summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/SGame.cs
blob: 0d518564bb7af5faad44bea80497c57436d31aec (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
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Netcode;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Networking;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.StateTracking.Snapshots;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Toolkit.Serialization;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Events;
using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.Tools;
using xTile.Dimensions;
using xTile.Layers;
using xTile.Tiles;

namespace StardewModdingAPI.Framework
{
    /// <summary>SMAPI's extension of the game's core <see cref="Game1"/>, used to inject events.</summary>
    internal class SGame : Game1
    {
        /*********
        ** Fields
        *********/
        /****
        ** SMAPI state
        ****/
        /// <summary>Encapsulates monitoring and logging for SMAPI.</summary>
        private readonly Monitor Monitor;

        /// <summary>Encapsulates monitoring and logging on the game's behalf.</summary>
        private readonly IMonitor MonitorForGame;

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

        /// <summary>Tracks the installed mods.</summary>
        private readonly ModRegistry ModRegistry;

        /// <summary>Manages deprecation warnings.</summary>
        private readonly DeprecationManager DeprecationManager;

        /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary>
        private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second

        /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary>
        private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second

        /// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
        /// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks>
        private readonly Countdown AfterLoadTimer = new Countdown(5);

        /// <summary>Whether custom content was removed from the save data to avoid a crash.</summary>
        private bool IsSaveContentRemoved;

        /// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
        private bool IsBetweenSaveEvents;

        /// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
        private bool IsBetweenCreateEvents;

        /// <summary>A callback to invoke the first time *any* game content manager loads an asset.</summary>
        private readonly Action OnLoadingFirstAsset;

        /// <summary>A callback to invoke after the game finishes initializing.</summary>
        private readonly Action OnGameInitialized;

        /// <summary>A callback to invoke when the game exits.</summary>
        private readonly Action OnGameExiting;

        /// <summary>Simplifies access to private game code.</summary>
        private readonly Reflector Reflection;

        /// <summary>Encapsulates access to SMAPI core translations.</summary>
        private readonly Translator Translator;

        /// <summary>Propagates notification that SMAPI should exit.</summary>
        private readonly CancellationTokenSource CancellationToken;

        /****
        ** Game state
        ****/
        /// <summary>Monitors the entire game state for changes.</summary>
        private WatcherCore Watchers;

        /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
        private WatcherSnapshot WatcherSnapshot = new WatcherSnapshot();

        /// <summary>Whether post-game-startup initialization has been performed.</summary>
        private bool IsInitialized;

        /// <summary>Whether the next content manager requested by the game will be for <see cref="Game1.content"/>.</summary>
        private bool NextContentManagerIsMain;


        /*********
        ** Accessors
        *********/
        /// <summary>Static state to use while <see cref="Game1"/> is initializing, which happens before the <see cref="SGame"/> constructor runs.</summary>
        internal static SGameConstructorHack ConstructorHack { get; set; }

        /// <summary>The number of update ticks which have already executed. This is similar to <see cref="Game1.ticks"/>, but incremented more consistently for every tick.</summary>
        internal static uint TicksElapsed { get; private set; }

        /// <summary>SMAPI's content manager.</summary>
        public ContentCoordinator ContentCore { get; private set; }

        /// <summary>Manages console commands.</summary>
        public CommandManager CommandManager { get; } = new CommandManager();

        /// <summary>Manages input visible to the game.</summary>
        public SInputState Input => (SInputState)Game1.input;

        /// <summary>The game's core multiplayer utility.</summary>
        public SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer;

        /// <summary>A list of queued commands to execute.</summary>
        /// <remarks>This property must be threadsafe, since it's accessed from a separate console input thread.</remarks>
        public ConcurrentQueue<string> CommandQueue { get; } = new ConcurrentQueue<string>();


        /*********
        ** Protected methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param>
        /// <param name="monitorForGame">Encapsulates monitoring and logging on the game's behalf.</param>
        /// <param name="reflection">Simplifies access to private game code.</param>
        /// <param name="translator">Encapsulates access to arbitrary translations.</param>
        /// <param name="eventManager">Manages SMAPI events for mods.</param>
        /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
        /// <param name="modRegistry">Tracks the installed mods.</param>
        /// <param name="deprecationManager">Manages deprecation warnings.</param>
        /// <param name="onGameInitialized">A callback to invoke after the game finishes initializing.</param>
        /// <param name="onGameExiting">A callback to invoke when the game exits.</param>
        /// <param name="cancellationToken">Propagates notification that SMAPI should exit.</param>
        /// <param name="logNetworkTraffic">Whether to log network traffic.</param>
        internal SGame(Monitor monitor, IMonitor monitorForGame, Reflector reflection, Translator translator, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, DeprecationManager deprecationManager, Action onGameInitialized, Action onGameExiting, CancellationTokenSource cancellationToken, bool logNetworkTraffic)
        {
            this.OnLoadingFirstAsset = SGame.ConstructorHack.OnLoadingFirstAsset;
            SGame.ConstructorHack = null;

            // check expectations
            if (this.ContentCore == null)
                throw new InvalidOperationException($"The game didn't initialize its first content manager before SMAPI's {nameof(SGame)} constructor. This indicates an incompatible lifecycle change.");

            // init XNA
            Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;

            // init SMAPI
            this.Monitor = monitor;
            this.MonitorForGame = monitorForGame;
            this.Events = eventManager;
            this.ModRegistry = modRegistry;
            this.Reflection = reflection;
            this.Translator = translator;
            this.DeprecationManager = deprecationManager;
            this.OnGameInitialized = onGameInitialized;
            this.OnGameExiting = onGameExiting;
            Game1.input = new SInputState();
            Game1.multiplayer = new SMultiplayer(monitor, eventManager, jsonHelper, modRegistry, reflection, this.OnModMessageReceived, logNetworkTraffic);
            Game1.hooks = new SModHooks(this.OnNewDayAfterFade);
            this.CancellationToken = cancellationToken;

            // init observables
            Game1.locations = new ObservableCollection<GameLocation>();
        }

        /// <summary>Initialize just before the game's first update tick.</summary>
        private void InitializeAfterGameStarted()
        {
            // set initial state
            this.Input.TrueUpdate();

            // init watchers
            this.Watchers = new WatcherCore(this.Input);

