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|
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Net;
using System.Reflection;
using System.Runtime.ExceptionServices;
using System.Security;
using System.Text.RegularExpressions;
using System.Threading;
#if SMAPI_FOR_WINDOWS
using System.Windows.Forms;
#endif
using Newtonsoft.Json;
using StardewModdingAPI.Common;
using StardewModdingAPI.Common.Models;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Logging;
using StardewModdingAPI.Framework.ModData;
using StardewModdingAPI.Framework.Models;
using StardewModdingAPI.Framework.ModHelpers;
using StardewModdingAPI.Framework.ModLoading;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Serialisation;
using StardewModdingAPI.Framework.Utilities;
using StardewValley;
using Monitor = StardewModdingAPI.Framework.Monitor;
using SObject = StardewValley.Object;
using ThreadState = System.Threading.ThreadState;
namespace StardewModdingAPI
{
/// <summary>The main entry point for SMAPI, responsible for hooking into and launching the game.</summary>
internal class Program : IDisposable
{
/*********
** Properties
*********/
/// <summary>The log file to which to write messages.</summary>
private readonly LogFileManager LogFile;
/// <summary>Manages console output interception.</summary>
private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager();
/// <summary>The core logger and monitor for SMAPI.</summary>
private readonly Monitor Monitor;
/// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary>
private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource();
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection = new Reflector();
/// <summary>The SMAPI configuration settings.</summary>
private readonly SConfig Settings;
/// <summary>The underlying game instance.</summary>
private SGame GameInstance;
/// <summary>The underlying content manager.</summary>
private ContentCore ContentCore => this.GameInstance.ContentCore;
/// <summary>Tracks the installed mods.</summary>
/// <remarks>This is initialised after the game starts.</remarks>
private readonly ModRegistry ModRegistry = new ModRegistry();
/// <summary>Manages deprecation warnings.</summary>
/// <remarks>This is initialised after the game starts.</remarks>
private DeprecationManager DeprecationManager;
/// <summary>Manages console commands.</summary>
/// <remarks>This is initialised after the game starts.</remarks>
private CommandManager CommandManager;
/// <summary>Manages SMAPI events for mods.</summary>
private readonly EventManager EventManager;
/// <summary>Whether the game is currently running.</summary>
private bool IsGameRunning;
/// <summary>Whether the program has been disposed.</summary>
private bool IsDisposed;
/// <summary>Regex patterns which match console messages to suppress from the console and log.</summary>
private readonly Regex[] SuppressConsolePatterns =
{
new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant),
new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant),
new Regex(@"^Multiplayer auth success$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
new Regex(@"^DebugOutput: added CLOUD", RegexOptions.Compiled | RegexOptions.CultureInvariant)
};
/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
private readonly JsonHelper JsonHelper = new JsonHelper();
/*********
** 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)
{
Program.AssertMinimumCompatibility();
// get flags from arguments
bool writeToConsole = !args.Contains("--no-terminal");
// get log path from arguments
string logPath = null;
{
int pathIndex = Array.LastIndexOf(args, "--log-path") + 1;
if (pathIndex >= 1 && args.Length >= pathIndex)
{
logPath = args[pathIndex];
if (!Path.IsPathRooted(logPath))
logPath = Path.Combine(Constants.LogDir, logPath);
}
}
if (string.IsNullOrWhiteSpace(logPath))
logPath = Constants.DefaultLogPath;
// load SMAPI
using (Program program = new Program(writeToConsole, logPath))
program.RunInteractively();
}
/// <summary>Construct an instance.</summary>
/// <param name="writeToConsole">Whether to output log messages to the console.</param>
/// <param name="logPath">The full file path to which to write log messages.</param>
public Program(bool writeToConsole, string logPath)
{
// init basics
this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath));
this.LogFile = new LogFileManager(logPath);
this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme)
{
WriteToConsole = writeToConsole,
ShowTraceInConsole = this.Settings.DeveloperMode,
ShowFullStampInConsole = this.Settings.DeveloperMode
};
this.EventManager = new EventManager(this.Monitor, this.ModRegistry);
// hook up events
ContentEvents.Init(this.EventManager);
ControlEvents.Init(this.EventManager);
GameEvents.Init(this.EventManager);
GraphicsEvents.Init(this.EventManager);
InputEvents.Init(this.EventManager);
LocationEvents.Init(this.EventManager);
MenuEvents.Init(this.EventManager);
MineEvents.Init(this.EventManager);
MultiplayerEvents.Init(this.EventManager);
