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using System;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
#if SMAPI_FOR_WINDOWS
#endif
using StardewModdingAPI.Framework;
namespace StardewModdingAPI
{
/// <summary>The main entry point for SMAPI, responsible for hooking into and launching the game.</summary>
internal class Program
{
/*********
** Properties
*********/
/// <summary>The absolute path to search for SMAPI's internal DLLs.</summary>
/// <remarks>We can't use <see cref="Constants.ExecutionPath"/> directly, since <see cref="Constants"/> depends on DLLs loaded from this folder.</remarks>
[SuppressMessage("ReSharper", "AssignNullToNotNullAttribute", Justification = "The assembly location is never null in this context.")]
internal static readonly string DllSearchPath = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "smapi-internal");
/*********
** 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)
{
AppDomain.CurrentDomain.AssemblyResolve += Program.CurrentDomain_AssemblyResolve;
Program.AssertMinimumCompatibility();
Program.Start(args);
}
/*********
** 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)
{
try
{
AssemblyName name = new AssemblyName(e.Name);
foreach (FileInfo dll in new DirectoryInfo(Program.DllSearchPath).EnumerateFiles("*.dll"))
{
if (name.Name.Equals(AssemblyName.GetAssemblyName(dll.FullName).Name, StringComparison.InvariantCultureIgnoreCase))
return Assembly.LoadFrom(dll.FullName);
}
return null;
}
catch (Exception ex)
{
Console.WriteLine($"Error resolving assembly: {ex}");
return null;
}
}
/// <summary>Assert that the minimum conditions are present to initialise SMAPI without type load exceptions.</summary>
private static void AssertMinimumCompatibility()
{
void PrintErrorAndExit(string message)
{
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine(message);
Console.ResetColor();
Program.PressAnyKeyToExit(showMessage: true);
}
string gameAssemblyName = Constants.GameAssemblyName;
// game not present
if (Type.GetType($"StardewValley.Game1, {gameAssemblyName}", throwOnError: false) == null)
{
PrintErrorAndExit(
"Oops! SMAPI can't find the game. "
+ (Assembly.GetCallingAssembly().Location.Contains(Path.Combine("internal", "Windows")) || Assembly.GetCallingAssembly().Location.Contains(Path.Combine("internal", "Mono"))
? "It looks like you're running SMAPI from the download package, but you need to run the installed version instead. "
: "Make sure you're running StardewModdingAPI.exe in your game folder. "
)
+ "See the readme.txt file for details."
);
}
// Stardew Valley 1.2 types not present
if (Type.GetType($"StardewValley.LocalizedContentManager+LanguageCode, {gameAssemblyName}", throwOnError: false) == null)
{
PrintErrorAndExit(Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion)
? $"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI."
: "Oops! SMAPI doesn't seem to be compatible with your game. Make sure you're running the latest version of Stardew Valley and SMAPI."
);
}
}
/// <summary>Initialise 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 from arguments
bool writeToConsole = !args.Contains("--no-terminal");
// get mods path from arguments
string modsPath = null;
{
int pathIndex = Array.LastIndexOf(args, "--mods-path") + 1;
if (pathIndex >= 1 && args.Length >= pathIndex)
{
modsPath = args[pathIndex];
if (!string.IsNullOrWhiteSpace(modsPath) && !Path.IsPathRooted(modsPath))
modsPath = Path.Combine(Constants.ExecutionPath, modsPath);
}
if (string.IsNullOrWhiteSpace(modsPath))
modsPath = Constants.DefaultModsPath;
}
// load SMAPI
using (SCore core = new SCore(modsPath, writeToConsole))
core.RunInteractively();
}
/// <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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