summaryrefslogtreecommitdiff
path: root/StardewModdingAPI/Program.cs
blob: e7055ebf5d4fca5018088fd766a4ad383da39b54 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using System.Windows.Forms;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Newtonsoft.Json;
using StardewModdingAPI.Events;
using StardewModdingAPI.Inheritance;
using StardewModdingAPI.Inheritance.Menus;
using StardewValley;
using StardewValley.Menus;

namespace StardewModdingAPI
{
    public class Program
    {
        private static List<string> _modPaths;
        //private static List<string> _modContentPaths;

        public static Texture2D DebugPixel { get; private set; }

        public static SGame gamePtr;
        public static bool ready;

        public static Assembly StardewAssembly;
        public static Type StardewProgramType;
        public static FieldInfo StardewGameInfo;
        public static Form StardewForm;

        public static Thread gameThread;
        public static Thread consoleInputThread;

        public static bool StardewInjectorLoaded { get; private set; }
        public static Mod StardewInjectorMod { get; private set; }

        /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        /// <summary>
        /// Main method holding the API execution
        /// </summary>
        /// <param name="args"></param>
        private static void Main(string[] args)
        {
            Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB");

            try
            {
                ConfigureUI();
                ConfigurePaths();
                ConfigureSDV();

                GameRunInvoker();
            }
            catch (Exception e)
            {
                // Catch and display all exceptions. 
                StardewModdingAPI.Log.Error("Critical error: " + e);
            }

            StardewModdingAPI.Log.Comment("The API will now terminate. Press any key to continue...");
            Console.ReadKey();
        }

        /// <summary>
        /// Set up the console properties
        /// </summary>
        private static void ConfigureUI()
        {
            Console.Title = Constants.ConsoleTitle;

#if DEBUG
            Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION";
#endif
        }

        /// <summary>
        /// Setup the required paths and logging
        /// </summary>
        private static void ConfigurePaths()
        {
            StardewModdingAPI.Log.Info("Validating api paths...");

            _modPaths = new List<string>();
            //_modContentPaths = new List<string>();

            //TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
            _modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
            _modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));

            //Mods need to make their own content paths, since we're doing a different, manifest-driven, approach.
            //_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
            //_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));

            //Checks that all defined modpaths exist as directories
            _modPaths.ForEach(path => VerifyPath(path));
            //_modContentPaths.ForEach(path => VerifyPath(path));
            VerifyPath(Constants.LogPath);

            StardewModdingAPI.Log.Initialize(Constants.LogPath);

            if (!File.Exists(Constants.ExecutionPath + "\\Stardew Valley.exe"))
            {
                throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", Constants.ExecutionPath));
            }
        }

        /// <summary>
        /// Load Stardev Valley and control features
        /// </summary>
        private static void ConfigureSDV()
        {
            StardewModdingAPI.Log.Info("Initializing SDV Assembly...");

            // Load in the assembly - ignores security
            StardewAssembly = Assembly.UnsafeLoadFrom(Constants.ExecutionPath + "\\Stardew Valley.exe");
            StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true);
            StardewGameInfo = StardewProgramType.GetField("gamePtr");

            // Change the game's version
            StardewModdingAPI.Log.Verbose("Injecting New SDV Version...");
            Game1.version += string.Format("-Z_MODDED | SMAPI {0}", Constants.VersionString);

            // Create the thread for the game to run in.
            gameThread = new Thread(RunGame);
            StardewModdingAPI.Log.Info("Starting SDV...");
            gameThread.Start();

            // Wait for the game to load up
            while (!ready) ;

            //SDV is running
            StardewModdingAPI.Log.Comment("SDV Loaded Into Memory");

            //Create definition to listen for input
            StardewModdingAPI.Log.Verbose("Initializing Console Input Thread...");
            consoleInputThread = new Thread(ConsoleInputThread);

            // The only command in the API (at least it should be, for now)
            Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += help_CommandFired;
            //Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); };

            //Subscribe to events
            ControlEvents.KeyPressed += Events_KeyPressed;
            GameEvents.LoadContent += Events_LoadContent;
            //Events.MenuChanged += Events_MenuChanged; //Idk right now