            // raise callback
            this.OnGameInitialized();
        }

        /// <summary>Perform cleanup logic when the game exits.</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="args">The event args.</param>
        /// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
        protected override void OnExiting(object sender, EventArgs args)
        {
            Game1.multiplayer.Disconnect(StardewValley.Multiplayer.DisconnectType.ClosedGame);
            this.OnGameExiting?.Invoke();
        }

        /// <summary>A callback invoked before <see cref="Game1.newDayAfterFade"/> runs.</summary>
        protected void OnNewDayAfterFade()
        {
            this.Events.DayEnding.RaiseEmpty();
        }

        /// <summary>A callback invoked when a mod message is received.</summary>
        /// <param name="message">The message to deliver to applicable mods.</param>
        private void OnModMessageReceived(ModMessageModel message)
        {
            // raise events for applicable mods
            HashSet<string> modIDs = new HashSet<string>(message.ToModIDs ?? this.ModRegistry.GetAll().Select(p => p.Manifest.UniqueID), StringComparer.InvariantCultureIgnoreCase);
            this.Events.ModMessageReceived.RaiseForMods(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID));
        }

        /// <summary>A callback invoked when custom content is removed from the save data to avoid a crash.</summary>
        internal void OnSaveContentRemoved()
        {
            this.IsSaveContentRemoved = true;
        }

        /// <summary>A callback invoked when the game's low-level load stage changes.</summary>
        /// <param name="newStage">The new load stage.</param>
        internal void OnLoadStageChanged(LoadStage newStage)
        {
            // nothing to do
            if (newStage == Context.LoadStage)
                return;

            // update data
            LoadStage oldStage = Context.LoadStage;
            Context.LoadStage = newStage;
            if (newStage == LoadStage.None)
            {
                this.Monitor.Log("Context: returned to title", LogLevel.Trace);
                this.Multiplayer.CleanupOnMultiplayerExit();
            }
            this.Monitor.VerboseLog($"Context: load stage changed to {newStage}");

            // raise events
            this.Events.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage));
            if (newStage == LoadStage.None)
                this.Events.ReturnedToTitle.RaiseEmpty();
        }

        /// <summary>Constructor a content manager to read XNB files.</summary>
        /// <param name="serviceProvider">The service provider to use to locate services.</param>
        /// <param name="rootDirectory">The root directory to search for content.</param>
        protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
        {
            // Game1._temporaryContent initializing from SGame constructor
            // NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialized at this point.
            if (this.ContentCore == null)
            {
                this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.ConstructorHack.Monitor, SGame.ConstructorHack.Reflection, SGame.ConstructorHack.JsonHelper, this.OnLoadingFirstAsset ?? SGame.ConstructorHack?.OnLoadingFirstAsset);
                this.NextContentManagerIsMain = true;
                return this.ContentCore.CreateGameContentManager("Game1._temporaryContent");
            }

            // Game1.content initializing from LoadContent
            if (this.NextContentManagerIsMain)
            {
                this.NextContentManagerIsMain = false;
                return this.ContentCore.MainContentManager;
            }

            // any other content manager
            return this.ContentCore.CreateGameContentManager("(generated)");
        }

        /// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary>
        /// <param name="gameTime">A snapshot of the game timing state.</param>
        protected override void Update(GameTime gameTime)
        {
            var events = this.Events;

            try
            {
                this.DeprecationManager.PrintQueued();

                /*********
                ** First-tick initialization
                *********/
                if (!this.IsInitialized)
                {
                    this.IsInitialized = true;
                    this.InitializeAfterGameStarted();
                }

                /*********
                ** Update input
                *********/
                // This should *always* run, even when suppressing mod events, since the game uses
                // this too. For example, doing this after mod event suppression would prevent the
                // user from doing anything on the overnight shipping screen.
                SInputState inputState = this.Input;
                if (this.IsActive)
                    inputState.TrueUpdate();

                /*********
                ** Special cases
                *********/
                // Abort if SMAPI is exiting.
                if (this.CancellationToken.IsCancellationRequested)
                {
                    this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
                    return;
                }

                // Run async tasks synchronously to avoid issues due to mod events triggering
                // concurrently with game code.
                bool saveParsed = false;
                if (Game1.currentLoader != null)
                {
                    this.Monitor.Log("Game loader synchronizing...", LogLevel.Trace);
                    while (Game1.currentLoader?.MoveNext() == true)
                    {
                        // raise load stage changed
                        switch (Game1.currentLoader.Current)
                        {
                            case 20 when (!saveParsed && SaveGame.loaded != null):
                                saveParsed = true;
                                this.OnLoadStageChanged(LoadStage.SaveParsed);
                                break;

                            case 36:
                                this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo);
                                break;

                            case 50:
                                this.OnLoadStageChanged(LoadStage.SaveLoadedLocations);
                                break;

                            default:
                                if (Game1.gameMode == Game1.playingGameMode)
                                    this.OnLoadStageChanged(LoadStage.Preloaded);
                                break;
                        }
                    }

                    Game1.currentLoader = null;
                    this.Monitor.Log("Game loader done.", LogLevel.Trace);
                }
                if (Game1._newDayTask?.Status == TaskStatus.Created)
                {
                    this.Monitor.Log("New day task synchronizing...", LogLevel.Trace);
                    Game1._newDayTask.RunSynchronously();
                    this.Monitor.Log("New day task done.", LogLevel.Trace);
                }

                // While a background task is in progress, the game may make changes to the game
                // state while mods are running their code. This is risky, because data changes can
                // conflict (e.g. collection changed during enumeration errors) and data may change
                // unexpectedly from one mod instruction to the next.
                // 
                // Therefore we can just run Game1.Update here without raising any SMAPI events. There's
                // a small chance that the task will finish after we defer but before the game checks,
                // which means technically events should be raised, but the effects of missing one
                // update tick are negligible and not worth the complications of bypassing Game1.Update.
                if (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode)
                {
                    events.UnvalidatedUpdateTicking.RaiseEmpty();
                    SGame.TicksElapsed++;
                    base.Update(gameTime);
                    events.UnvalidatedUpdateTicked.RaiseEmpty();
                    return;
                }

                // Raise minimal events while saving.
                // While the game is writing to the save file in the background, mods can unexpectedly
                // fail since they don't have exclusive access to resources (e.g. collection changed
                // during enumeration errors). To avoid problems, events are not invoked while a save
                // is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
                // opened (since the save hasn't started yet), but all other events should be suppressed.
                if (Context.IsSaving)
                {
                    // raise before-create
                    if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
                    {
                        this.IsBetweenCreateEvents = true;
                        this.Monitor.Log("Context: before save creation.", LogLevel.Trace);
                        events.SaveCreating.RaiseEmpty();
                    }

