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.ModLoading; using StardewModdingAPI.Framework.Reflection; 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(); /// Simplifies access to private game code. private readonly IReflectionHelper Reflection = new ReflectionHelper(); /// The underlying game instance. private SGame GameInstance; /// The underlying content manager. private SContentManager ContentManager => (SContentManager)this.GameInstance.Content; /// 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) { Program.AssertMinimumCompatibility(); // 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, this.Reflection); StardewValley.Program.gamePtr = this.GameInstance; // add exit handler new Thread(() => { this.CancellationTokenSource.Token.WaitHandle.WaitOne(); if (this.IsGameRunning) { try { File.WriteAllText(Constants.FatalCrashMarker, string.Empty); File.Copy(this.LogFile.Path, Constants.FatalCrashLog, overwrite: true); } catch (Exception ex) { this.Monitor.Log($"SMAPI failed trying to track the crash details: {ex.GetLogSummary()}"); } 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.GameLoadedInternal += (sender, e) => this.CheckForUpdateAsync(); ContentEvents.AfterLocaleChanged += (sender, e) => this.OnLocaleChanged(); // 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; } // show details if game crashed during last session if (File.Exists(Constants.FatalCrashMarker)) { this.Monitor.Log("The game crashed last time you played. That can be due to bugs in the game, but if it happens repeatedly you can ask for help here: http://community.playstarbound.com/threads/108375/.", LogLevel.Error); this.Monitor.Log($"If you ask for help, make sure to attach this file: {Constants.FatalCrashLog}", LogLevel.Error); this.Monitor.Log("Press any key to delete the crash data and continue playing.", LogLevel.Info); Console.ReadKey(); File.Delete(Constants.FatalCrashLog); File.Delete(Constants.FatalCrashMarker); } // start game this.Monitor.Log("Starting game..."); try { this.IsGameRunning = true; this.GameInstance.Run(); } catch (Exception ex) { this.Monitor.Log($"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() { this.Monitor.Log("Disposing...", LogLevel.Trace); // skip if already disposed if (this.IsDisposed) return; this.IsDisposed = true; // dispose mod data foreach (IModMetadata mod in this.ModRegistry.GetMods()) { try { (mod.Mod as IDisposable)?.Dispose(); } catch (Exception ex) { this.Monitor.Log($"The {mod.DisplayName} mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn); } } // dispose core components this.IsGameRunning = false; this.LogFile?.Dispose(); this.ConsoleManager?.Dispose(); this.CancellationTokenSource?.Dispose(); this.GameInstance?.Dispose(); } /********* ** Private methods *********/ /// Assert that the minimum conditions are present to initialise SMAPI without type load exceptions. private static void AssertMinimumCompatibility() { void PrintErrorAndExit(string message) { Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine(message); Console.ResetColor(); Program.PressAnyKeyToExit(showMessage: true); } // get game assembly name const string gameAssemblyName = #if SMAPI_FOR_WINDOWS "Stardew Valley"; #else "StardewValley"; #endif // game not present if (Type.GetType($"StardewValley.Game1, {gameAssemblyName}", throwOnError: false) == null) { PrintErrorAndExit( "Oops! SMAPI can't find the game. " + (Assembly.GetCallingAssembly().Location?.Contains(Path.Combine("internal", "Windows")) == true || Assembly.GetCallingAssembly().Location?.Contains(Path.Combine("internal", "Mono")) == true ? "It looks like you're running SMAPI from the download package, but you need to run the installed version instead. " : "Make sure you're running StardewModdingAPI.exe in your game folder. " ) + "See the readme.txt file for details." ); } // Stardew Valley 1.2 types not present if (Type.GetType($"StardewValley.LocalizedContentManager+LanguageCode, {gameAssemblyName}", throwOnError: false) == null) { PrintErrorAndExit(Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion) ? $"Oops! You're running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)}, but the oldest supported version is {Constants.GetGameDisplayVersion(Constants.MinimumGameVersion)}. Please update your game before using SMAPI." : "Oops! SMAPI doesn't seem to be compatible with your game. Make sure you're running the latest version of Stardew Valley and SMAPI." ); } } /// Initialise SMAPI and mods after the game starts. private void InitialiseAfterGameStart() { // load settings this.Settings = JsonConvert.DeserializeObject(File.ReadAllText(Constants.ApiConfigPath)); this.GameInstance.VerboseLogging = this.Settings.VerboseLogging; // load core components this.ModRegistry = new ModRegistry(); this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry); this.CommandManager = new CommandManager(); // inject compatibility shims #pragma warning disable 618 Command.Shim(this.CommandManager, this.DeprecationManager, this.ModRegistry); Config.Shim(this.DeprecationManager); Log.Shim(this.DeprecationManager, this.GetSecondaryMonitor("legacy