error:\n{ex.GetLogSummary()}", LogLevel.Error); } } /// Create a directory path if it doesn't exist. /// The directory path. private void VerifyPath(string path) { try { if (!Directory.Exists(path)) Directory.CreateDirectory(path); } catch (Exception ex) { this.Monitor.Log($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error); } } /// Load and hook up all mods in the mod directory. private void LoadMods() { this.Monitor.Log("Loading mods..."); // get JSON helper JsonHelper jsonHelper = new JsonHelper(); // get assembly loader AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.TargetPlatform, this.Monitor); AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name); // load mod assemblies int modsLoaded = 0; List deprecationWarnings = new List(); // queue up deprecation warnings to show after mod list foreach (string directoryPath in Directory.GetDirectories(Constants.ModPath)) { // passthrough empty directories DirectoryInfo directory = new DirectoryInfo(directoryPath); while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1) directory = directory.GetDirectories().First(); // check for cancellation if (this.CancellationTokenSource.IsCancellationRequested) { this.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error); return; } // get manifest path string manifestPath = Path.Combine(directory.FullName, "manifest.json"); if (!File.Exists(manifestPath)) { this.Monitor.Log($"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"), null); 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 IncompatibleMod compatibility = this.ModRegistry.GetIncompatibilityRecord(manifest); if (compatibility != null) { 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); } catch (Exception ex) { this.Monitor.Log($"{skippedPrefix} because its DLL '{manifest.EntryDll}' couldn't be loaded.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // validate assembly try { if (modAssembly.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) == 0) { this.Monitor.Log($"{skippedPrefix} because its DLL has no 'Mod' subclass.", LogLevel.Error); continue; } } catch (Exception ex) { this.Monitor.Log($"{skippedPrefix} because its DLL couldn't be loaded.\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // initialise mod try { // get implementation TypeInfo modEntryType = modAssembly.DefinedTypes.First(x => x.BaseType == typeof(Mod)); Mod mod = (Mod)modAssembly.CreateInstance(modEntryType.ToString()); if (mod == null) { this.Monitor.Log($"{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 (Mod mod in this.ModRegistry.GetMods()) { try { // call entry methods 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(); Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods"; } /// Run a loop handling console input. [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")] private void ConsoleInputLoop() { while (true) { string input = Console.ReadLine(); if (!string.IsNullOrWhiteSpace(input) && !this.CommandManager.Trigger(input)) this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); } } /// The method called when the user submits the help command in the console. /// The command name. /// The command arguments. private void HandleHelpCommand(string name, string[] arguments) { if (arguments.Any()) { Framework.Command result = this.CommandManager.Get(arguments[0]); if (result == null) this.Monitor.Log("There's no command with that name.", LogLevel.Error); else this.Monitor.Log($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info); } else this.Monitor.Log("Commands: " + string.Join(", ", this.CommandManager.GetAll().Select(p => p.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 }; } } }