                    // raise before-save
                    if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
                    {
                        this.IsBetweenSaveEvents = true;
                        this.Monitor.Log("Context: before save.", LogLevel.Trace);
                        events.Saving.RaiseEmpty();
                    }

                    // suppress non-save events
                    events.UnvalidatedUpdateTicking.RaiseEmpty();
                    SGame.TicksElapsed++;
                    base.Update(gameTime);
                    events.UnvalidatedUpdateTicked.RaiseEmpty();
                    return;
                }

                /*********
                ** Execute commands
                *********/
                while (this.CommandQueue.TryDequeue(out string rawInput))
                {
                    // parse command
                    string name;
                    string[] args;
                    Command command;
                    try
                    {
                        if (!this.CommandManager.TryParse(rawInput, out name, out args, out command))
                        {
                            this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error);
                            continue;
                        }
                    }
                    catch (Exception ex)
                    {
                        this.Monitor.Log($"Failed parsing that command:\n{ex.GetLogSummary()}", LogLevel.Error);
                        continue;
                    }

                    // execute command
                    try
                    {
                        command.Callback.Invoke(name, args);
                    }
                    catch (Exception ex)
                    {
                        if (command.Mod != null)
                            command.Mod.LogAsMod($"Mod failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
                        else
                            this.Monitor.Log($"Failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
                    }
                }

                /*********
                ** Update context
                *********/
                bool wasWorldReady = Context.IsWorldReady;
                if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
                {
                    Context.IsWorldReady = false;
                    this.AfterLoadTimer.Reset();
                }
                else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
                {
                    if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
                        this.AfterLoadTimer.Decrement();
                    Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
                }

                /*********
                ** Update watchers
                **   (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
                *********/
                this.Watchers.Update();
                this.WatcherSnapshot.Update(this.Watchers);
                this.Watchers.Reset();
                WatcherSnapshot state = this.WatcherSnapshot;

                /*********
                ** Display in-game warnings
                *********/
                // save content removed
                if (this.IsSaveContentRemoved && Context.IsWorldReady)
                {
                    this.IsSaveContentRemoved = false;
                    Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type));
                }

                /*********
                ** Pre-update events
                *********/
                {
                    /*********
                    ** Save created/loaded events
                    *********/
                    if (this.IsBetweenCreateEvents)
                    {
                        // raise after-create
                        this.IsBetweenCreateEvents = false;
                        this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
                        this.OnLoadStageChanged(LoadStage.CreatedSaveFile);
                        events.SaveCreated.RaiseEmpty();
                    }
                    if (this.IsBetweenSaveEvents)
                    {
                        // raise after-save
                        this.IsBetweenSaveEvents = false;
                        this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
                        events.Saved.RaiseEmpty();
                        events.DayStarted.RaiseEmpty();
                    }

                    /*********
                    ** Locale changed events
                    *********/
                    if (state.Locale.IsChanged)
                        this.Monitor.Log($"Context: locale set to {state.Locale.New}.", LogLevel.Trace);

                    /*********
                    ** Load / return-to-title events
                    *********/
                    if (wasWorldReady && !Context.IsWorldReady)
                        this.OnLoadStageChanged(LoadStage.None);
                    else if (Context.IsWorldReady && Context.LoadStage != LoadStage.Ready)
                    {
                        // print context
                        string context = $"Context: loaded save '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}, locale set to {this.ContentCore.Language}.";
                        if (Context.IsMultiplayer)
                        {
                            int onlineCount = Game1.getOnlineFarmers().Count();
                            context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online.";
                        }
                        else
                            context += " Single-player.";
                        this.Monitor.Log(context, LogLevel.Trace);

                        // raise events
                        this.OnLoadStageChanged(LoadStage.Ready);
                        events.SaveLoaded.RaiseEmpty();
                        events.DayStarted.RaiseEmpty();
                    }

                    /*********
                    ** Window events
                    *********/
                    // Here we depend on the game's viewport instead of listening to the Window.Resize
                    // event because we need to notify mods after the game handles the resize, so the
                    // game's metadata (like Game1.viewport) are updated. That's a bit complicated
                    // since the game adds & removes its own handler on the fly.
                    if (state.WindowSize.IsChanged)
                    {
                        if (this.Monitor.IsVerbose)
                            this.Monitor.Log($"Events: window size changed to {state.WindowSize.New}.", LogLevel.Trace);

                        events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New));
                    }

                    /*********
                    ** Input events (if window has focus)
                    *********/
                    if (this.IsActive)
                    {
                        // raise events
                        bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
                        if (!isChatInput)
                        {
                            ICursorPosition cursor = this.Input.CursorPosition;

                            // raise cursor moved event
                            if (state.Cursor.IsChanged)
                                events.CursorMoved.Raise(new CursorMovedEventArgs(state.Cursor.Old, state.Cursor.New));

                            // raise mouse wheel scrolled
                            if (state.MouseWheelScroll.IsChanged)
                            {
                                if (this.Monitor.IsVerbose)
                                    this.Monitor.Log($"Events: mouse wheel scrolled to {state.MouseWheelScroll.New}.", LogLevel.Trace);
                                events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New));
                            }

                            // raise input button events
                            foreach (var pair in inputState.ActiveButtons)
                            {
                                SButton button = pair.Key;
                                InputStatus status = pair.Value;

                                if (status == InputStatus.Pressed)
                                {
                                    if (this.Monitor.IsVerbose)
                                        this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace);

                                    events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
                                }
                                else if (status == InputStatus.Released)
                                {
                                    if (this.Monitor.IsVerbose)
                                        this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace);

                                    events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState));
                                }
                            }
                        }
                    }

                    /*********
                    ** Menu events
                    *********/
                    if (state.ActiveMenu.IsChanged)
                    {
                        if (this.Monitor.IsVerbose)
                            this.Monitor.Log($"Context: menu changed from {state.ActiveMenu.Old?.GetType().FullName ?? "none"} to {state.ActiveMenu.New?.GetType().FullName ?? "none"}.", LogLevel.Trace);

                        // raise menu events
                        events.MenuChanged.Raise(new MenuChangedEventArgs(state.ActiveMenu.Old, state.ActiveMenu.New));
                    }

                    /*********
                    ** World & player events
                    *********/
                    if (Context.IsWorldReady)
                    {
                        bool raiseWorldEvents = !state.SaveID.IsChanged; // don't report changes from unloaded => loaded