            StardewModdingAPI.Log.Verbose("Applying Final SDV Tweaks...");
            StardewInvoke(() =>
            {
                gamePtr.IsMouseVisible = false;
                gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version;
                StardewForm.Resize += GraphicsEvents.InvokeResize;
            });
        }

        /// <summary>
        /// Wrap the 'RunGame' method for console output
        /// </summary>
        private static void GameRunInvoker()
        {
            //Game's in memory now, send the event
            StardewModdingAPI.Log.Verbose("Game Loaded");
            GameEvents.InvokeGameLoaded();

            StardewModdingAPI.Log.Comment("Type 'help' for help, or 'help <cmd>' for a command's usage");
            //Begin listening to input
            consoleInputThread.Start();


            while (ready)
            {
                //Check if the game is still running 10 times a second
                Thread.Sleep(1000 / 10);
            }

            //abort the thread, we're closing
            if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running)
                consoleInputThread.Abort();

            StardewModdingAPI.Log.Verbose("Game Execution Finished");
            StardewModdingAPI.Log.Verbose("Shutting Down...");
            Thread.Sleep(100);
            Environment.Exit(0);
        }

        /// <summary>
        /// Create the given directory path if it does not exist
        /// </summary>
        /// <param name="path">Desired directory path</param>
        private static void VerifyPath(string path)
        {
            try
            {
                if (!Directory.Exists(path))
                {
                    Directory.CreateDirectory(path);
                }
            }
            catch (Exception ex)
            {
                StardewModdingAPI.Log.Error("Could not create a path: " + path + "\n\n" + ex);
            }
        }

        /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        public static void RunGame()
        {
            Application.ThreadException += StardewModdingAPI.Log.Application_ThreadException;
            Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
            AppDomain.CurrentDomain.UnhandledException += StardewModdingAPI.Log.CurrentDomain_UnhandledException;

            try
            {
                gamePtr = new SGame();
                StardewModdingAPI.Log.Verbose("Patching SDV Graphics Profile...");
                Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
                LoadMods();
                //DEPRECATED WAY
                LoadMods_OldWay();

                StardewForm = Control.FromHandle(gamePtr.Window.Handle).FindForm();
                StardewForm.Closing += StardewForm_Closing;

                ready = true;

                StardewGameInfo.SetValue(StardewProgramType, gamePtr);
                gamePtr.Run();

                #region deprecated
                if (false)
                {
                    //Nope, I can't get it to work. I depend on Game1 being an SGame, and can't cast a parent to a child
                    //I'm leaving this here in case the community is interested
                    //StardewInjectorMod.Entry(true);
                    Type gt = StardewAssembly.GetType("StardewValley.Game1", true);
                    gamePtr = (SGame)Activator.CreateInstance(gt);

                    ready = true;

                    StardewGameInfo.SetValue(StardewProgramType, gamePtr);
                    gamePtr.Run();
                }
                #endregion
            }
            catch (Exception ex)
            {
                StardewModdingAPI.Log.Error("Game failed to start: " + ex);
            }
        }

        static void StardewForm_Closing(object sender, CancelEventArgs e)
        {
            e.Cancel = true;

            if (true || MessageBox.Show("Are you sure you would like to quit Stardew Valley?\nUnsaved progress will be lost!", "Confirm Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes)
            {
                gamePtr.Exit();
                gamePtr.Dispose();
                StardewForm.Hide();
                ready = false;
            }
        }

        public static void LoadMods()
        {
            StardewModdingAPI.Log.Verbose("LOADING MODS");
            foreach (string ModPath in _modPaths)
            {
                foreach (String d in Directory.GetDirectories(ModPath))
                {
                    foreach (String s in Directory.GetFiles(d, "manifest.json"))
                    {
                        if (s.Contains("StardewInjector"))
                            continue;
                        StardewModdingAPI.Log.Success("Found Manifest: " + s);
                        Manifest manifest = new Manifest();
                        try
                        {
                            string t = File.ReadAllText(s);
                            if (string.IsNullOrEmpty(t))
                            {
                                StardewModdingAPI.Log.Error("Failed to read mod manifest '{0}'. Manifest is empty!", s);
                                continue;
                            }