mod"), this.ModRegistry); Mod.Shim(this.DeprecationManager); ContentEvents.Shim(this.ModRegistry, this.Monitor); GameEvents.Shim(this.DeprecationManager); PlayerEvents.Shim(this.DeprecationManager); TimeEvents.Shim(this.DeprecationManager); #pragma warning restore 618 // redirect direct console output { Monitor monitor = this.GetSecondaryMonitor("Console.Out"); if (monitor.WriteToConsole) this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message); } // add headers if (this.Settings.DeveloperMode) { this.Monitor.ShowTraceInConsole = true; this.Monitor.Log($"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($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn); if (!this.Monitor.WriteToConsole) this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); if (this.Settings.VerboseLogging) this.Monitor.Log("Verbose logging enabled.", LogLevel.Trace); // validate XNB integrity if (!this.ValidateContentIntegrity()) this.Monitor.Log("SMAPI found problems in the game's XNB files which may cause errors or crashes while you're playing. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Warn); // load mods int modsLoaded; { this.Monitor.Log("Loading mod metadata..."); ModResolver resolver = new ModResolver(); // load manifests IModMetadata[] mods = resolver.ReadManifests(Constants.ModPath, new JsonHelper(), this.Settings.ModCompatibility).ToArray(); resolver.ValidateManifests(mods, Constants.ApiVersion); // check for deprecated metadata IList deprecationWarnings = new List(); foreach (IModMetadata mod in mods.Where(m => m.Status != ModMetadataStatus.Failed)) { // missing fields that will be required in SMAPI 2.0 { List missingFields = new List(3); if (string.IsNullOrWhiteSpace(mod.Manifest.Name)) missingFields.Add(nameof(IManifest.Name)); if (mod.Manifest.Version == null || mod.Manifest.Version.ToString() == "0.0") missingFields.Add(nameof(IManifest.Version)); if (string.IsNullOrWhiteSpace(mod.Manifest.UniqueID)) missingFields.Add(nameof(IManifest.UniqueID)); if (missingFields.Any()) deprecationWarnings.Add(() => this.Monitor.Log($"{mod.DisplayName} is missing some manifest fields ({string.Join(", ", missingFields)}) which will be required in an upcoming SMAPI version.", LogLevel.Warn)); } // per-save directories if ((mod.Manifest as Manifest)?.PerSaveConfigs == true) { deprecationWarnings.Add(() => this.DeprecationManager.Warn(mod.DisplayName, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.Info)); try { string psDir = Path.Combine(mod.DirectoryPath, "psconfigs"); Directory.CreateDirectory(psDir); if (!Directory.Exists(psDir)) mod.SetStatus(ModMetadataStatus.Failed, "it requires per-save configuration files ('psconfigs') which couldn't be created for some reason."); } catch (Exception ex) { mod.SetStatus(ModMetadataStatus.Failed, $"it requires per-save configuration files ('psconfigs') which couldn't be created: {ex.GetLogSummary()}"); } } } // process dependencies mods = resolver.ProcessDependencies(mods).ToArray(); // load mods modsLoaded = this.LoadMods(mods, new JsonHelper(), this.ContentManager, deprecationWarnings); foreach (Action warning in deprecationWarnings) warning(); } 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 = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} with {modsLoaded} mods"; // start SMAPI console new Thread(this.RunConsoleLoop).Start(); } /// Handle the game changing locale. private void OnLocaleChanged() { // get locale string locale = this.ContentManager.GetLocale(); LocalizedContentManager.LanguageCode languageCode = this.ContentManager.GetCurrentLanguage(); // update mod translation helpers foreach (IModMetadata mod in this.ModRegistry.GetMods()) (mod.Mod.Helper.Translation as TranslationHelper)?.SetLocale(locale, languageCode); } /// Run a loop handling console input. [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")] private void RunConsoleLoop() { // prepare console this.Monitor.Log("Starting console..."); this.Monitor.Log("Type 'help' for help, or 'help ' for a command's usage", LogLevel.Info); this.CommandManager.Add("SMAPI", "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help \n- cmd: The name of a command whose documentation to display.", this.HandleCommand); this.CommandManager.Add("SMAPI", "reload_i18n", "Reloads translation files for all mods.\n\nUsage: reload_i18n", this.HandleCommand); // start handling command line input Thread inputThread = new Thread(() => { while (true) { // get input string input = Console.ReadLine(); if (string.IsNullOrWhiteSpace(input)) continue; // parse input try { if (!this.CommandManager.Trigger(input)) this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); } catch (Exception ex) { this.Monitor.Log($"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 the given mods. /// The mods to load. /// The JSON helper with which to read mods' JSON files. /// The content manager to use for mod content. /// A list to populate with any deprecation warnings. /// Returns the number of mods successfully loaded. private int LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, SContentManager contentManager, IList deprecationWarnings) { this.Monitor.Log("Loading mods..."); void LogSkip(IModMetadata mod, string reasonPhrase, LogLevel level = LogLevel.Error) => this.Monitor.Log($"Skipped {mod.DisplayName} because {reasonPhrase}", level); // load