                        // location list changes
                        if (state.Locations.LocationList.IsChanged && (events.LocationListChanged.HasListeners() || this.Monitor.IsVerbose))
                        {
                            var added = state.Locations.LocationList.Added.ToArray();
                            var removed = state.Locations.LocationList.Removed.ToArray();

                            if (this.Monitor.IsVerbose)
                            {
                                string addedText = added.Any() ? string.Join(", ", added.Select(p => p.Name)) : "none";
                                string removedText = removed.Any() ? string.Join(", ", removed.Select(p => p.Name)) : "none";
                                this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).", LogLevel.Trace);
                            }

                            events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed));
                        }

                        // raise location contents changed
                        if (raiseWorldEvents)
                        {
                            foreach (LocationSnapshot locState in state.Locations.Locations)
                            {
                                var location = locState.Location;

                                // buildings changed
                                if (locState.Buildings.IsChanged)
                                    events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, locState.Buildings.Added, locState.Buildings.Removed));

                                // debris changed
                                if (locState.Debris.IsChanged)
                                    events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, locState.Debris.Added, locState.Debris.Removed));

                                // large terrain features changed
                                if (locState.LargeTerrainFeatures.IsChanged)
                                    events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, locState.LargeTerrainFeatures.Added, locState.LargeTerrainFeatures.Removed));

                                // NPCs changed
                                if (locState.Npcs.IsChanged)
                                    events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, locState.Npcs.Added, locState.Npcs.Removed));

                                // objects changed
                                if (locState.Objects.IsChanged)
                                    events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));

                                // terrain features changed
                                if (locState.TerrainFeatures.IsChanged)
                                    events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed));
                            }
                        }

                        // raise time changed
                        if (raiseWorldEvents && state.Time.IsChanged)
                            events.TimeChanged.Raise(new TimeChangedEventArgs(state.Time.Old, state.Time.New));

                        // raise player events
                        if (raiseWorldEvents)
                        {
                            PlayerSnapshot playerState = state.CurrentPlayer;
                            Farmer player = playerState.Player;

                            // raise current location changed
                            if (playerState.Location.IsChanged)
                            {
                                if (this.Monitor.IsVerbose)
                                    this.Monitor.Log($"Context: set location to {playerState.Location.New}.", LogLevel.Trace);

                                events.Warped.Raise(new WarpedEventArgs(player, playerState.Location.Old, playerState.Location.New));
                            }

                            // raise player leveled up a skill
                            foreach (var pair in playerState.Skills)
                            {
                                if (!pair.Value.IsChanged)
                                    continue;

                                if (this.Monitor.IsVerbose)
                                    this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.Old} to {pair.Value.New}.", LogLevel.Trace);

                                events.LevelChanged.Raise(new LevelChangedEventArgs(player, pair.Key, pair.Value.Old, pair.Value.New));
                            }

                            // raise player inventory changed
                            ItemStackChange[] changedItems = playerState.InventoryChanges.ToArray();
                            if (changedItems.Any())
                            {
                                if (this.Monitor.IsVerbose)
                                    this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace);
                                events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, changedItems));
                            }
                        }
                    }

                    /*********
                    ** Game update
                    *********/
                    // game launched
                    bool isFirstTick = SGame.TicksElapsed == 0;
                    if (isFirstTick)
                    {
                        Context.IsGameLaunched = true;
                        events.GameLaunched.Raise(new GameLaunchedEventArgs());
                    }

                    // preloaded
                    if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0)
                        this.OnLoadStageChanged(LoadStage.Loaded);
                }

                /*********
                ** Game update tick
                *********/
                {
                    bool isOneSecond = SGame.TicksElapsed % 60 == 0;
                    events.UnvalidatedUpdateTicking.RaiseEmpty();
                    events.UpdateTicking.RaiseEmpty();
                    if (isOneSecond)
                        events.OneSecondUpdateTicking.RaiseEmpty();
                    try
                    {
                        this.Input.UpdateSuppression();
                        SGame.TicksElapsed++;
                        base.Update(gameTime);
                    }
                    catch (Exception ex)
                    {
                        this.MonitorForGame.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
                    }

                    events.UnvalidatedUpdateTicked.RaiseEmpty();
                    events.UpdateTicked.RaiseEmpty();
                    if (isOneSecond)
                        events.OneSecondUpdateTicked.RaiseEmpty();
                }

                /*********
                ** Update events
                *********/
                this.UpdateCrashTimer.Reset();
            }
            catch (Exception ex)
            {
                // log error
                this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);

                // exit if irrecoverable
                if (!this.UpdateCrashTimer.Decrement())
                    this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game.");
            }
        }

        /// <summary>The method called to draw everything to the screen.</summary>
        /// <param name="gameTime">A snapshot of the game timing state.</param>
        protected override void Draw(GameTime gameTime)
        {
            Context.IsInDrawLoop = true;
            try
            {
                this.DrawImpl(gameTime);
                this.DrawCrashTimer.Reset();
            }
            catch (Exception ex)
            {
                // log error
                this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);

                // exit if irrecoverable
                if (!this.DrawCrashTimer.Decrement())
                {
                    this.ExitGameImmediately("The game crashed when drawing, and SMAPI was unable to recover the game.");
                    return;
                }

                // recover sprite batch
                try
                {
                    if (Game1.spriteBatch.IsOpen(this.Reflection))
                    {
                        this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
                        Game1.spriteBatch.End();
                    }
                }
                catch (Exception innerEx)
                {
                    this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
                }
            }
            Context.IsInDrawLoop = false;
        }

        /// <summary>Replicate the game's draw logic with some changes for SMAPI.</summary>
        /// <param name="gameTime">A snapshot of the game timing state.</param>
        /// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, private field references replaced by wrappers, and added events.</remarks>
        [SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")]
        [SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")]
        [SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")]
        [SuppressMessage("ReSharper", "RedundantArgumentDefaultValue", Justification = "copied from game code as-is")]
        [SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")]
        [SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")]
        [SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")]
        [SuppressMessage("SMAPI.CommonErrors", "AvoidNetField", Justification = "copied from game code as-is")]
        [SuppressMessage("SMAPI.CommonErrors", "AvoidImplicitNetFieldCast", Justification = "copied from game code as-is")]
        private void DrawImpl(GameTime gameTime)
        {
            var events = this.Events;

