summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/SCore.cs
blob: 9ffa46a54318ab8dcc2631affeceadf357ef9bab (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
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Net;
using System.Reflection;
using System.Runtime.ExceptionServices;
using System.Security;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
#if SMAPI_FOR_WINDOWS
using System.Windows.Forms;
#endif
using Newtonsoft.Json;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Logging;
using StardewModdingAPI.Framework.Models;
using StardewModdingAPI.Framework.ModHelpers;
using StardewModdingAPI.Framework.ModLoading;
using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Serialisation;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Patches;
using StardewModdingAPI.Toolkit;
using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
using StardewModdingAPI.Toolkit.Framework.ModData;
using StardewModdingAPI.Toolkit.Serialisation;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
using Object = StardewValley.Object;
using ThreadState = System.Threading.ThreadState;

namespace StardewModdingAPI.Framework
{
    /// <summary>The core class which initialises and manages SMAPI.</summary>
    internal class SCore : IDisposable
    {
        /*********
        ** Fields
        *********/
        /// <summary>The log file to which to write messages.</summary>
        private readonly LogFileManager LogFile;

        /// <summary>Manages console output interception.</summary>
        private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager();

        /// <summary>The core logger and monitor for SMAPI.</summary>
        private readonly Monitor Monitor;

        /// <summary>The core logger and monitor on behalf of the game.</summary>
        private readonly Monitor MonitorForGame;

        /// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary>
        private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource();

        /// <summary>Simplifies access to private game code.</summary>
        private readonly Reflector Reflection = new Reflector();

        /// <summary>The SMAPI configuration settings.</summary>
        private readonly SConfig Settings;

        /// <summary>The underlying game instance.</summary>
        private SGame GameInstance;

        /// <summary>The underlying content manager.</summary>
        private ContentCoordinator ContentCore => this.GameInstance.ContentCore;

        /// <summary>Tracks the installed mods.</summary>
        /// <remarks>This is initialised after the game starts.</remarks>
        private readonly ModRegistry ModRegistry = new ModRegistry();

        /// <summary>Manages SMAPI events for mods.</summary>
        private readonly EventManager EventManager;

        /// <summary>Whether the game is currently running.</summary>
        private bool IsGameRunning;

        /// <summary>Whether the program has been disposed.</summary>
        private bool IsDisposed;

        /// <summary>Regex patterns which match console messages to suppress from the console and log.</summary>
        private readonly Regex[] SuppressConsolePatterns =
        {
            new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
            new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
            new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant),
            new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant),
            new Regex(@"^DebugOutput:\s+(?:added CLOUD|added cricket|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant),
            new Regex(@"^static SerializableDictionary<.+>\(\) called\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
        };

        /// <summary>Regex patterns which match console messages to show a more friendly error for.</summary>
        private readonly Tuple<Regex, string, LogLevel>[] ReplaceConsolePatterns =
        {
            Tuple.Create(
                new Regex(@"^System\.InvalidOperationException: Steamworks is not initialized\.", RegexOptions.Compiled | RegexOptions.CultureInvariant),
#if SMAPI_FOR_WINDOWS
                "Oops! Steam achievements won't work because Steam isn't loaded. You can launch the game through Steam to fix that (see 'Part 2: Configure Steam' in the install guide for more info: https://smapi.io/install).",
#else
                "Oops! Steam achievements won't work because Steam isn't loaded. You can launch the game through Steam to fix that.",
#endif
                LogLevel.Error
            )
        };

        /// <summary>The mod toolkit used for generic mod interactions.</summary>
        private readonly ModToolkit Toolkit = new ModToolkit();

        /// <summary>The path to search for mods.</summary>
        private string ModsPath => Constants.ModsPath;


        /*********
        ** Accessors
        *********/
        /// <summary>Manages deprecation warnings.</summary>
        /// <remarks>This is initialised after the game starts. This is accessed directly because it's not part of the normal class model.</remarks>
        internal static DeprecationManager DeprecationManager { get; private set; }


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="modsPath">The path to search for mods.</param>
        /// <param name="writeToConsole">Whether to output log messages to the console.</param>
        public SCore(string modsPath, bool writeToConsole)
        {
            // init paths
            this.VerifyPath(modsPath);
            this.VerifyPath(Constants.LogDir);
            Constants.ModsPath = modsPath;

            // init log file
            this.PurgeNormalLogs();
            string logPath = this.GetLogPath();

            // init basics
            this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath));
            this.LogFile = new LogFileManager(logPath);
            this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme, this.Settings.VerboseLogging)
            {
                WriteToConsole = writeToConsole,
                ShowTraceInConsole = this.Settings.DeveloperMode,
                ShowFullStampInConsole = this.Settings.DeveloperMode
            };
            this.MonitorForGame = this.GetSecondaryMonitor("game");
            this.EventManager = new EventManager(this.Monitor, this.ModRegistry);
            SCore.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry);

            // redirect direct console output
            if (this.MonitorForGame.WriteToConsole)
                this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(this.MonitorForGame, message);

            // init logging
            this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {EnvironmentUtility.GetFriendlyPlatformName(Constants.Platform)}", LogLevel.Info);
            this.Monitor.Log($"Mods go here: {modsPath}");
            if (modsPath != Constants.DefaultModsPath)
                this.Monitor.Log("(Using custom --mods-path argument.)", LogLevel.Trace);
            this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC", LogLevel.Trace);

            // validate platform
#if SMAPI_FOR_WINDOWS
            if (Constants.Platform != Platform.Windows)
            {
                this.Monitor.Log("Oops! You're running Windows, but this version of SMAPI is for Linux or Mac. Please reinstall SMAPI to fix this.", LogLevel.Error);
                this.PressAnyKeyToExit();
                return;
            }
#else
            if (Constants.Platform == Platform.Windows)
            {
                this.Monitor.Log("Oops! You're running {Constants.Platform}, but this version of SMAPI is for Windows. Please reinstall SMAPI to fix this.", LogLevel.Error);
                this.PressAnyKeyToExit();
                return;
            }
#endif
        }

        /// <summary>Launch SMAPI.</summary>
        [HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions
        public void RunInteractively()
        {
            // initialise SMAPI
            try
            {
#if !SMAPI_3_0_STRICT
                // hook up events
                ContentEvents.Init(this.EventManager);
                ControlEvents.Init(this.EventManager);
                GameEvents.Init(this.EventManager);
                GraphicsEvents.Init(this.EventManager);
                InputEvents.Init(this.EventManager);
                LocationEvents.Init(this.EventManager);
                MenuEvents.Init(this.EventManager);
                MineEvents.Init(this.EventManager);
                MultiplayerEvents.Init(this.EventManager);
                PlayerEvents.Init(this.EventManager);
                SaveEvents.Init(this.EventManager);
                SpecialisedEvents.Init(this.EventManager);
                TimeEvents.Init(this.EventManager);
#endif