PlayerEvents.Init(this.EventManager);
SaveEvents.Init(this.EventManager);
SpecialisedEvents.Init(this.EventManager);
TimeEvents.Init(this.EventManager);
}
/// <summary>Launch SMAPI.</summary>
[HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions
public void RunInteractively()
{
// initialise SMAPI
try
{
// init logging
this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {EnvironmentUtility.GetFriendlyPlatformName(Constants.TargetPlatform)}", LogLevel.Info);
this.Monitor.Log($"Mods go here: {Constants.ModPath}");
this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC", LogLevel.Trace);
// validate paths
this.VerifyPath(Constants.ModPath);
this.VerifyPath(Constants.LogDir);
// validate game version
if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion))
{
this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI.", LogLevel.Error);
this.PressAnyKeyToExit();
return;
}
if (Constants.MaximumGameVersion != null && Constants.GameVersion.IsNewerThan(Constants.MaximumGameVersion))
{
this.Monitor.Log($"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.", LogLevel.Error);
this.PressAnyKeyToExit();
return;
}
// add error handlers
#if SMAPI_FOR_WINDOWS
Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error);
Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
#endif
AppDomain.CurrentDomain.UnhandledException += (sender, e) => this.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error);
// override game
SGame.MonitorDuringInitialisation = this.Monitor;
SGame.ReflectorDuringInitialisation = this.Reflection;
this.GameInstance = new SGame(this.Monitor, this.Reflection, this.EventManager, this.InitialiseAfterGameStart, this.Dispose);
StardewValley.Program.gamePtr = this.GameInstance;
// add exit handler
new Thread(() =>
{
this.CancellationTokenSource.Token.WaitHandle.WaitOne();
if (this.IsGameRunning)
{
try
{
File.WriteAllText(Constants.FatalCrashMarker, string.Empty);
File.Copy(this.LogFile.Path, Constants.FatalCrashLog, overwrite: true);
}
catch (Exception ex)
{
this.Monitor.Log($"SMAPI failed trying to track the crash details: {ex.GetLogSummary()}");
}
this.GameInstance.Exit();
}
}).Start();
// hook into game events
ContentEvents.AfterLocaleChanged += (sender, e) => this.OnLocaleChanged();
// set window titles
this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion}";
Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion}";
}
catch (Exception ex)
{
this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error);
this.PressAnyKeyToExit();
return;
}
// show details if game crashed during last session
if (File.Exists(Constants.FatalCrashMarker))
{
this.Monitor.Log("The game crashed last time you played. That can be due to bugs in the game, but if it happens repeatedly you can ask for help here: http://community.playstarbound.com/threads/108375/.", LogLevel.Error);
this.Monitor.Log($"If you ask for help, make sure to attach this file: {Constants.FatalCrashLog}", LogLevel.Error);
this.Monitor.Log("Press any key to delete the crash data and continue playing.", LogLevel.Info);
Console.ReadKey();
File.Delete(Constants.FatalCrashLog);
File.Delete(Constants.FatalCrashMarker);
}
// start game
this.Monitor.Log("Starting game...", LogLevel.Trace);
try
{
this.IsGameRunning = true;
StardewValley.Program.releaseBuild = true; // game's debug logic interferes with SMAPI opening the game window
this.GameInstance.Run();
}
catch (InvalidOperationException ex) when (ex.Source == "Microsoft.Xna.Framework.Xact" && ex.StackTrace.Contains("Microsoft.Xna.Framework.Audio.AudioEngine..ctor"))
{
this.Monitor.Log("The game couldn't load audio. Do you have speakers or headphones plugged in?", LogLevel.Error);
this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace);
this.PressAnyKeyToExit();
}
catch (Exception ex)
{
this.Monitor.Log($"The game failed unexpectedly: {ex.GetLogSummary()}", LogLevel.Error);
this.PressAnyKeyToExit();
}
finally
{
this.Dispose();
}
}
/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
public void Dispose()
{
// skip if already disposed
if (this.IsDisposed)
return;
this.IsDisposed = true;
this.Monitor.Log("Disposing...", LogLevel.Trace);
// dispose mod data
foreach (IModMetadata mod in this.ModRegistry.GetAll())
{
try
{
(mod.Mod as IDisposable)?.Dispose();
}
catch (Exception ex)
{
mod.LogAsMod($"Mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn);
}
}
// dispose core components
this.IsGameRunning = false;
this.ConsoleManager?.Dispose();
this.ContentCore?.Dispose();
this.CancellationTokenSource?.Dispose();
this.GameInstance?.Dispose();
this.LogFile?.Dispose();
// end game (moved from Game1.OnExiting to let us clean up first)
Process.GetCurrentProcess().Kill();
}
/*********
** Private methods
*********/
/// <summary>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);
}
// get game assembly name
const string gameAssemblyName =
#if SMAPI_FOR_WINDOWS
"Stardew Valley";
#else
"StardewValley";
#endif
// 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)
? $"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI."