            // from Game1.Draw
            RenderTarget2D target_screen = (RenderTarget2D)null;
            if ((double)Game1.options.zoomLevel != 1.0)
                target_screen = this.screen;

            // from Game1._draw
            if (Game1._newDayTask != null)
            {
                this.GraphicsDevice.Clear(Game1.bgColor);
            }
            else
            {
                if (target_screen != null)
                    this.GraphicsDevice.SetRenderTarget(target_screen);
                if (this.IsSaving)
                {
                    this.GraphicsDevice.Clear(Game1.bgColor);
                    IClickableMenu activeClickableMenu = Game1.activeClickableMenu;
                    if (activeClickableMenu != null)
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        events.Rendering.RaiseEmpty();
                        try
                        {
                            events.RenderingActiveMenu.RaiseEmpty();
                            activeClickableMenu.draw(Game1.spriteBatch);
                            events.RenderedActiveMenu.RaiseEmpty();
                        }
                        catch (Exception ex)
                        {
                            this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
                            activeClickableMenu.exitThisMenu();
                        }
                        events.Rendered.RaiseEmpty();
                        Game1.spriteBatch.End();
                    }
                    if (Game1.overlayMenu != null)
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        Game1.overlayMenu.draw(Game1.spriteBatch);
                        Game1.spriteBatch.End();
                    }
                    this.renderScreenBuffer(target_screen);
                }
                else
                {
                    this.GraphicsDevice.Clear(Game1.bgColor);
                    if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);

                        events.Rendering.RaiseEmpty();
                        try
                        {
                            Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
                            events.RenderingActiveMenu.RaiseEmpty();
                            Game1.activeClickableMenu.draw(Game1.spriteBatch);
                            events.RenderedActiveMenu.RaiseEmpty();
                        }
                        catch (Exception ex)
                        {
                            this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
                            Game1.activeClickableMenu.exitThisMenu();
                        }
                        events.Rendered.RaiseEmpty();
                        Game1.spriteBatch.End();
                        this.drawOverlays(Game1.spriteBatch);
                        if (target_screen != null)
                        {
                            this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
                            this.GraphicsDevice.Clear(Game1.bgColor);
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
                            Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
                            Game1.spriteBatch.End();
                        }
                        if (Game1.overlayMenu == null)
                            return;
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        Game1.overlayMenu.draw(Game1.spriteBatch);
                        Game1.spriteBatch.End();
                    }
                    else if (Game1.gameMode == (byte)11)
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        events.Rendering.RaiseEmpty();
                        Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Microsoft.Xna.Framework.Color.HotPink);
                        Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Microsoft.Xna.Framework.Color(0, (int)byte.MaxValue, 0));
                        Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Microsoft.Xna.Framework.Color.White);
                        events.Rendered.RaiseEmpty();
                        Game1.spriteBatch.End();
                    }
                    else if (Game1.currentMinigame != null)
                    {
                        Game1.currentMinigame.draw(Game1.spriteBatch);
                        if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
                        {
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
                            Game1.spriteBatch.End();
                        }
                        this.drawOverlays(Game1.spriteBatch);
                        if (target_screen == null)
                            return;
                        this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
                        this.GraphicsDevice.Clear(Game1.bgColor);
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
                        Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
                        Game1.spriteBatch.End();
                    }
                    else if (Game1.showingEndOfNightStuff)
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        events.Rendering.RaiseEmpty();
                        if (Game1.activeClickableMenu != null)
                        {
                            try
                            {
                                events.RenderingActiveMenu.RaiseEmpty();
                                Game1.activeClickableMenu.draw(Game1.spriteBatch);
                                events.RenderedActiveMenu.RaiseEmpty();
                            }
                            catch (Exception ex)
                            {
                                this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself during end-of-night-stuff. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
                                Game1.activeClickableMenu.exitThisMenu();
                            }
                        }
                        events.Rendered.RaiseEmpty();
                        Game1.spriteBatch.End();
                        this.drawOverlays(Game1.spriteBatch);
                        if (target_screen == null)
                            return;
                        this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
                        this.GraphicsDevice.Clear(Game1.bgColor);
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
                        Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
                        Game1.spriteBatch.End();
                    }
                    else if (Game1.gameMode == (byte)6 || Game1.gameMode == (byte)3 && Game1.currentLocation == null)
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        events.Rendering.RaiseEmpty();
                        string str1 = "";
                        for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index)
                            str1 += ".";
                        string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688");
                        string s = str2 + str1;
                        string str3 = str2 + "... ";
                        int widthOfString = SpriteText.getWidthOfString(str3, 999999);
                        int height = 64;
                        int x = 64;
                        int y = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - height;
                        SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1, SpriteText.ScrollTextAlignment.Left);
                        events.Rendered.RaiseEmpty();
                        Game1.spriteBatch.End();
                        this.drawOverlays(Game1.spriteBatch);
                        if (target_screen != null)
                        {
                            this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
                            this.GraphicsDevice.Clear(Game1.bgColor);
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
                            Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
                            Game1.spriteBatch.End();
                        }
                        if (Game1.overlayMenu != null)
                        {
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            Game1.overlayMenu.draw(Game1.spriteBatch);
                            Game1.spriteBatch.End();
                        }
                        //base.Draw(gameTime);
                    }
                    else
                    {
                        byte batchOpens = 0; // used for rendering event