                // init JSON parser
                JsonConverter[] converters = {
                    new ColorConverter(),
                    new PointConverter(),
                    new RectangleConverter()
                };
                foreach (JsonConverter converter in converters)
                    this.Toolkit.JsonHelper.JsonSettings.Converters.Add(converter);

                // 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);

                // add more leniant assembly resolvers
                AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => AssemblyLoader.ResolveAssembly(e.Name);

                // override game
                SGame.ConstructorHack = new SGameConstructorHack(this.Monitor, this.Reflection, this.Toolkit.JsonHelper);
                this.GameInstance = new SGame(this.Monitor, this.MonitorForGame, this.Reflection, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, SCore.DeprecationManager, this.OnLocaleChanged, this.InitialiseAfterGameStart, this.Dispose);
                StardewValley.Program.gamePtr = this.GameInstance;

                // apply game patches
                new GamePatcher(this.Monitor).Apply(
                    new DialogueErrorPatch(this.MonitorForGame, this.Reflection),
                    new ObjectErrorPatch(),
                    new LoadForNewGamePatch(this.Reflection, this.GameInstance.OnLoadStageChanged)
                );

                // 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();

                // set window titles
                this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion}";
                Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion}";
#if SMAPI_3_0_STRICT
                this.GameInstance.Window.Title += " [SMAPI 3.0 strict mode]";
                Console.Title += " [SMAPI 3.0 strict mode]";
#endif
            }
            catch (Exception ex)
            {
                this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error);
                this.PressAnyKeyToExit();
                return;
            }

            // check update marker
            if (File.Exists(Constants.UpdateMarker))
            {
                string rawUpdateFound = File.ReadAllText(Constants.UpdateMarker);
                if (SemanticVersion.TryParse(rawUpdateFound, out ISemanticVersion updateFound))
                {
                    if (Constants.ApiVersion.IsPrerelease() && updateFound.IsNewerThan(Constants.ApiVersion))
                    {
                        this.Monitor.Log("A new version of SMAPI was detected last time you played.", LogLevel.Error);
                        this.Monitor.Log($"You can update to {updateFound}: https://smapi.io.", LogLevel.Error);
                        this.Monitor.Log("Press any key to continue playing anyway. (This only appears when using a SMAPI beta.)", LogLevel.Info);
                        Console.ReadKey();
                    }
                }
                File.Delete(Constants.UpdateMarker);
            }

            // 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: https://community.playstarbound.com/threads/108375/.", LogLevel.Error);
                this.Monitor.Log("If you ask for help, make sure to share your SMAPI log: https://log.smapi.io.", 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...", LogLevel.Debug);
            try
            {
                this.IsGameRunning = true;
                StardewValley.Program.releaseBuild = true; // game's debug logic interferes with SMAPI opening the game window
                this.GameInstance.Run();
            }
            catch (InvalidOperationException ex) when (ex.Source == "Microsoft.Xna.Framework.Xact" && ex.StackTrace.Contains("Microsoft.Xna.Framework.Audio.AudioEngine..ctor"))
            {
                this.Monitor.Log("The game couldn't load audio. Do you have speakers or headphones plugged in?", LogLevel.Error);
                this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace);
                this.PressAnyKeyToExit();
            }
            catch (FileNotFoundException ex) when (ex.Message == "Could not find file 'C:\\Program Files (x86)\\Steam\\SteamApps\\common\\Stardew Valley\\Content\\XACT\\FarmerSounds.xgs'.") // path in error is hardcoded regardless of install path
            {
                this.Monitor.Log("The game can't find its Content\\XACT\\FarmerSounds.xgs file. You can usually fix this by resetting your content files (see https://smapi.io/troubleshoot#reset-content ), or by uninstalling and reinstalling the game.", LogLevel.Error);
                this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace);
                this.PressAnyKeyToExit();
            }
            catch (Exception ex)
            {
                this.MonitorForGame.Log($"The game failed to launch: {ex.GetLogSummary()}", LogLevel.Error);
                this.PressAnyKeyToExit();
            }
            finally
            {
                this.Dispose();
            }
        }

        /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
        public void Dispose()
        {
            // skip if already disposed
            if (this.IsDisposed)
                return;
            this.IsDisposed = true;
            this.Monitor.Log("Disposing...", LogLevel.Trace);

            // dispose mod data
            foreach (IModMetadata mod in this.ModRegistry.GetAll())
            {
                try
                {
                    (mod.Mod as IDisposable)?.Dispose();
                }
                catch (Exception ex)
                {
                    mod.LogAsMod($"Mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn);
                }
            }

            // dispose core components
            this.IsGameRunning = false;
            this.ConsoleManager?.Dispose();
            this.ContentCore?.Dispose();
            this.CancellationTokenSource?.Dispose();
            this.GameInstance?.Dispose();
            this.LogFile?.Dispose();

            // end game (moved from Game1.OnExiting to let us clean up first)
            Process.GetCurrentProcess().Kill();
        }


        /*********
        ** Private methods
        *********/
        /// <summary>Initialise SMAPI and mods after the game starts.</summary>
        private void InitialiseAfterGameStart()
        {
            // add headers
#if SMAPI_3_0_STRICT
            this.Monitor.Log($"You're running SMAPI 3.0 strict mode, so most mods won't work correctly. If that wasn't intended, install the normal version of SMAPI from https://smapi.io instead.", LogLevel.Warn);
#endif
            if (this.Settings.DeveloperMode)
                this.Monitor.Log($"You have SMAPI for developers, so the console will 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);
            this.Monitor.VerboseLog("Verbose logging enabled.");

            // validate XNB integrity
            if (!this.ValidateContentIntegrity())
                this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error);

            // load mod data
            ModToolkit toolkit = new ModToolkit();
            ModDatabase modDatabase = toolkit.GetModDatabase(Constants.ApiMetadataPath);

            // load mods
            {
                this.Monitor.Log("Loading mod metadata...", LogLevel.Trace);
                ModResolver resolver = new ModResolver();

                // load manifests
                IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase).ToArray();