: "Oops! SMAPI doesn't seem to be compatible with your game. Make sure you're running the latest version of Stardew Valley and SMAPI."
);
}
}
/// <summary>Initialise SMAPI and mods after the game starts.</summary>
private void InitialiseAfterGameStart()
{
// load settings
this.GameInstance.VerboseLogging = this.Settings.VerboseLogging;
// load core components
this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry);
this.CommandManager = new CommandManager();
// redirect direct console output
{
Monitor monitor = this.GetSecondaryMonitor("game");
if (monitor.WriteToConsole)
this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message);
}
// add headers
if (this.Settings.DeveloperMode)
this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info);
if (!this.Settings.CheckForUpdates)
this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn);
if (!this.Monitor.WriteToConsole)
this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn);
this.VerboseLog("Verbose logging enabled.");
// validate XNB integrity
if (!this.ValidateContentIntegrity())
this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error);
// load mod data
SMetadata metadata = JsonConvert.DeserializeObject<SMetadata>(File.ReadAllText(Constants.ApiMetadataPath));
ModDatabase modDatabase = new ModDatabase(metadata.ModData, Constants.GetUpdateUrl);
// load mods
{
this.Monitor.Log("Loading mod metadata...", LogLevel.Trace);
ModResolver resolver = new ModResolver();
// load manifests
IModMetadata[] mods = resolver.ReadManifests(Constants.ModPath, this.JsonHelper, modDatabase).ToArray();
resolver.ValidateManifests(mods, Constants.ApiVersion, Constants.GetUpdateUrl);
// process dependencies
mods = resolver.ProcessDependencies(mods, modDatabase).ToArray();
// load mods
this.LoadMods(mods, this.JsonHelper, this.ContentCore, modDatabase);
// check for updates
this.CheckForUpdatesAsync(mods);
}
if (this.Monitor.IsExiting)
{
this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn);
return;
}
// update window titles
int modsLoaded = this.ModRegistry.GetAll().Count();
this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods";
Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods";
// start SMAPI console
new Thread(this.RunConsoleLoop).Start();
}
/// <summary>Handle the game changing locale.</summary>
private void OnLocaleChanged()
{
// get locale
string locale = this.ContentCore.GetLocale();
LocalizedContentManager.LanguageCode languageCode = this.ContentCore.Language;
// update mod translation helpers
foreach (IModMetadata mod in this.ModRegistry.GetAll(contentPacks: false))
(mod.Mod.Helper.Translation as TranslationHelper)?.SetLocale(locale, languageCode);
}
/// <summary>Run a loop handling console input.</summary>
[SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")]
private void RunConsoleLoop()
{
// prepare console
this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info);
this.CommandManager.Add("SMAPI", "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.", this.HandleCommand);
this.CommandManager.Add("SMAPI", "reload_i18n", "Reloads translation files for all mods.\n\nUsage: reload_i18n", this.HandleCommand);
// start handling command line input
Thread inputThread = new Thread(() =>
{
while (true)
{
// get input
string input = Console.ReadLine();
if (string.IsNullOrWhiteSpace(input))
continue;
// write input to log file
this.Monitor.LogUserInput(input);
// parse input
try
{
if (!this.CommandManager.Trigger(input))
this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error);
}
catch (Exception ex)
{
this.Monitor.Log($"The handler registered for that command failed:\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
