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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Toolkit.Serialization.Models;
using StardewModdingAPI.Toolkit.Utilities;
namespace StardewModdingAPI
{
/// <summary>The main entry point for SMAPI, responsible for hooking into and launching the game.</summary>
internal class Program
{
/*********
** Fields
*********/
/// <summary>The absolute path to search for SMAPI's internal DLLs.</summary>
private static readonly string DllSearchPath = EarlyConstants.InternalFilesPath;
/// <summary>The assembly paths in the search folders indexed by assembly name.</summary>
private static Dictionary<string, string>? AssemblyPathsByName;
/*********
** Public methods
*********/
/// <summary>The main entry point which hooks into and launches the game.</summary>
/// <param name="args">The command-line arguments.</param>
public static void Main(string[] args)
{
Console.Title = $"SMAPI {EarlyConstants.RawApiVersion}";
try
{
AppDomain.CurrentDomain.AssemblyResolve += Program.CurrentDomain_AssemblyResolve;
Program.AssertGamePresent();
Program.AssertGameVersion();
Program.AssertSmapiVersions();
Program.AssertDepsJson();
Program.Start(args);
}
catch (BadImageFormatException ex) when (ex.FileName == EarlyConstants.GameAssemblyName)
{
Console.WriteLine($"SMAPI failed to initialize because your game's {ex.FileName}.exe seems to be invalid.\nThis may be a pirated version which modified the executable in an incompatible way; if so, you can try a different download or buy a legitimate version.\n\nTechnical details:\n{ex}");
}
catch (Exception ex)
{
Console.WriteLine($"SMAPI failed to initialize: {ex}");
Program.PressAnyKeyToExit(true);
}
}
/*********
** Private methods
*********/
/// <summary>Method called when assembly resolution fails, which may return a manually resolved assembly.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private static Assembly? CurrentDomain_AssemblyResolve(object? sender, ResolveEventArgs e)
{
// cache assembly paths by name
if (Program.AssemblyPathsByName == null)
{
Program.AssemblyPathsByName = new(StringComparer.OrdinalIgnoreCase);
foreach (string searchPath in new[] { EarlyConstants.GamePath, Program.DllSearchPath })
{
foreach (string dllPath in Directory.EnumerateFiles(searchPath, "*.dll"))
{
try
{
string? curName = AssemblyName.GetAssemblyName(dllPath).Name;
if (curName != null)
Program.AssemblyPathsByName[curName] = dllPath;
}
catch
{
// ignore invalid DLL
}
}
}
}
// resolve
try
{
string? searchName = new AssemblyName(e.Name).Name;
return searchName != null && Program.AssemblyPathsByName.TryGetValue(searchName, out string? assemblyPath)
? Assembly.LoadFrom(assemblyPath)
: null;
}
catch (Exception ex)
{
Console.WriteLine($"Error resolving assembly: {ex}");
return null;
}
}
/// <summary>Assert that the game is available.</summary>
/// <remarks>This must be checked *before* any references to <see cref="Constants"/>, and this method should not reference <see cref="Constants"/> itself to avoid errors in Mono or when the game isn't present.</remarks>
private static void AssertGamePresent()
{
try
{
_ = Type.GetType($"StardewValley.Game1, {EarlyConstants.GameAssemblyName}", throwOnError: true);
}
catch (Exception ex)
{
// file doesn't exist
if (!File.Exists(Path.Combine(EarlyConstants.GamePath, $"{EarlyConstants.GameAssemblyName}.exe")))
Program.PrintErrorAndExit("Oops! SMAPI can't find the game. Make sure you're running StardewModdingAPI.exe in your game folder.");
// can't load file
Program.PrintErrorAndExit(
message: "Oops! SMAPI couldn't load the game executable. The technical details below may have more info.",
technicalMessage: $"Technical details: {ex}"
);
}
}
/// <summary>Assert that the game version is within <see cref="Constants.MinimumGameVersion"/> and <see cref="Constants.MaximumGameVersion"/>.</summary>
private static void AssertGameVersion()
{
// min version
if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion))
{
ISemanticVersion? suggestedApiVersion = Constants.GetCompatibleApiVersion(Constants.GameVersion);
Program.PrintErrorAndExit(suggestedApiVersion != null
? $"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. You can install SMAPI {suggestedApiVersion} instead to fix this error, or update your game to the latest version."
: $"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI."