                // filter out ignored mods
                foreach (IModMetadata mod in mods.Where(p => p.IsIgnored))
                    this.Monitor.Log($"  Skipped {mod.RelativeDirectoryPath} (folder name starts with a dot).", LogLevel.Trace);
                mods = mods.Where(p => !p.IsIgnored).ToArray();

                // load mods
                resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl);
                mods = resolver.ProcessDependencies(mods, modDatabase).ToArray();
                this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase);

                // write metadata file
                if (this.Settings.DumpMetadata)
                {
                    ModFolderExport export = new ModFolderExport
                    {
                        Exported = DateTime.UtcNow.ToString("O"),
                        ApiVersion = Constants.ApiVersion.ToString(),
                        GameVersion = Constants.GameVersion.ToString(),
                        ModFolderPath = this.ModsPath,
                        Mods = mods
                    };
                    this.Toolkit.JsonHelper.WriteJsonFile(Path.Combine(Constants.LogDir, $"{Constants.LogNamePrefix}metadata-dump.json"), export);
                }

                // check for updates
                this.CheckForUpdatesAsync(mods);
            }
            if (this.Monitor.IsExiting)
            {
                this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn);
                return;
            }

            // update window titles
            int modsLoaded = this.ModRegistry.GetAll().Count();
            this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods";
            Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods";
#if SMAPI_3_0_STRICT
            this.GameInstance.Window.Title += " [SMAPI 3.0 strict mode]";
            Console.Title += " [SMAPI 3.0 strict mode]";
#endif


            // start SMAPI console
            new Thread(this.RunConsoleLoop).Start();
        }

        /// <summary>Handle the game changing locale.</summary>
        private void OnLocaleChanged()
        {
            // get locale
            string locale = this.ContentCore.GetLocale();
            LocalizedContentManager.LanguageCode languageCode = this.ContentCore.Language;

            // update mod translation helpers
            foreach (IModMetadata mod in this.ModRegistry.GetAll(contentPacks: false))
                (mod.Mod.Helper.Translation as TranslationHelper)?.SetLocale(locale, languageCode);
        }

        /// <summary>Run a loop handling console input.</summary>
        [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")]
        private void RunConsoleLoop()
        {
            // prepare console
            this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info);
            this.GameInstance.CommandManager.Add(null, "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.", this.HandleCommand);
            this.GameInstance.CommandManager.Add(null, "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;

                    // handle command
                    this.Monitor.LogUserInput(input);
                    this.GameInstance.CommandQueue.Enqueue(input);
                }
            });
            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();
        }

        /// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary>
        /// <returns>Returns whether all integrity checks passed.</returns>
        private bool ValidateContentIntegrity()
        {
            this.Monitor.Log("Detecting common issues...", LogLevel.Trace);
            bool issuesFound = false;

            // object format (commonly broken by outdated files)
            {
                // detect issues
                bool hasObjectIssues = false;
                void LogIssue(int id, string issue) => this.Monitor.Log($@"Detected issue: item #{id} in Content\Data\ObjectInformation.xnb is invalid ({issue}).", LogLevel.Trace);
                foreach (KeyValuePair<int, string> entry in Game1.objectInformation)
                {
                    // must not be empty
                    if (string.IsNullOrWhiteSpace(entry.Value))
                    {
                        LogIssue(entry.Key, "entry is empty");
                        hasObjectIssues = true;
                        continue;
                    }

                    // require core fields
                    string[] fields = entry.Value.Split('/');
                    if (fields.Length < Object.objectInfoDescriptionIndex + 1)
                    {
                        LogIssue(entry.Key, "too few fields for an object");
                        hasObjectIssues = true;
                        continue;
                    }

                    // check min length for specific types
                    switch (fields[Object.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0])
                    {
                        case "Cooking":
                            if (fields.Length < Object.objectInfoBuffDurationIndex + 1)
                            {
                                LogIssue(entry.Key, "too few fields for a cooking item");
                                hasObjectIssues = true;
                            }
                            break;
                    }
                }

                // log error
                if (hasObjectIssues)
                {
                    issuesFound = true;
                    this.Monitor.Log(@"Your Content\Data\ObjectInformation.xnb file seems to be broken or outdated.", LogLevel.Warn);
                }
            }

            return !issuesFound;
        }

        /// <summary>Asynchronously check for a new version of SMAPI and any installed mods, and print alerts to the console if an update is available.</summary>
        /// <param name="mods">The mods to include in the update check (if eligible).</param>
        private void CheckForUpdatesAsync(IModMetadata[] mods)
        {
            if (!this.Settings.CheckForUpdates)
                return;

            new Thread(() =>
            {
                // create client
                string url = this.Settings.WebApiBaseUrl;
#if !SMAPI_FOR_WINDOWS
                url = url.Replace("https://", "http://"); // workaround for OpenSSL issues with the game's bundled Mono on Linux/Mac
#endif
                WebApiClient client = new WebApiClient(url, Constants.ApiVersion);
                this.Monitor.Log("Checking for updates...", LogLevel.Trace);

                // check SMAPI version
                ISemanticVersion updateFound = null;
                try
                {
                    ModEntryModel response = client.GetModInfo(new[] { new ModSearchEntryModel("Pathoschild.SMAPI", new[] { $"GitHub:{this.Settings.GitHubProjectName}" }) }).Single().Value;
                    ISemanticVersion latestStable = response.Main?.Version;
                    ISemanticVersion latestBeta = response.Optional?.Version;

                    if (latestStable == null && response.Errors.Any())
                    {
                        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.", LogLevel.Warn);
                        this.Monitor.Log($"Error: {string.Join("\n", response.Errors)}");
                    }
                    else if (this.IsValidUpdate(Constants.ApiVersion, latestBeta, this.Settings.UseBetaChannel))
                    {
                        updateFound = latestBeta;
                        this.Monitor.Log($"You can update SMAPI to {latestBeta}: {Constants.HomePageUrl}", LogLevel.Alert);
                    }
                    else if (this.IsValidUpdate(Constants.ApiVersion, latestStable, this.Settings.UseBetaChannel))
                    {
                        updateFound = latestStable;
                        this.Monitor.Log($"You can update SMAPI to {latestStable}: {Constants.HomePageUrl}", LogLevel.Alert);
                    }
                    else
                        this.Monitor.Log("   SMAPI okay.", LogLevel.Trace);
                }
                catch (Exception ex)
                {
                    this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you won't be notified of new versions if this keeps happening.", LogLevel.Warn);
                    this.Monitor.Log(ex is WebException && ex.InnerException == null
                        ? $"Error: {ex.Message}"
                        : $"Error: {ex.GetLogSummary()}"
                    );
                }