});
inputThread.Start();
// keep console thread alive while the game is running
while (this.IsGameRunning && !this.Monitor.IsExiting)
Thread.Sleep(1000 / 10);
if (inputThread.ThreadState == ThreadState.Running)
inputThread.Abort();
}
/// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary>
/// <returns>Returns whether all integrity checks passed.</returns>
private bool ValidateContentIntegrity()
{
this.Monitor.Log("Detecting common issues...", LogLevel.Trace);
bool issuesFound = false;
// object format (commonly broken by outdated files)
{
// detect issues
bool hasObjectIssues = false;
void LogIssue(int id, string issue) => this.Monitor.Log($@"Detected issue: item #{id} in Content\Data\ObjectInformation.xnb is invalid ({issue}).", LogLevel.Trace);
foreach (KeyValuePair<int, string> entry in Game1.objectInformation)
{
// must not be empty
if (string.IsNullOrWhiteSpace(entry.Value))
{
LogIssue(entry.Key, "entry is empty");
hasObjectIssues = true;
continue;
}
// require core fields
string[] fields = entry.Value.Split('/');
if (fields.Length < SObject.objectInfoDescriptionIndex + 1)
{
LogIssue(entry.Key, "too few fields for an object");
hasObjectIssues = true;
continue;
}
// check min length for specific types
switch (fields[SObject.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0])
{
case "Cooking":
if (fields.Length < SObject.objectInfoBuffDurationIndex + 1)
{
LogIssue(entry.Key, "too few fields for a cooking item");
hasObjectIssues = true;
}
break;
}
}
// log error
if (hasObjectIssues)
{
issuesFound = true;
this.Monitor.Log(@"Your Content\Data\ObjectInformation.xnb file seems to be broken or outdated.", LogLevel.Warn);
}
}
return !issuesFound;
}
/// <summary>Asynchronously check for a new version of SMAPI and any installed mods, and print alerts to the console if an update is available.</summary>
/// <param name="mods">The mods to include in the update check (if eligible).</param>
private void CheckForUpdatesAsync(IModMetadata[] mods)
{
if (!this.Settings.CheckForUpdates)
return;
new Thread(() =>
{
// create client
WebApiClient client = new WebApiClient(this.Settings.WebApiBaseUrl, Constants.ApiVersion);
this.Monitor.Log("Checking for updates...", LogLevel.Trace);
// check SMAPI version
try
{
ModInfoModel response = client.GetModInfo($"GitHub:{this.Settings.GitHubProjectName}").Single().Value;
ISemanticVersion latestStable = response.Version != null ? new SemanticVersion(response.Version) : null;
ISemanticVersion latestBeta = response.PreviewVersion != null ? new SemanticVersion(response.PreviewVersion) : null;
if (response.Error != null)
{
this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.", LogLevel.Warn);
this.Monitor.Log($"Error: {response.Error}");
}
else if (this.IsValidUpdate(Constants.ApiVersion, latestBeta, this.Settings.UseBetaChannel))
this.Monitor.Log($"You can update SMAPI to {latestBeta}: {Constants.HomePageUrl}", LogLevel.Alert);
else if (this.IsValidUpdate(Constants.ApiVersion, latestStable, this.Settings.UseBetaChannel))
this.Monitor.Log($"You can update SMAPI to {latestStable}: {Constants.HomePageUrl}", LogLevel.Alert);
else
this.Monitor.Log(" SMAPI okay.", LogLevel.Trace);
}
catch (Exception ex)
{
this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you won't be notified of new versions if this keeps happening.", LogLevel.Warn);
this.Monitor.Log(ex is WebException && ex.InnerException == null
? $"Error: {ex.Message}"
: $"Error: {ex.GetLogSummary()}"
);
}
// check mod versions
if (mods.Any())
{
try
{
// prepare update keys
Dictionary<string, IModMetadata[]> modsByKey =
(
from mod in mods
where mod.Manifest?.UpdateKeys != null
from key in mod.Manifest.UpdateKeys