);
}
// max version
if (Constants.MaximumGameVersion != null && Constants.GameVersion.IsNewerThan(Constants.MaximumGameVersion))
Program.PrintErrorAndExit($"Oops! You're running Stardew Valley {Constants.GameVersion}, but this version of SMAPI is only compatible up to Stardew Valley {Constants.MaximumGameVersion}. Please check for a newer version of SMAPI: https://smapi.io.");
}
/// <summary>Assert that the versions of all SMAPI components are correct.</summary>
/// <remarks>Players sometimes have mismatched versions (particularly when installed through Vortex), which can cause some very confusing bugs without this check.</remarks>
private static void AssertSmapiVersions()
{
// get SMAPI version without prerelease suffix (since we can't get that from the assembly versions)
ISemanticVersion smapiVersion = new SemanticVersion(Constants.ApiVersion.MajorVersion, Constants.ApiVersion.MinorVersion, Constants.ApiVersion.PatchVersion);
// compare with assembly versions
foreach (var type in new[] { typeof(IManifest), typeof(Manifest) })
{
AssemblyName assemblyName = type.Assembly.GetName();
ISemanticVersion assemblyVersion = new SemanticVersion(assemblyName.Version!);
if (!assemblyVersion.Equals(smapiVersion))
Program.PrintErrorAndExit($"Oops! The 'smapi-internal/{assemblyName.Name}.dll' file is version {assemblyVersion} instead of the required {Constants.ApiVersion}. SMAPI doesn't seem to be installed correctly.");
}
}
/// <summary>Assert that SMAPI's <c>StardewModdingAPI.deps.json</c> matches <c>Stardew Valley.deps.json</c>, fixing it if necessary.</summary>
/// <remarks>This is needed to resolve native DLLs like libSkiaSharp.</remarks>
private static void AssertDepsJson()
{
string sourcePath = Path.Combine(Constants.GamePath, "Stardew Valley.deps.json");
string targetPath = Path.Combine(Constants.GamePath, "StardewModdingAPI.deps.json");
if (!File.Exists(targetPath) || FileUtilities.GetFileHash(sourcePath) != FileUtilities.GetFileHash(targetPath))
{
File.Copy(sourcePath, targetPath, overwrite: true);
Program.PrintErrorAndExit($"The '{Path.GetFileName(targetPath)}' file didn't match the game's version. SMAPI fixed it automatically, but you must restart SMAPI for the change to take effect.");
}
}
/// <summary>Initialize SMAPI and launch the game.</summary>
/// <param name="args">The command-line arguments.</param>
/// <remarks>This method is separate from <see cref="Main"/> because that can't contain any references to assemblies loaded by <see cref="CurrentDomain_AssemblyResolve"/> (e.g. via <see cref="Constants"/>), or Mono will incorrectly show an assembly resolution error before assembly resolution is set up.</remarks>
private static void Start(string[] args)
{
// get flags
bool writeToConsole = !args.Contains("--no-terminal") && Environment.GetEnvironmentVariable("SMAPI_NO_TERMINAL") == null;
// get mods path
bool? developerMode = null;
string modsPath;
{
string? rawModsPath = null;
// get mods path from command line args
int pathIndex = Array.LastIndexOf(args, "--mods-path") + 1;
if (pathIndex >= 1 && args.Length >= pathIndex)
rawModsPath = args[pathIndex];
// get developer mode from command line args
if (args.Contains("--developer-mode"))
developerMode = true;
if (args.Contains("--developer-mode-off"))
developerMode = false;
// get from environment variables
if (string.IsNullOrWhiteSpace(rawModsPath))
rawModsPath = Environment.GetEnvironmentVariable("SMAPI_MODS_PATH");
if (developerMode is null)
{
string? rawDeveloperMode = Environment.GetEnvironmentVariable("SMAPI_DEVELOPER_MODE");
if (rawDeveloperMode != null)
developerMode = bool.Parse(rawDeveloperMode);
}
// normalize
modsPath = !string.IsNullOrWhiteSpace(rawModsPath)
? Path.Combine(Constants.GamePath, rawModsPath)
: Constants.DefaultModsPath;
}
// load SMAPI
using SCore core = new(modsPath, writeToConsole, developerMode);
core.RunInteractively();
}
/// <summary>Write an error directly to the console and exit.</summary>
/// <param name="message">The error message to display.</param>
/// <param name="technicalMessage">An additional message to log with technical details.</param>
private static void PrintErrorAndExit(string message, string? technicalMessage = null)
{
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine(message);
Console.ResetColor();
if (technicalMessage != null)
{
Console.WriteLine();
Console.ForegroundColor = ConsoleColor.Gray;
Console.WriteLine(technicalMessage);
Console.ResetColor();
Console.WriteLine();
}
Program.PressAnyKeyToExit(showMessage: true);
}
/// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
/// <param name="showMessage">Whether to print a 'press any key to exit' message to the console.</param>
private static void PressAnyKeyToExit(bool showMessage)
{
if (showMessage)
Console.WriteLine("Game has ended. Press any key to exit.");
Thread.Sleep(100);
Console.ReadKey();
Environment.Exit(0);
}
}
}
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