                // show update message on next launch
                if (updateFound != null)
                    File.WriteAllText(Constants.UpdateMarker, updateFound.ToString());

                // check mod versions
                if (mods.Any())
                {
                    try
                    {
                        HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase);

                        // prepare search model
                        List<ModSearchEntryModel> searchMods = new List<ModSearchEntryModel>();
                        foreach (IModMetadata mod in mods)
                        {
                            if (!mod.HasID() || suppressUpdateChecks.Contains(mod.Manifest.UniqueID))
                                continue;

                            string[] updateKeys = mod
                                .GetUpdateKeys(validOnly: true)
                                .Select(p => p.ToString())
                                .ToArray();
                            searchMods.Add(new ModSearchEntryModel(mod.Manifest.UniqueID, updateKeys.ToArray()));
                        }

                        // fetch results
                        this.Monitor.Log($"   Checking for updates to {searchMods.Count} mods...", LogLevel.Trace);
                        IDictionary<string, ModEntryModel> results = client.GetModInfo(searchMods.ToArray());

                        // extract update alerts & errors
                        var updates = new List<Tuple<IModMetadata, ISemanticVersion, string>>();
                        var errors = new StringBuilder();
                        foreach (IModMetadata mod in mods.OrderBy(p => p.DisplayName))
                        {
                            // link to update-check data
                            if (!mod.HasID() || !results.TryGetValue(mod.Manifest.UniqueID, out ModEntryModel result))
                                continue;
                            mod.SetUpdateData(result);

                            // handle errors
                            if (result.Errors != null && result.Errors.Any())
                            {
                                errors.AppendLine(result.Errors.Length == 1
                                    ? $"   {mod.DisplayName}: {result.Errors[0]}"
                                    : $"   {mod.DisplayName}:\n      - {string.Join("\n      - ", result.Errors)}"
                                );
                            }

                            // parse versions
                            bool useBetaInfo = result.HasBetaInfo && Constants.ApiVersion.IsPrerelease();
                            ISemanticVersion localVersion = mod.DataRecord?.GetLocalVersionForUpdateChecks(mod.Manifest.Version) ?? mod.Manifest.Version;
                            ISemanticVersion latestVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Main?.Version) ?? result.Main?.Version;
                            ISemanticVersion optionalVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Optional?.Version) ?? result.Optional?.Version;
                            ISemanticVersion unofficialVersion = useBetaInfo ? result.UnofficialForBeta?.Version : result.Unofficial?.Version;

                            // show update alerts
                            if (this.IsValidUpdate(localVersion, latestVersion, useBetaChannel: true))
                                updates.Add(Tuple.Create(mod, latestVersion, result.Main?.Url));
                            else if (this.IsValidUpdate(localVersion, optionalVersion, useBetaChannel: localVersion.IsPrerelease()))
                                updates.Add(Tuple.Create(mod, optionalVersion, result.Optional?.Url));
                            else if (this.IsValidUpdate(localVersion, unofficialVersion, useBetaChannel: mod.Status == ModMetadataStatus.Failed))
                                updates.Add(Tuple.Create(mod, unofficialVersion, useBetaInfo ? result.UnofficialForBeta?.Url : result.Unofficial?.Url));
                        }

                        // show update errors
                        if (errors.Length != 0)
                            this.Monitor.Log("Got update-check errors for some mods:\n" + errors.ToString().TrimEnd(), LogLevel.Trace);

                        // show update alerts
                        if (updates.Any())
                        {
                            this.Monitor.Newline();
                            this.Monitor.Log($"You can update {updates.Count} mod{(updates.Count != 1 ? "s" : "")}:", LogLevel.Alert);
                            foreach (var entry in updates)
                            {
                                IModMetadata mod = entry.Item1;
                                ISemanticVersion newVersion = entry.Item2;
                                string newUrl = entry.Item3;
                                this.Monitor.Log($"   {mod.DisplayName} {newVersion}: {newUrl}", LogLevel.Alert);
                            }
                        }
                        else
                            this.Monitor.Log("   All mods up to date.", LogLevel.Trace);
                    }
                    catch (Exception ex)
                    {
                        this.Monitor.Log("Couldn't check for new mod versions. This won't affect your game, but you won't be notified of mod updates if this keeps happening.", LogLevel.Warn);
                        this.Monitor.Log(ex is WebException && ex.InnerException == null
                            ? ex.Message
                            : ex.ToString()
                        );
                    }
                }
            }).Start();
        }

        /// <summary>Get whether a given version should be offered to the user as an update.</summary>
        /// <param name="currentVersion">The current semantic version.</param>
        /// <param name="newVersion">The target semantic version.</param>
        /// <param name="useBetaChannel">Whether the user enabled the beta channel and should be offered pre-release updates.</param>
        private bool IsValidUpdate(ISemanticVersion currentVersion, ISemanticVersion newVersion, bool useBetaChannel)
        {
            return
                newVersion != null
                && newVersion.IsNewerThan(currentVersion)
                && (useBetaChannel || !newVersion.IsPrerelease());
        }

        /// <summary>Create a directory path if it doesn't exist.</summary>
        /// <param name="path">The directory path.</param>
        private void VerifyPath(string path)
        {
            try
            {
                if (!Directory.Exists(path))
                    Directory.CreateDirectory(path);
            }
            catch (Exception ex)
            {
                // note: this happens before this.Monitor is initialised
                Console.WriteLine($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}");
            }
        }

        /// <summary>Load and hook up the given mods.</summary>
        /// <param name="mods">The mods to load.</param>
        /// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param>
        /// <param name="contentCore">The content manager to use for mod content.</param>
        /// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
        private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase)
        {
            this.Monitor.Log("Loading mods...", LogLevel.Trace);

            // load mods
            IDictionary<IModMetadata, Tuple<string, string>> skippedMods = new Dictionary<IModMetadata, Tuple<string, string>>();
            using (AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.Platform, this.Monitor, this.Settings.ParanoidWarnings))
            {
                // init
                HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase);
                InterfaceProxyFactory proxyFactory = new InterfaceProxyFactory();
                void LogSkip(IModMetadata mod, string errorPhrase, string errorDetails)
                {
                    skippedMods[mod] = Tuple.Create(errorPhrase, errorDetails);
                    if (mod.Status != ModMetadataStatus.Failed)
                        mod.SetStatus(ModMetadataStatus.Failed, errorPhrase);
                }