select new { key, mod }
)
.GroupBy(p => p.key, StringComparer.InvariantCultureIgnoreCase)
.ToDictionary(
group => group.Key,
group => group.Select(p => p.mod).ToArray(),
StringComparer.InvariantCultureIgnoreCase
);
// fetch results
this.Monitor.Log($" Checking {modsByKey.Count} mod update keys.", LogLevel.Trace);
var results =
(
from entry in client.GetModInfo(modsByKey.Keys.ToArray())
from mod in modsByKey[entry.Key]
orderby mod.DisplayName
select new { entry.Key, Mod = mod, Info = entry.Value }
)
.ToArray();
// extract latest versions
IDictionary<IModMetadata, ModInfoModel> updatesByMod = new Dictionary<IModMetadata, ModInfoModel>();
foreach (var result in results)
{
IModMetadata mod = result.Mod;
ModInfoModel remoteInfo = result.Info;
// handle error
if (remoteInfo.Error != null)
{
this.Monitor.Log($" {mod.DisplayName} ({result.Key}): update error: {remoteInfo.Error}", LogLevel.Trace);
continue;
}
// normalise versions
ISemanticVersion localVersion = mod.DataRecord?.GetLocalVersionForUpdateChecks(mod.Manifest.Version) ?? mod.Manifest.Version;
if (!SemanticVersion.TryParse(mod.DataRecord?.GetRemoteVersionForUpdateChecks(remoteInfo.Version) ?? remoteInfo.Version, out ISemanticVersion remoteVersion))
{
this.Monitor.Log($" {mod.DisplayName} ({result.Key}): update error: Mod has invalid version {remoteInfo.Version}", LogLevel.Trace);
continue;
}
// compare versions
bool isUpdate = remoteVersion.IsNewerThan(localVersion);
this.VerboseLog($" {mod.DisplayName} ({result.Key}): {(isUpdate ? $"{mod.Manifest.Version}{(!localVersion.Equals(mod.Manifest.Version) ? $" [{localVersion}]" : "")} => {remoteInfo.Version}" : "okay")}.");
if (isUpdate)
{
if (!updatesByMod.TryGetValue(mod, out ModInfoModel other) || remoteVersion.IsNewerThan(other.Version))
updatesByMod[mod] = remoteInfo;
}
}
// output
if (updatesByMod.Any())
{
this.Monitor.Newline();
this.Monitor.Log($"You can update {updatesByMod.Count} mod{(updatesByMod.Count != 1 ? "s" : "")}:", LogLevel.Alert);
foreach (var entry in updatesByMod.OrderBy(p => p.Key.DisplayName))
this.Monitor.Log($" {entry.Key.DisplayName} {entry.Value.Version}: {entry.Value.Url}", LogLevel.Alert);
}
}
catch (Exception ex)
{
this.Monitor.Log("Couldn't check for new mod versions. This won't affect your game, but you won't be notified of mod updates if this keeps happening.", LogLevel.Warn);
this.Monitor.Log(ex is WebException && ex.InnerException == null
? ex.Message
: ex.ToString()
);
}
}
}).Start();
}
/// <summary>Get whether a given version should be offered to the user as an update.</summary>
/// <param name="currentVersion">The current semantic version.</param>
/// <param name="newVersion">The target semantic version.</param>
/// <param name="useBetaChannel">Whether the user enabled the beta channel and should be offered pre-release updates.</param>
private bool IsValidUpdate(ISemanticVersion currentVersion, ISemanticVersion newVersion, bool useBetaChannel)
{
return
newVersion != null
&& newVersion.IsNewerThan(currentVersion)
&& (useBetaChannel || newVersion.Build == null);
}
/// <summary>Create a directory path if it doesn't exist.</summary>
/// <param name="path">The directory path.</param>
private void VerifyPath(string path)
{
try
{
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
}
catch (Exception ex)
{
this.Monitor.Log($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
/// <summary>Load and hook up the given mods.</summary>
/// <param name="mods">The mods to load.</param>
/// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param>
/// <param name="contentCore">The content manager to use for mod content.</param>
/// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCore contentCore, ModDatabase modDatabase)