                        Viewport viewport;
                        if (Game1.gameMode == (byte)0)
                        {
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            if (++batchOpens == 1)
                                events.Rendering.RaiseEmpty();
                        }
                        else
                        {
                            if (Game1.drawLighting)
                            {
                                this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
                                this.GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.White * 0.0f);
                                Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                                if (++batchOpens == 1)
                                    events.Rendering.RaiseEmpty();
                                Microsoft.Xna.Framework.Color color = !Game1.currentLocation.Name.StartsWith("UndergroundMine") || !(Game1.currentLocation is MineShaft) ? (Game1.ambientLight.Equals(Microsoft.Xna.Framework.Color.White) || Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight) : (Game1.currentLocation as MineShaft).getLightingColor(gameTime);
                                Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, color);
                                for (int index = 0; index < Game1.currentLightSources.Count; ++index)
                                {
                                    LightSource lightSource = Game1.currentLightSources.ElementAt<LightSource>(index);
                                    if (lightSource.PlayerID != 0L && lightSource.PlayerID != Game1.player.UniqueMultiplayerID)
                                    {
                                        Farmer farmerMaybeOffline = Game1.getFarmerMaybeOffline(lightSource.PlayerID);
                                        if (farmerMaybeOffline == null || farmerMaybeOffline.currentLocation != null && farmerMaybeOffline.currentLocation.Name != Game1.currentLocation.Name || (bool)((NetFieldBase<bool, NetBool>)farmerMaybeOffline.hidden))
                                            continue;
                                    }
                                    if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
                                        Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), (Microsoft.Xna.Framework.Color)((NetFieldBase<Microsoft.Xna.Framework.Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color), 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), (float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
                                }
                                Game1.spriteBatch.End();
                                this.GraphicsDevice.SetRenderTarget(target_screen);
                            }
                            if (Game1.bloomDay && Game1.bloom != null)
                                Game1.bloom.BeginDraw();
                            this.GraphicsDevice.Clear(Game1.bgColor);
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            if (++batchOpens == 1)
                                events.Rendering.RaiseEmpty();
                            events.RenderingWorld.RaiseEmpty();
                            if (Game1.background != null)
                                Game1.background.draw(Game1.spriteBatch);
                            Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
                            Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
                            Game1.currentLocation.drawWater(Game1.spriteBatch);
                            this._farmerShadows.Clear();
                            if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0)
                            {
                                foreach (Farmer farmerActor in Game1.currentLocation.currentEvent.farmerActors)
                                {
                                    if (farmerActor.IsLocalPlayer && Game1.displayFarmer || !(bool)((NetFieldBase<bool, NetBool>)farmerActor.hidden))
                                        this._farmerShadows.Add(farmerActor);
                                }
                            }
                            else
                            {
                                foreach (Farmer farmer in Game1.currentLocation.farmers)
                                {
                                    if (farmer.IsLocalPlayer && Game1.displayFarmer || !(bool)((NetFieldBase<bool, NetBool>)farmer.hidden))
                                        this._farmerShadows.Add(farmer);
                                }
                            }
                            if (!Game1.currentLocation.shouldHideCharacters())
                            {
                                if (Game1.CurrentEvent == null)
                                {
                                    foreach (NPC character in Game1.currentLocation.characters)
                                    {
                                        if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && (!character.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())))
                                            Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
                                    }
                                }
                                else
                                {
                                    foreach (NPC actor in Game1.CurrentEvent.actors)
                                    {
                                        if (!(bool)((NetFieldBase<bool, NetBool>)actor.swimming) && !actor.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
                                            Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
                                    }
                                }
                                foreach (Farmer farmerShadow in this._farmerShadows)
                                {
                                    if (!Game1.multiplayer.isDisconnecting(farmerShadow.UniqueMultiplayerID) && !(bool)((NetFieldBase<bool, NetBool>)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation())))
                                        Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f)), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5)), SpriteEffects.None, 0.0f);
                                }
                            }
                            Layer layer = Game1.currentLocation.Map.GetLayer("Buildings");
                            layer.Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
                            Game1.mapDisplayDevice.EndScene();
                            Game1.spriteBatch.End();
                            Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            if (!Game1.currentLocation.shouldHideCharacters())
                            {
                                if (Game1.CurrentEvent == null)
                                {
                                    foreach (NPC character in Game1.currentLocation.characters)
                                    {
                                        if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && (!(bool)((NetFieldBase<bool, NetBool>)character.isInvisible) && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())))
                                            Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
                                    }
                                }
                                else
                                {
                                    foreach (NPC actor in Game1.CurrentEvent.actors)
                                    {
                                        if (!(bool)((NetFieldBase<bool, NetBool>)actor.swimming) && !actor.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
                                            Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
                                    }
                                }
                                foreach (Farmer farmerShadow in this._farmerShadows)
                                {
                                    float layerDepth = Math.Max(0.0001f, farmerShadow.getDrawLayer() + 0.00011f) - 0.0001f;
                                    if (!(bool)((NetFieldBase<bool, NetBool>)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation())))
                                        Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f)), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5)), SpriteEffects.None, layerDepth);
                                }
                            }
                            if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null))
                                Game1.currentLocation.currentEvent.draw(Game1.spriteBatch);
                            if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm"))
                                Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + 48.0) / 10000.0));
                            Game1.currentLocation.draw(Game1.spriteBatch);
                            foreach (Vector2 key in Game1.crabPotOverlayTiles.Keys)
                            {
                                Tile tile = layer.Tiles[(int)key.X, (int)key.Y];
                                if (tile != null)
                                {
                                    Vector2 local = Game1.GlobalToLocal(Game1.viewport, key * 64f);
                                    Location location = new Location((int)local.X, (int)local.Y);
                                    Game1.mapDisplayDevice.DrawTile(tile, location, (float)(((double)key.Y * 64.0 - 1.0) / 10000.0));
                                }
                            }
                            if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
                            {
                                string messageToScreen = Game1.currentLocation.currentEvent.messageToScreen;
                            }
                            if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && (Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool)))
                                Game1.drawTool(Game1.player);
                            if (Game1.currentLocation.Name.Equals("Farm"))
                                this.drawFarmBuildings();
                            if (Game1.tvStation >= 0)
                                Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
                            if (Game1.panMode)
                            {
                                Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Lime * 0.75f);
                                foreach (Warp warp in (NetList<Warp, NetRef<Warp>>)Game1.currentLocation.warps)
                                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Red * 0.75f);
                            }
                            Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
                            Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
                            Game1.mapDisplayDevice.EndScene();
                            Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