                // load mods
                foreach (IModMetadata contentPack in mods)
                {
                    if (!this.TryLoadMod(contentPack, mods, modAssemblyLoader, proxyFactory, jsonHelper, contentCore, modDatabase, suppressUpdateChecks, out string errorPhrase, out string errorDetails))
                        LogSkip(contentPack, errorPhrase, errorDetails);
                }
            }
            IModMetadata[] loadedContentPacks = this.ModRegistry.GetAll(assemblyMods: false).ToArray();
            IModMetadata[] loadedMods = this.ModRegistry.GetAll(contentPacks: false).ToArray();

            // unlock content packs
            this.ModRegistry.AreAllModsLoaded = true;

            // log loaded mods
            this.Monitor.Log($"Loaded {loadedMods.Length} mods" + (loadedMods.Length > 0 ? ":" : "."), LogLevel.Info);
            foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName))
            {
                IManifest manifest = metadata.Manifest;
                this.Monitor.Log(
                    $"   {metadata.DisplayName} {manifest.Version}"
                    + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "")
                    + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""),
                    LogLevel.Info
                );
            }
            this.Monitor.Newline();

            // log loaded content packs
            if (loadedContentPacks.Any())
            {
                string GetModDisplayName(string id) => loadedMods.FirstOrDefault(p => p.HasID(id))?.DisplayName;

                this.Monitor.Log($"Loaded {loadedContentPacks.Length} content packs:", LogLevel.Info);
                foreach (IModMetadata metadata in loadedContentPacks.OrderBy(p => p.DisplayName))
                {
                    IManifest manifest = metadata.Manifest;
                    this.Monitor.Log(
                        $"   {metadata.DisplayName} {manifest.Version}"
                        + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "")
                        + (metadata.IsContentPack ? $" | for {GetModDisplayName(metadata.Manifest.ContentPackFor.UniqueID)}" : "")
                        + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""),
                        LogLevel.Info
                    );
                }
                this.Monitor.Newline();
            }

            // log mod warnings
            this.LogModWarnings(this.ModRegistry.GetAll().ToArray(), skippedMods);

            // initialise translations
            this.ReloadTranslations(loadedMods);

            // initialise loaded non-content-pack mods
            foreach (IModMetadata metadata in loadedMods)
            {
                // add interceptors
                if (metadata.Mod.Helper.Content is ContentHelper helper)
                {
                    // ReSharper disable SuspiciousTypeConversion.Global
                    if (metadata.Mod is IAssetEditor editor)
                        helper.ObservableAssetEditors.Add(editor);
                    if (metadata.Mod is IAssetLoader loader)
                        helper.ObservableAssetLoaders.Add(loader);
                    // ReSharper restore SuspiciousTypeConversion.Global

                    this.ContentCore.Editors[metadata] = helper.ObservableAssetEditors;
                    this.ContentCore.Loaders[metadata] = helper.ObservableAssetLoaders;
                }

                // call entry method
                try
                {
                    IMod mod = metadata.Mod;
                    mod.Entry(mod.Helper);
                }
                catch (Exception ex)
                {
                    metadata.LogAsMod($"Mod crashed on entry and might not work correctly. Technical details:\n{ex.GetLogSummary()}", LogLevel.Error);
                }

                // get mod API
                try
                {
                    object api = metadata.Mod.GetApi();
                    if (api != null && !api.GetType().IsPublic)
                    {
                        api = null;
                        this.Monitor.Log($"{metadata.DisplayName} provides an API instance with a non-public type. This isn't currently supported, so the API won't be available to other mods.", LogLevel.Warn);
                    }

                    if (api != null)
                        this.Monitor.Log($"   Found mod-provided API ({api.GetType().FullName}).", LogLevel.Trace);
                    metadata.SetApi(api);
                }
                catch (Exception ex)
                {
                    this.Monitor.Log($"Failed loading mod-provided API for {metadata.DisplayName}. Integrations with other mods may not work. Error: {ex.GetLogSummary()}", LogLevel.Error);
                }
            }

            // invalidate cache entries when needed
            // (These listeners are registered after Entry to avoid repeatedly reloading assets as mods initialise.)
            foreach (IModMetadata metadata in loadedMods)
            {
                if (metadata.Mod.Helper.Content is ContentHelper helper)
                {
                    helper.ObservableAssetEditors.CollectionChanged += (sender, e) =>
                    {
                        if (e.NewItems?.Count > 0)
                        {
                            this.Monitor.Log("Invalidating cache entries for new asset editors...", LogLevel.Trace);
                            this.ContentCore.InvalidateCacheFor(e.NewItems.Cast<IAssetEditor>().ToArray(), new IAssetLoader[0]);
                        }
                    };
                    helper.ObservableAssetLoaders.CollectionChanged += (sender, e) =>
                    {
                        if (e.NewItems?.Count > 0)
                        {
                            this.Monitor.Log("Invalidating cache entries for new asset loaders...", LogLevel.Trace);
                            this.ContentCore.InvalidateCacheFor(new IAssetEditor[0], e.NewItems.Cast<IAssetLoader>().ToArray());
                        }
                    };
                }
            }

            // reset cache now if any editors or loaders were added during entry
            IAssetEditor[] editors = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetEditors).ToArray();
            IAssetLoader[] loaders = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetLoaders).ToArray();
            if (editors.Any() || loaders.Any())
            {
                this.Monitor.Log("Invalidating cached assets for new editors & loaders...", LogLevel.Trace);
                this.ContentCore.InvalidateCacheFor(editors, loaders);
            }

            // unlock mod integrations
            this.ModRegistry.AreAllModsInitialised = true;
        }

        /// <summary>Load a given mod.</summary>
        /// <param name="mod">The mod to load.</param>
        /// <param name="mods">The mods being loaded.</param>
        /// <param name="assemblyLoader">Preprocesses and loads mod assemblies</param>
        /// <param name="proxyFactory">Generates proxy classes to access mod APIs through an arbitrary interface.</param>
        /// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param>
        /// <param name="contentCore">The content manager to use for mod content.</param>
        /// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
        /// <param name="suppressUpdateChecks">The mod IDs to ignore when validating update keys.</param>
        /// <param name="errorReasonPhrase">The user-facing reason phrase explaining why the mod couldn't be loaded (if applicable).</param>
        /// <param name="errorDetails">More detailed details about the error intended for developers (if any).</param>
        /// <returns>Returns whether the mod was successfully loaded.</returns>
        private bool TryLoadMod(IModMetadata mod, IModMetadata[] mods, AssemblyLoader assemblyLoader, InterfaceProxyFactory proxyFactory, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase, HashSet<string> suppressUpdateChecks, out string errorReasonPhrase, out string errorDetails)
        {
            errorDetails = null;