                            //manifest = (Manifest)Config.InitializeConfig(s, manifest);
                            manifest = manifest.InitializeConfig(s);

                            if (string.IsNullOrEmpty(manifest.EntryDll))
                            {
                                StardewModdingAPI.Log.Error("Failed to read mod manifest '{0}'. EntryDll is empty!", s);
                                continue;
                            }
                        }
                        catch (Exception ex)
                        {
                            StardewModdingAPI.Log.Error("Failed to read mod manifest '{0}'. Exception details:\n" + ex, s);
                            continue;
                        }
                        try
                        {
                            if (manifest.PerSaveConfigs)
                            {
                                if (!Directory.Exists(Path.GetDirectoryName(s)))
                                    Directory.CreateDirectory(Path.GetDirectoryName(s));

                                if (!Directory.Exists(Path.GetDirectoryName(s)))
                                {
                                    StardewModdingAPI.Log.Error("Failed to create psconfigs directory '{0}'. No exception occured.", Path.GetDirectoryName(s));
                                    continue;
                                }
                            }
                        }
                        catch (Exception ex)
                        {
                            StardewModdingAPI.Log.Error("Failed to create psconfigs directory '{0}'. Exception details:\n" + ex, Path.GetDirectoryName(s));
                            continue;
                        }
                        try
                        {
                            string targDll = Path.Combine(Path.GetDirectoryName(s), manifest.EntryDll);
                            if (!File.Exists(targDll))
                            {
                                StardewModdingAPI.Log.Error("Failed to load mod '{0}'. File {1} does not exist!", s, targDll);
                                continue;
                            }

                            Assembly mod = Assembly.UnsafeLoadFrom(targDll);

                            if (mod.DefinedTypes.Count(x => x.BaseType == typeof (Mod)) > 0)
                            {
                                StardewModdingAPI.Log.Verbose("Loading Mod DLL...");
                                TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof (Mod));
                                Mod m = (Mod) mod.CreateInstance(tar.ToString());
                                m.PathOnDisk = Path.GetDirectoryName(s);
                                m.Manifest = manifest;
                                StardewModdingAPI.Log.Success("LOADED MOD: {0} by {1} - Version {2} | Description: {3} (@ {4})", m.Manifest.Name, m.Manifest.Authour, m.Manifest.Version, m.Manifest.Description, targDll);
                                Constants.ModsLoaded += 1;
                                m.Entry();
                            }
                            else
                            {
                                StardewModdingAPI.Log.Error("Invalid Mod DLL");
                            }
                        }
                        catch (Exception ex)
                        {
                            StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
                        }
                    }
                }
            }
            StardewModdingAPI.Log.Success("LOADED {0} MODS", Constants.ModsLoaded);
            Console.Title = Constants.ConsoleTitle;
        }

        /// <summary>
        /// DEPRECATED. REMOVE
        /// </summary>
        [Obsolete]
        public static void LoadMods_OldWay()
        {
            StardewModdingAPI.Log.Error("LOADING MODS (OLD WAY - DEPRECATED. ANY MODS LOADED THIS WAY NEED TO UPDATE)");
            int loadedMods = 0;
            foreach (string ModPath in _modPaths)
            {
                foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
                {
                    if (s.Contains("StardewInjector"))
                        continue;
                    StardewModdingAPI.Log.Success("Found DLL: " + s);
                    try
                    {
                        Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs

                        if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
                        {
                            StardewModdingAPI.Log.Verbose("Loading Mod DLL...");
                            TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
                            Mod m = (Mod)mod.CreateInstance(tar.ToString());
                            m.Manifest = null;
                            m.PathOnDisk = Path.GetDirectoryName(s);
                            Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
                            loadedMods += 1;
                            m.Entry();
                        }
                        else
                        {
                            StardewModdingAPI.Log.Error("Invalid Mod DLL");
                        }
                    }
                    catch (Exception ex)
                    {
                        StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
                    }
                }
            }
            StardewModdingAPI.Log.Error("LOADED {0} MODS THAT NEED TO UPDATE", loadedMods);
        }


        public static void ConsoleInputThread()
        {
            string input = string.Empty;

            while (true)
            {
                Command.CallCommand(Console.ReadLine());
            }
        }

        static void Events_LoadContent(object o, EventArgs e)
        {
            StardewModdingAPI.Log.Info("Initializing Debug Assets...");
            DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
            DebugPixel.SetData(new[] { Color.White });