                            Game1.spriteBatch.End();
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((bool)((NetFieldBase<bool, NetBool>)Game1.player.ActiveObject.bigCraftable) && this.checkBigCraftableBoundariesForFrontLayer()) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
                                Game1.drawPlayerHeldObject(Game1.player);
                            else if (Game1.displayFarmer && Game1.player.ActiveObject != null && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways") || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")))
                                Game1.drawPlayerHeldObject(Game1.player);
                            if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)))
                                Game1.drawTool(Game1.player);
                            if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null)
                            {
                                Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
                                Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
                                Game1.mapDisplayDevice.EndScene();
                            }
                            if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
                            {
                                Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.White;
                                switch ((int)((double)Game1.toolHold / 600.0) + 2)
                                {
                                    case 1:
                                        color = Tool.copperColor;
                                        break;
                                    case 2:
                                        color = Tool.steelColor;
                                        break;
                                    case 3:
                                        color = Tool.goldColor;
                                        break;
                                    case 4:
                                        color = Tool.iridiumColor;
                                        break;
                                }
                                Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), Microsoft.Xna.Framework.Color.Black);
                                Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), 8), color);
                            }
                            if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!(bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.ignoreDebrisWeather) && !Game1.currentLocation.Name.Equals("Desert")))
                            {
                                if (this.takingMapScreenshot)
                                {
                                    if (Game1.debrisWeather != null)
                                    {
                                        foreach (WeatherDebris weatherDebris in Game1.debrisWeather)
                                        {
                                            Vector2 position = weatherDebris.position;
                                            weatherDebris.position = new Vector2((float)Game1.random.Next(Game1.viewport.Width - weatherDebris.sourceRect.Width * 3), (float)Game1.random.Next(Game1.viewport.Height - weatherDebris.sourceRect.Height * 3));
                                            weatherDebris.draw(Game1.spriteBatch);
                                            weatherDebris.position = position;
                                        }
                                    }
                                }
                                else if (Game1.viewport.X > -Game1.viewport.Width)
                                {
                                    foreach (WeatherDebris weatherDebris in Game1.debrisWeather)
                                        weatherDebris.draw(Game1.spriteBatch);
                                }
                            }
                            if (Game1.farmEvent != null)
                                Game1.farmEvent.draw(Game1.spriteBatch);
                            if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000)
                            {
                                SpriteBatch spriteBatch = Game1.spriteBatch;
                                Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
                                viewport = Game1.graphics.GraphicsDevice.Viewport;
                                Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
                                Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Black * Game1.currentLocation.LightLevel;
                                spriteBatch.Draw(fadeToBlackRect, bounds, color);
                            }
                            if (Game1.screenGlow)
                            {
                                SpriteBatch spriteBatch = Game1.spriteBatch;
                                Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
                                viewport = Game1.graphics.GraphicsDevice.Viewport;
                                Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
                                Microsoft.Xna.Framework.Color color = Game1.screenGlowColor * Game1.screenGlowAlpha;
                                spriteBatch.Draw(fadeToBlackRect, bounds, color);
                            }
                            Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch);
                            if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || ((Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure)))
                                Game1.player.CurrentTool.draw(Game1.spriteBatch);
                            if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / 64), (float)(Game1.viewport.Y / 64)))))
                            {
                                for (int index = 0; index < Game1.rainDrops.Length; ++index)
                                    Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Microsoft.Xna.Framework.Color.White);
                            }
                            Game1.spriteBatch.End();
                            Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
                            {
                                foreach (NPC actor in Game1.currentLocation.currentEvent.actors)
                                {
                                    if (actor.isEmoting)
                                    {
                                        Vector2 localPosition = actor.getLocalPosition(Game1.viewport);
                                        localPosition.Y -= 140f;
                                        if (actor.Age == 2)
                                            localPosition.Y += 32f;
                                        else if (actor.Gender == 1)
                                            localPosition.Y += 10f;
                                        Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
                                    }
                                }
                            }
                            Game1.spriteBatch.End();
                            if (Game1.drawLighting)
                            {
                                Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, (DepthStencilState)null, (RasterizerState)null);
                                Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f);
                                if (Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert))
                                {
                                    SpriteBatch spriteBatch = Game1.spriteBatch;
                                    Texture2D staminaRect = Game1.staminaRect;
                                    viewport = Game1.graphics.GraphicsDevice.Viewport;
                                    Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
                                    Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.OrangeRed * 0.45f;
                                    spriteBatch.Draw(staminaRect, bounds, color);
                                }
                                Game1.spriteBatch.End();
                            }
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            events.RenderedWorld.RaiseEmpty();
                            if (Game1.drawGrid)
                            {
                                int num1 = -Game1.viewport.X % 64;
                                float num2 = (float)(-Game1.viewport.Y % 64);
                                int num3 = num1;
                                while (true)
                                {
                                    int num4 = num3;
                                    viewport = Game1.graphics.GraphicsDevice.Viewport;
                                    int width = viewport.Width;
                                    if (num4 < width)
                                    {
                                        SpriteBatch spriteBatch = Game1.spriteBatch;
                                        Texture2D staminaRect = Game1.staminaRect;
                                        int x = num3;
                                        int y = (int)num2;
                                        viewport = Game1.graphics.GraphicsDevice.Viewport;
                                        int height = viewport.Height;
                                        Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, 1, height);
                                        Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Red * 0.5f;
                                        spriteBatch.Draw(staminaRect, destinationRectangle, color);
                                        num3 += 64;
                                    }
                                    else
                                        break;
                                }
                                float num5 = num2;
                                while (true)
                                {
                                    double num4 = (double)num5;
                                    viewport = Game1.graphics.GraphicsDevice.Viewport;
                                    double height = (double)viewport.Height;
                                    if (num4 < height)
                                    {
                                        SpriteBatch spriteBatch = Game1.spriteBatch;
                                        Texture2D staminaRect = Game1.staminaRect;
                                        int x = num1;
                                        int y = (int)num5;
                                        viewport = Game1.graphics.GraphicsDevice.Viewport;
                                        int width = viewport.Width;
                                        Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width, 1);
                                        Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Red * 0.5f;
                                        spriteBatch.Draw(staminaRect, destinationRectangle, color);
                                        num5 += 64f;
                                    }
                                    else