            // log entry
            {
                string relativePath = PathUtilities.GetRelativePath(this.ModsPath, mod.DirectoryPath);
                if (mod.IsContentPack)
                    this.Monitor.Log($"   {mod.DisplayName} ({relativePath}) [content pack]...", LogLevel.Trace);
                else if (mod.Manifest?.EntryDll != null)
                    this.Monitor.Log($"   {mod.DisplayName} ({relativePath}{Path.DirectorySeparatorChar}{mod.Manifest.EntryDll})...", LogLevel.Trace); // don't use Path.Combine here, since EntryDLL might not be valid
                else
                    this.Monitor.Log($"   {mod.DisplayName} ({relativePath})...", LogLevel.Trace);
            }

            // add warning for missing update key
            if (mod.HasID() && !suppressUpdateChecks.Contains(mod.Manifest.UniqueID) && !mod.HasValidUpdateKeys())
                mod.SetWarning(ModWarning.NoUpdateKeys);

            // validate status
            if (mod.Status == ModMetadataStatus.Failed)
            {
                this.Monitor.Log($"      Failed: {mod.Error}", LogLevel.Trace);
                errorReasonPhrase = mod.Error;
                return false;
            }

#if !SMAPI_3_0_STRICT
            // add deprecation warning for old version format
            {
                if (mod.Manifest?.Version is Toolkit.SemanticVersion version && version.IsLegacyFormat)
                    SCore.DeprecationManager.Warn(mod.DisplayName, "non-string manifest version", "2.8", DeprecationLevel.PendingRemoval);
            }
#endif

            // validate dependencies
            // Although dependences are validated before mods are loaded, a dependency may have failed to load.
            if (mod.Manifest.Dependencies?.Any() == true)
            {
                foreach (IManifestDependency dependency in mod.Manifest.Dependencies.Where(p => p.IsRequired))
                {
                    if (this.ModRegistry.Get(dependency.UniqueID) == null)
                    {
                        string dependencyName = mods
                            .FirstOrDefault(otherMod => otherMod.HasID(dependency.UniqueID))
                            ?.DisplayName ?? dependency.UniqueID;
                        errorReasonPhrase = $"it needs the '{dependencyName}' mod, which couldn't be loaded.";
                        return false;
                    }
                }
            }

            // load as content pack
            if (mod.IsContentPack)
            {
                IManifest manifest = mod.Manifest;
                IMonitor monitor = this.GetSecondaryMonitor(mod.DisplayName);
                IContentHelper contentHelper = new ContentHelper(this.ContentCore, mod.DirectoryPath, manifest.UniqueID, mod.DisplayName, monitor);
                IContentPack contentPack = new ContentPack(mod.DirectoryPath, manifest, contentHelper, jsonHelper);
                mod.SetMod(contentPack, monitor);
                this.ModRegistry.Add(mod);

                errorReasonPhrase = null;
                return true;
            }

            // load as mod
            else
            {
                IManifest manifest = mod.Manifest;

                // load mod
                string assemblyPath = manifest?.EntryDll != null
                    ? Path.Combine(mod.DirectoryPath, manifest.EntryDll)
                    : null;
                Assembly modAssembly;
                try
                {
                    modAssembly = assemblyLoader.Load(mod, assemblyPath, assumeCompatible: mod.DataRecord?.Status == ModStatus.AssumeCompatible);
                    this.ModRegistry.TrackAssemblies(mod, modAssembly);
                }
                catch (IncompatibleInstructionException) // details already in trace logs
                {
                    string[] updateUrls = new[] { modDatabase.GetModPageUrlFor(manifest.UniqueID), "https://mods.smapi.io" }.Where(p => p != null).ToArray();
                    errorReasonPhrase = $"it's no longer compatible. Please check for a new version at {string.Join(" or ", updateUrls)}";
                    return false;
                }
                catch (SAssemblyLoadFailedException ex)
                {
                    errorReasonPhrase = $"it DLL couldn't be loaded: {ex.Message}";
                    return false;
                }
                catch (Exception ex)
                {
                    errorReasonPhrase = "its DLL couldn't be loaded.";
                    errorDetails = $"Error: {ex.GetLogSummary()}";
                    return false;
                }

                // initialise mod
                try
                {
                    // get mod instance
                    if (!this.TryLoadModEntry(modAssembly, out Mod modEntry, out errorReasonPhrase))
                        return false;

                    // get content packs
                    IContentPack[] GetContentPacks()
                    {
                        if (!this.ModRegistry.AreAllModsLoaded)
                            throw new InvalidOperationException("Can't access content packs before SMAPI finishes loading mods.");

                        return this.ModRegistry
                            .GetAll(assemblyMods: false)
                            .Where(p => p.IsContentPack && mod.HasID(p.Manifest.ContentPackFor.UniqueID))
                            .Select(p => p.ContentPack)
                            .ToArray();
                    }

                    // init mod helpers
                    IMonitor monitor = this.GetSecondaryMonitor(mod.DisplayName);
                    IModHelper modHelper;
                    {
                        IModEvents events = new ModEvents(mod, this.EventManager);
                        ICommandHelper commandHelper = new CommandHelper(mod, this.GameInstance.CommandManager);
                        IContentHelper contentHelper = new ContentHelper(contentCore, mod.DirectoryPath, manifest.UniqueID, mod.DisplayName, monitor);
                        IContentPackHelper contentPackHelper = new ContentPackHelper(manifest.UniqueID, new Lazy<IContentPack[]>(GetContentPacks), CreateFakeContentPack);
                        IDataHelper dataHelper = new DataHelper(manifest.UniqueID, mod.DirectoryPath, jsonHelper);
                        IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, mod.DisplayName, this.Reflection);
                        IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
                        IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer);
                        ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentCore.GetLocale(), contentCore.Language);

                        IContentPack CreateFakeContentPack(string packDirPath, IManifest packManifest)
                        {
                            IMonitor packMonitor = this.GetSecondaryMonitor(packManifest.Name);
                            IContentHelper packContentHelper = new ContentHelper(contentCore, packDirPath, packManifest.UniqueID, packManifest.Name, packMonitor);
                            return new ContentPack(packDirPath, packManifest, packContentHelper, this.Toolkit.JsonHelper);
                        }

                        modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.Toolkit.JsonHelper, this.GameInstance.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
                    }