#if DEBUG
            StardewModdingAPI.Log.Verbose("REGISTERING BASE CUSTOM ITEM");
            SObject so = new SObject();
            so.Name = "Mario Block";
            so.CategoryName = "SMAPI Test Mod";
            so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI.";
            so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\Test.png", FileMode.Open));
            so.IsPassable = true;
            so.IsPlaceable = true;
            StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so));

            //StardewModdingAPI.Log.Verbose("REGISTERING SECOND CUSTOM ITEM");
            //SObject so2 = new SObject();
            //so2.Name = "Mario Painting";
            //so2.CategoryName = "SMAPI Test Mod";
            //so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI.";
            //so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\PaintingTest.png", FileMode.Open));
            //so2.IsPassable = true;
            //so2.IsPlaceable = true;
            //StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2));

            Command.CallCommand("load");
#endif
        }

        static void Events_KeyPressed(object o, EventArgsKeyPressed e)
        {

        }

        static void Events_MenuChanged(IClickableMenu newMenu)
        {
            StardewModdingAPI.Log.Verbose("NEW MENU: " + newMenu.GetType());
            if (newMenu is GameMenu)
            {
                Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu);
            }
        }

        static void Events_LocationsChanged(List<GameLocation> newLocations)
        {
#if DEBUG
            SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations);
#endif
        }

        static void Events_CurrentLocationChanged(GameLocation newLocation)
        {
            //SGame.CurrentLocation = null;
            //System.Threading.Thread.Sleep(10);
#if DEBUG
            Console.WriteLine(newLocation.name);
            SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name);
#endif
            //Game1.currentLocation = SGame.CurrentLocation;
            //Log.LogComment(((SGameLocation) newLocation).name);
            //Log.LogComment("LOC CHANGED: " + SGame.currentLocation.name);
        }

        public static void StardewInvoke(Action a)
        {
            StardewForm.Invoke(a);
        }

        static void help_CommandFired(object o, EventArgsCommand e)
        {
            if (e.Command.CalledArgs.Length > 0)
            {
                Command fnd = Command.FindCommand(e.Command.CalledArgs[0]);
                if (fnd == null)
                    StardewModdingAPI.Log.Error("The command specified could not be found");
                else
                {
                    if (fnd.CommandArgs.Length > 0)
                        StardewModdingAPI.Log.Info("{0}: {1} - {2}", fnd.CommandName, fnd.CommandDesc, fnd.CommandArgs.ToSingular());
                    else
                        StardewModdingAPI.Log.Info("{0}: {1}", fnd.CommandName, fnd.CommandDesc);
                }
            }
            else
                StardewModdingAPI.Log.Info("Commands: " + Command.RegisteredCommands.Select(x => x.CommandName).ToSingular());
        }

        #region Logging
        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void Log(object o, params object[] format)
        {
            StardewModdingAPI.Log.Info(o, format);
        }

        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void LogColour(ConsoleColor c, object o, params object[] format)
        {
            StardewModdingAPI.Log.Info(o, format);
        }

        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void LogInfo(object o, params object[] format)
        {
            StardewModdingAPI.Log.Info(o, format);
        }

        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void LogError(object o, params object[] format)
        {
            StardewModdingAPI.Log.Error(o, format);
        }

        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void LogDebug(object o, params object[] format)
        {
            StardewModdingAPI.Log.Debug(o, format);
        }

        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void LogValueNotSpecified()
        {
            StardewModdingAPI.Log.Error("<value> must be specified");
        }

        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void LogObjectValueNotSpecified()
        {
            StardewModdingAPI.Log.Error("<object> and <value> must be specified");
        }

        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void LogValueInvalid()
        {
            StardewModdingAPI.Log.Error("<value> is invalid");
        }

        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void LogObjectInvalid()
        {
            StardewModdingAPI.Log.Error("<object> is invalid");
        }

        [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
        public static void LogValueNotInt32()
        {
            StardewModdingAPI.Log.Error("<value> must be a whole number (Int32)");
        }
        #endregion
    }
}