                                        break;
                                }
                            }
                            if (Game1.currentBillboard != 0 && !this.takingMapScreenshot)
                                this.drawBillboard();
                            if (!Game1.eventUp && Game1.farmEvent == null && (Game1.currentBillboard == 0 && Game1.gameMode == (byte)3) && (!this.takingMapScreenshot && Game1.isOutdoorMapSmallerThanViewport()))
                            {
                                SpriteBatch spriteBatch1 = Game1.spriteBatch;
                                Texture2D fadeToBlackRect1 = Game1.fadeToBlackRect;
                                int width1 = -Math.Min(Game1.viewport.X, 4096);
                                viewport = Game1.graphics.GraphicsDevice.Viewport;
                                int height1 = viewport.Height;
                                Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(0, 0, width1, height1);
                                Microsoft.Xna.Framework.Color black1 = Microsoft.Xna.Framework.Color.Black;
                                spriteBatch1.Draw(fadeToBlackRect1, destinationRectangle1, black1);
                                SpriteBatch spriteBatch2 = Game1.spriteBatch;
                                Texture2D fadeToBlackRect2 = Game1.fadeToBlackRect;
                                int x = -Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64;
                                viewport = Game1.graphics.GraphicsDevice.Viewport;
                                int width2 = Math.Min(4096, viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64));
                                viewport = Game1.graphics.GraphicsDevice.Viewport;
                                int height2 = viewport.Height;
                                Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x, 0, width2, height2);
                                Microsoft.Xna.Framework.Color black2 = Microsoft.Xna.Framework.Color.Black;
                                spriteBatch2.Draw(fadeToBlackRect2, destinationRectangle2, black2);
                            }
                            if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && Game1.gameMode == (byte)3) && (!Game1.freezeControls && !Game1.panMode && (!Game1.HostPaused && !this.takingMapScreenshot)))
                            {
                                events.RenderingHud.RaiseEmpty();
                                this.drawHUD();
                                events.RenderedHud.RaiseEmpty();
                            }
                            else if (Game1.activeClickableMenu == null)
                            {
                                FarmEvent farmEvent = Game1.farmEvent;
                            }
                            if (Game1.hudMessages.Count > 0 && !this.takingMapScreenshot)
                            {
                                for (int i = Game1.hudMessages.Count - 1; i >= 0; --i)
                                    Game1.hudMessages[i].draw(Game1.spriteBatch, i);
                            }
                        }
                        if (Game1.farmEvent != null)
                            Game1.farmEvent.draw(Game1.spriteBatch);
                        if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && ((Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)) && !this.takingMapScreenshot))
                            this.drawDialogueBox();
                        if (Game1.progressBar && !this.takingMapScreenshot)
                        {
                            Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, Game1.dialogueWidth, 32), Microsoft.Xna.Framework.Color.LightGray);
                            Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth), 32), Microsoft.Xna.Framework.Color.DimGray);
                        }
                        if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null)
                            Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch);
                        if (Game1.isRaining && Game1.currentLocation != null && ((bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert)))
                        {
                            SpriteBatch spriteBatch = Game1.spriteBatch;
                            Texture2D staminaRect = Game1.staminaRect;
                            viewport = Game1.graphics.GraphicsDevice.Viewport;
                            Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
                            Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Blue * 0.2f;
                            spriteBatch.Draw(staminaRect, bounds, color);
                        }
                        if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && ((!Game1.nameSelectUp || Game1.messagePause) && !this.takingMapScreenshot))
                        {
                            SpriteBatch spriteBatch = Game1.spriteBatch;
                            Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
                            viewport = Game1.graphics.GraphicsDevice.Viewport;
                            Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
                            Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
                            spriteBatch.Draw(fadeToBlackRect, bounds, color);
                        }
                        else if ((double)Game1.flashAlpha > 0.0 && !this.takingMapScreenshot)
                        {
                            if (Game1.options.screenFlash)
                            {
                                SpriteBatch spriteBatch = Game1.spriteBatch;
                                Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
                                viewport = Game1.graphics.GraphicsDevice.Viewport;
                                Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
                                Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.White * Math.Min(1f, Game1.flashAlpha);
                                spriteBatch.Draw(fadeToBlackRect, bounds, color);
                            }
                            Game1.flashAlpha -= 0.1f;
                        }
                        if ((Game1.messagePause || Game1.globalFade) && (Game1.dialogueUp && !this.takingMapScreenshot))
                            this.drawDialogueBox();
                        if (!this.takingMapScreenshot)
                        {
                            foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
                                overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f);
                        }
                        if (Game1.debugMode)
                        {
                            StringBuilder debugStringBuilder = Game1._debugStringBuilder;
                            debugStringBuilder.Clear();
                            if (Game1.panMode)
                            {
                                debugStringBuilder.Append((Game1.getOldMouseX() + Game1.viewport.X) / 64);
                                debugStringBuilder.Append(",");
                                debugStringBuilder.Append((Game1.getOldMouseY() + Game1.viewport.Y) / 64);
                            }
                            else
                            {
                                debugStringBuilder.Append("player: ");
                                debugStringBuilder.Append(Game1.player.getStandingX() / 64);
                                debugStringBuilder.Append(", ");
                                debugStringBuilder.Append(Game1.player.getStandingY() / 64);
                            }
                            debugStringBuilder.Append(" mouseTransparency: ");
                            debugStringBuilder.Append(Game1.mouseCursorTransparency);
                            debugStringBuilder.Append(" mousePosition: ");
                            debugStringBuilder.Append(Game1.getMouseX());
                            debugStringBuilder.Append(",");
                            debugStringBuilder.Append(Game1.getMouseY());
                            debugStringBuilder.Append(Environment.NewLine);
                            debugStringBuilder.Append(" mouseWorldPosition: ");
                            debugStringBuilder.Append(Game1.getMouseX() + Game1.viewport.X);
                            debugStringBuilder.Append(",");
                            debugStringBuilder.Append(Game1.getMouseY() + Game1.viewport.Y);
                            debugStringBuilder.Append("  debugOutput: ");
                            debugStringBuilder.Append(Game1.debugOutput);
                            Game1.spriteBatch.DrawString(Game1.smallFont, debugStringBuilder, new Vector2((float)this.GraphicsDevice.Viewport.GetTitleSafeArea().X, (float)(this.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8)), Microsoft.Xna.Framework.Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
                        }
                        if (Game1.showKeyHelp && !this.takingMapScreenshot)
                            Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Microsoft.Xna.Framework.Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
                        if (Game1.activeClickableMenu != null && !this.takingMapScreenshot)
                        {
                            try
                            {
                                events.RenderingActiveMenu.RaiseEmpty();
                                Game1.activeClickableMenu.draw(Game1.spriteBatch);
                                events.RenderedActiveMenu.RaiseEmpty();
                            }
                            catch (Exception ex)
                            {
                                this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
                                Game1.activeClickableMenu.exitThisMenu();
                            }
                        }
                        else if (Game1.farmEvent != null)
                            Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
                        if (Game1.emoteMenu != null && !this.takingMapScreenshot)
                            Game1.emoteMenu.draw(Game1.spriteBatch);
                        if (Game1.HostPaused && !this.takingMapScreenshot)
                        {
                            string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378");
                            SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1, SpriteText.ScrollTextAlignment.Left);
                        }

                        events.Rendered.RaiseEmpty();
                        Game1.spriteBatch.End();
                        this.drawOverlays(Game1.spriteBatch);
                        this.renderScreenBuffer(target_screen);
                    }
                }
            }
        }

        /// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
        /// <param name="message">The fatal log message.</param>
        private void ExitGameImmediately(string message)
        {
            this.Monitor.LogFatal(message);
            this.CancellationToken.Cancel();
        }
    }
}