                    // init mod
                    modEntry.ModManifest = manifest;
                    modEntry.Helper = modHelper;
                    modEntry.Monitor = monitor;

                    // track mod
                    mod.SetMod(modEntry);
                    this.ModRegistry.Add(mod);
                    return true;
                }
                catch (Exception ex)
                {
                    errorReasonPhrase = $"initialisation failed:\n{ex.GetLogSummary()}";
                    return false;
                }
            }
        }

        /// <summary>Write a summary of mod warnings to the console and log.</summary>
        /// <param name="mods">The loaded mods.</param>
        /// <param name="skippedMods">The mods which were skipped, along with the friendly and developer reasons.</param>
        private void LogModWarnings(IModMetadata[] mods, IDictionary<IModMetadata, Tuple<string, string>> skippedMods)
        {
            // get mods with warnings
            IModMetadata[] modsWithWarnings = mods.Where(p => p.Warnings != ModWarning.None).ToArray();
            if (!modsWithWarnings.Any() && !skippedMods.Any())
                return;

            // log intro
            {
                int count = modsWithWarnings.Union(skippedMods.Keys).Count();
                this.Monitor.Log($"Found {count} mod{(count == 1 ? "" : "s")} with warnings:", LogLevel.Info);
            }

            // log skipped mods
            if (skippedMods.Any())
            {
                this.Monitor.Log("   Skipped mods", LogLevel.Error);
                this.Monitor.Log("   " + "".PadRight(50, '-'), LogLevel.Error);
                this.Monitor.Log("      These mods could not be added to your game.", LogLevel.Error);
                this.Monitor.Newline();

                HashSet<string> logged = new HashSet<string>();
                foreach (var pair in skippedMods.OrderBy(p => p.Key.DisplayName))
                {
                    IModMetadata mod = pair.Key;
                    string errorReason = pair.Value.Item1;
                    string errorDetails = pair.Value.Item2;
                    string message = $"      - {mod.DisplayName}{(mod.Manifest?.Version != null ? " " + mod.Manifest.Version.ToString() : "")} because {errorReason}";

                    if (!logged.Add($"{message}|{errorDetails}"))
                        continue; // skip duplicate messages (e.g. if multiple copies of the mod are installed)

                    this.Monitor.Log(message, LogLevel.Error);
                    if (errorDetails != null)
                        this.Monitor.Log($"        ({errorDetails})", LogLevel.Trace);
                }
                this.Monitor.Newline();
            }

            // log warnings
            if (modsWithWarnings.Any())
            {
                // issue block format logic
                void LogWarningGroup(ModWarning warning, LogLevel logLevel, string heading, params string[] blurb)
                {
                    IModMetadata[] matches = modsWithWarnings
                        .Where(mod => mod.HasUnsuppressWarning(warning))
                        .ToArray();
                    if (!matches.Any())
                        return;

                    this.Monitor.Log("   " + heading, logLevel);
                    this.Monitor.Log("   " + "".PadRight(50, '-'), logLevel);
                    foreach (string line in blurb)
                        this.Monitor.Log("      " + line, logLevel);
                    this.Monitor.Newline();
                    foreach (IModMetadata match in matches)
                        this.Monitor.Log($"      - {match.DisplayName}", logLevel);
                    this.Monitor.Newline();
                }

                // supported issues
                LogWarningGroup(ModWarning.BrokenCodeLoaded, LogLevel.Error, "Broken mods",
                    "These mods have broken code, but you configured SMAPI to load them anyway. This may cause bugs,",
                    "errors, or crashes in-game."
                );
                LogWarningGroup(ModWarning.ChangesSaveSerialiser, LogLevel.Warn, "Changed save serialiser",
                    "These mods change the save serialiser. They may corrupt your save files, or make them unusable if",
                    "you uninstall these mods."
                );
                if (this.Settings.ParanoidWarnings)
                {
                    LogWarningGroup(ModWarning.AccessesFilesystem, LogLevel.Warn, "Accesses filesystem directly",
                        "These mods directly access the filesystem, and you enabled paranoid warnings. (Note that this may be",
                        "legitimate and innocent usage; this warning is meaningless without further investigation.)"
                    );
                    LogWarningGroup(ModWarning.AccessesShell, LogLevel.Warn, "Accesses shell/process directly",
                        "These mods directly access the OS shell or processes, and you enabled paranoid warnings. (Note that",
                        "this may be legitimate and innocent usage; this warning is meaningless without further investigation.)"
                    );
                }
                LogWarningGroup(ModWarning.PatchesGame, LogLevel.Info, "Patched game code",
                    "These mods directly change the game code. They're more likely to cause errors or bugs in-game; if",
                    "your game has issues, try removing these first. Otherwise you can ignore this warning."
                );
                LogWarningGroup(ModWarning.UsesUnvalidatedUpdateTick, LogLevel.Info, "Bypassed safety checks",
                    "These mods bypass SMAPI's normal safety checks, so they're more likely to cause errors or save",
                    "corruption. If your game has issues, try removing these first."
                );
                LogWarningGroup(ModWarning.NoUpdateKeys, LogLevel.Debug, "No update keys",
                    "These mods have no update keys in their manifest. SMAPI may not notify you about updates for these",
                    "mods. Consider notifying the mod authors about this problem."
                );
                LogWarningGroup(ModWarning.UsesDynamic, LogLevel.Debug, "Not crossplatform",
                    "These mods use the 'dynamic' keyword, and won't work on Linux/Mac."
                );
            }
        }

        /// <summary>Load a mod's entry class.</summary>
        /// <param name="modAssembly">The mod assembly.</param>
        /// <param name="mod">The loaded instance.</param>
        /// <param name="error">The error indicating why loading failed (if applicable).</param>
        /// <returns>Returns whether the mod entry class was successfully loaded.</returns>
        private bool TryLoadModEntry(Assembly modAssembly, out Mod mod, out string error)
        {
            mod = null;

            // find type
            TypeInfo[] modEntries = modAssembly.DefinedTypes.Where(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract).Take(2).ToArray();
            if (modEntries.Length == 0)
            {
                error = $"its DLL has no '{nameof(Mod)}' subclass.";
                return false;
            }
            if (modEntries.Length > 1)
            {
                error = $"its DLL contains multiple '{nameof(Mod)}' subclasses.";
                return false;
            }