mod assemblies int modsLoaded = 0; AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.TargetPlatform, this.Monitor); AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name); foreach (IModMetadata metadata in mods) { // validate status if (metadata.Status == ModMetadataStatus.Failed) { LogSkip(metadata, metadata.Error); continue; } // get basic info IManifest manifest = metadata.Manifest; string assemblyPath = Path.Combine(metadata.DirectoryPath, metadata.Manifest.EntryDll); // preprocess & load mod assembly Assembly modAssembly; try { modAssembly = modAssemblyLoader.Load(assemblyPath, assumeCompatible: metadata.Compatibility?.Compatibility == ModCompatibilityType.AssumeCompatible); } catch (IncompatibleInstructionException ex) { LogSkip(metadata, $"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})."); continue; } catch (Exception ex) { LogSkip(metadata, $"its DLL '{manifest.EntryDll}' couldn't be loaded:\n{ex.GetLogSummary()}"); continue; } // validate assembly try { int modEntries = modAssembly.DefinedTypes.Count(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract); if (modEntries == 0) { LogSkip(metadata, $"its DLL has no '{nameof(Mod)}' subclass."); continue; } if (modEntries > 1) { LogSkip(metadata, $"its DLL contains multiple '{nameof(Mod)}' subclasses."); continue; } } catch (Exception ex) { LogSkip(metadata, $"its DLL couldn't be loaded:\n{ex.GetLogSummary()}"); continue; } // initialise mod try { // get implementation TypeInfo modEntryType = modAssembly.DefinedTypes.First(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract); Mod mod = (Mod)modAssembly.CreateInstance(modEntryType.ToString()); if (mod == null) { LogSkip(metadata, "its entry class couldn't be instantiated."); continue; } // inject data mod.ModManifest = manifest; mod.Helper = new ModHelper(metadata.DisplayName, metadata.DirectoryPath, jsonHelper, this.ModRegistry, this.CommandManager, contentManager, this.Reflection); mod.Monitor = this.GetSecondaryMonitor(metadata.DisplayName); mod.PathOnDisk = metadata.DirectoryPath; // track mod metadata.SetMod(mod); this.ModRegistry.Add(metadata); modsLoaded++; this.Monitor.Log($"Loaded {metadata.DisplayName} by {manifest.Author}, v{manifest.Version} | {manifest.Description}", LogLevel.Info); } catch (Exception ex) { LogSkip(metadata, $"initialisation failed:\n{ex.GetLogSummary()}"); } } // initialise translations this.ReloadTranslations(); // initialise loaded mods foreach (IModMetadata metadata in this.ModRegistry.GetMods()) { try { IMod mod = metadata.Mod; // 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(metadata.DisplayName, $"{nameof(Mod)}.{nameof(Mod.Entry)}(object[]) instead of {nameof(Mod)}.{nameof(Mod.Entry)}({nameof(IModHelper)})", "1.0", DeprecationLevel.Info)); } catch (Exception ex) { this.Monitor.Log($"The {metadata.DisplayName} 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($"Loaded {modsLoaded} mods."); return modsLoaded; } /// Reload translations for all mods. private void ReloadTranslations() { JsonHelper jsonHelper = new JsonHelper(); foreach (IModMetadata metadata in this.ModRegistry.GetMods()) { // read translation files IDictionary> translations = new Dictionary>(); DirectoryInfo translationsDir = new DirectoryInfo(Path.Combine(metadata.DirectoryPath, "i18n")); if (translationsDir.Exists) { foreach (FileInfo file in translationsDir.EnumerateFiles("*.json")) { string locale = Path.GetFileNameWithoutExtension(file.Name.ToLower().Trim()); try { translations[locale] = jsonHelper.ReadJsonFile>(file.FullName); } catch (Exception ex) { this.Monitor.Log($"Couldn't read {metadata.DisplayName}'s i18n/{locale}.json file: {ex.GetLogSummary()}"); } } } // update translation TranslationHelper translationHelper = (TranslationHelper)metadata.Mod.Helper.Translation; translationHelper.SetTranslations(translations); } } /// The method called when the user submits a core SMAPI command in the console. /// The command name. /// The command arguments. private void HandleCommand(string name, string[] arguments) { switch (name) { case "help": 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($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info); } else { this.Monitor.Log("The following commands are registered: " + string.Join(", ", this.CommandManager.GetAll().Select(p => p.Name)) + ".", LogLevel.Info); this.Monitor.Log("For more information about a command, type 'help command_name'.", LogLevel.Info); } break; case "reload_i18n": this.ReloadTranslations(); this.Monitor.Log("Reloaded translation files for all mods. This only affects new translations the mods fetch; if they cached some text, it may not be updated.", LogLevel.Info); break; default: throw new NotSupportedException($"Unrecognise core SMAPI command '{name}'."); } } /// 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); Program.PressAnyKeyToExit(showMessage: false); } /// Show a 'press any key to exit' message, and exit when they press a key. /// Whether to print a 'press any key to exit' message to the console. private static void PressAnyKeyToExit(bool showMessage) { if (showMessage) Console.WriteLine("Game has ended. Press any key to exit."); 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(); } } }