            // get implementation
            mod = (Mod)modAssembly.CreateInstance(modEntries[0].ToString());
            if (mod == null)
            {
                error = "its entry class couldn't be instantiated.";
                return false;
            }

            error = null;
            return true;
        }

        /// <summary>Reload translations for all mods.</summary>
        /// <param name="mods">The mods for which to reload translations.</param>
        private void ReloadTranslations(IEnumerable<IModMetadata> mods)
        {
            JsonHelper jsonHelper = this.Toolkit.JsonHelper;
            foreach (IModMetadata metadata in mods)
            {
                if (metadata.IsContentPack)
                    throw new InvalidOperationException("Can't reload translations for a content pack.");

                // read translation files
                IDictionary<string, IDictionary<string, string>> translations = new Dictionary<string, IDictionary<string, string>>();
                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
                        {
                            if (jsonHelper.ReadJsonFileIfExists(file.FullName, out IDictionary<string, string> data))
                                translations[locale] = data;
                            else
                                metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed.", LogLevel.Warn);
                        }
                        catch (Exception ex)
                        {
                            metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed: {ex.GetLogSummary()}", LogLevel.Warn);
                        }
                    }
                }

                // validate translations
                foreach (string locale in translations.Keys.ToArray())
                {
                    // skip empty files
                    if (translations[locale] == null || !translations[locale].Keys.Any())
                    {
                        metadata.LogAsMod($"Mod's i18n/{locale}.json is empty and will be ignored.", LogLevel.Warn);
                        translations.Remove(locale);
                        continue;
                    }

                    // handle duplicates
                    HashSet<string> keys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
                    HashSet<string> duplicateKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
                    foreach (string key in translations[locale].Keys.ToArray())
                    {
                        if (!keys.Add(key))
                        {
                            duplicateKeys.Add(key);
                            translations[locale].Remove(key);
                        }
                    }
                    if (duplicateKeys.Any())
                        metadata.LogAsMod($"Mod's i18n/{locale}.json has duplicate translation keys: [{string.Join(", ", duplicateKeys)}]. Keys are case-insensitive.", LogLevel.Warn);
                }

                // update translation
                TranslationHelper translationHelper = (TranslationHelper)metadata.Mod.Helper.Translation;
                translationHelper.SetTranslations(translations);
            }
        }

        /// <summary>The method called when the user submits a core SMAPI command in the console.</summary>
        /// <param name="name">The command name.</param>
        /// <param name="arguments">The command arguments.</param>
        private void HandleCommand(string name, string[] arguments)
        {
            switch (name)
            {
                case "help":
                    if (arguments.Any())
                    {
                        Command result = this.GameInstance.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}{(result.Mod != null ? $"\n(Added by {result.Mod.DisplayName}.)" : "")}", LogLevel.Info);
                    }
                    else
                    {
                        string message = "The following commands are registered:\n";
                        IGrouping<string, string>[] groups = (from command in this.GameInstance.CommandManager.GetAll() orderby command.Mod?.DisplayName, command.Name group command.Name by command.Mod?.DisplayName).ToArray();
                        foreach (var group in groups)
                        {
                            string modName = group.Key ?? "SMAPI";
                            string[] commandNames = group.ToArray();
                            message += $"{modName}:\n  {string.Join("\n  ", commandNames)}\n\n";
                        }
                        message += "For more information about a command, type 'help command_name'.";

                        this.Monitor.Log(message, LogLevel.Info);
                    }
                    break;

                case "reload_i18n":
                    this.ReloadTranslations(this.ModRegistry.GetAll(contentPacks: false));
                    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}'.");
            }
        }

        /// <summary>Redirect messages logged directly to the console to the given monitor.</summary>
        /// <param name="gameMonitor">The monitor with which to log messages as the game.</param>
        /// <param name="message">The message to log.</param>
        private void HandleConsoleMessage(IMonitor gameMonitor, string message)
        {
            // detect exception
            LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace;

            // ignore suppressed message
            if (level != LogLevel.Error && this.SuppressConsolePatterns.Any(p => p.IsMatch(message)))
                return;

            // show friendly error if applicable
            foreach (var entry in this.ReplaceConsolePatterns)
            {
                if (entry.Item1.IsMatch(message))
                {
                    this.Monitor.Log(entry.Item2, entry.Item3);
                    gameMonitor.Log(message, LogLevel.Trace);
                    return;
                }
            }

            // forward to monitor
            gameMonitor.Log(message, level);
        }

        /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
        private void PressAnyKeyToExit()
        {
            this.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info);
            this.PressAnyKeyToExit(showMessage: false);
        }

        /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
        /// <param name="showMessage">Whether to print a 'press any key to exit' message to the console.</param>
        private void PressAnyKeyToExit(bool showMessage)
        {
            if (showMessage)
                Console.WriteLine("Game has ended. Press any key to exit.");
            Thread.Sleep(100);
            Console.ReadKey();
            Environment.Exit(0);
        }

        /// <summary>Get a monitor instance derived from SMAPI's current settings.</summary>
        /// <param name="name">The name of the module which will log messages with this instance.</param>
        private Monitor GetSecondaryMonitor(string name)
        {
            return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme, this.Settings.VerboseLogging)
            {
                WriteToConsole = this.Monitor.WriteToConsole,
                ShowTraceInConsole = this.Settings.DeveloperMode,
                ShowFullStampInConsole = this.Settings.DeveloperMode
            };
        }

        /// <summary>Get the absolute path to the next available log file.</summary>
        private string GetLogPath()
        {
            // default path
            {
                FileInfo defaultFile = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.{Constants.LogExtension}"));
                if (!defaultFile.Exists)
                    return defaultFile.FullName;
            }

            // get first disambiguated path
            for (int i = 2; i < int.MaxValue; i++)
            {
                FileInfo file = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.player-{i}.{Constants.LogExtension}"));
                if (!file.Exists)
                    return file.FullName;
            }

            // should never happen
            throw new InvalidOperationException("Could not find an available log path.");
        }

        /// <summary>Delete normal (non-crash) log files created by SMAPI.</summary>
        private void PurgeNormalLogs()
        {
            DirectoryInfo logsDir = new DirectoryInfo(Constants.LogDir);
            if (!logsDir.Exists)
                return;

            foreach (FileInfo logFile in logsDir.EnumerateFiles())
            {
                // skip non-SMAPI file
                if (!logFile.Name.StartsWith(Constants.LogNamePrefix, StringComparison.InvariantCultureIgnoreCase))
                    continue;

                // skip crash log
                if (logFile.FullName == Constants.FatalCrashLog)
                    continue;

                // delete file
                try
                {
                    FileUtilities.ForceDelete(logFile);
                }
                catch (IOException)
                {
                    // ignore file if it's in use
                }
            }
        }
    }
}