{
this.Monitor.Log("Loading mods...", LogLevel.Trace);
IDictionary<IModMetadata, string[]> skippedMods = new Dictionary<IModMetadata, string[]>();
void TrackSkip(IModMetadata mod, string userReasonPhrase, string devReasonPhrase = null) => skippedMods[mod] = new[] { userReasonPhrase, devReasonPhrase };
// load content packs
foreach (IModMetadata metadata in mods.Where(p => p.IsContentPack))
{
this.Monitor.Log($" {metadata.DisplayName} (content pack, {PathUtilities.GetRelativePath(Constants.ModPath, metadata.DirectoryPath)})...", LogLevel.Trace);
// show warning for missing update key
if (metadata.HasManifest() && !metadata.HasUpdateKeys())
this.Monitor.Log($" {metadata.DisplayName} has no {nameof(IManifest.UpdateKeys)} in its manifest. You may not see update alerts for this mod.", LogLevel.Warn);
// validate status
if (metadata.Status == ModMetadataStatus.Failed)
{
this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace);
TrackSkip(metadata, metadata.Error);
continue;
}
// load mod as content pack
IManifest manifest = metadata.Manifest;
IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName);
ContentManagerShim contentManager = this.ContentCore.CreateContentManager($"Mods.{metadata.Manifest.UniqueID}", metadata.DirectoryPath);
IContentHelper contentHelper = new ContentHelper(this.ContentCore, contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor);
IContentPack contentPack = new ContentPack(metadata.DirectoryPath, manifest, contentHelper, jsonHelper);
metadata.SetMod(contentPack, monitor);
this.ModRegistry.Add(metadata);
}
IModMetadata[] loadedContentPacks = this.ModRegistry.GetAll(assemblyMods: false).ToArray();
// load mods
{
// get content packs by mod ID
IDictionary<string, IContentPack[]> contentPacksByModID =
loadedContentPacks
.GroupBy(p => p.Manifest.ContentPackFor.UniqueID, StringComparer.InvariantCultureIgnoreCase)
.ToDictionary(
group => group.Key,
group => group.Select(metadata => metadata.ContentPack).ToArray(),
StringComparer.InvariantCultureIgnoreCase
);
// get assembly loaders
AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.TargetPlatform, this.Monitor, this.Settings.DeveloperMode);
AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name);
InterfaceProxyFactory proxyFactory = new InterfaceProxyFactory();
// load from metadata
foreach (IModMetadata metadata in mods.Where(p => !p.IsContentPack))
{
// get basic info
IManifest manifest = metadata.Manifest;
this.Monitor.Log(metadata.Manifest?.EntryDll != null
? $" {metadata.DisplayName} ({PathUtilities.GetRelativePath(Constants.ModPath, metadata.DirectoryPath)}{Path.DirectorySeparatorChar}{metadata.Manifest.EntryDll})..." // don't use Path.Combine here, since EntryDLL might not be valid
: $" {metadata.DisplayName}...", LogLevel.Trace);
// show warnings
if (metadata.HasManifest() && !metadata.HasUpdateKeys() && metadata.Manifest.UniqueID != "SMAPI.ConsoleCommands")
this.Monitor.Log($" {metadata.DisplayName} has no {nameof(IManifest.UpdateKeys)} in its manifest. You may not see update alerts for this mod.", LogLevel.Warn);
// validate status
if (metadata.Status == ModMetadataStatus.Failed)
{
this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace);
TrackSkip(metadata, metadata.Error);
continue;
}
// load mod
string assemblyPath = metadata.Manifest?.EntryDll != null
? Path.Combine(metadata.DirectoryPath, metadata.Manifest.EntryDll)
: null;
Assembly modAssembly;
try
{
modAssembly = modAssemblyLoader.Load(metadata, assemblyPath, assumeCompatible: metadata.DataRecord?.Status == ModStatus.AssumeCompatible);
}
catch (IncompatibleInstructionException) // details already in trace logs
{
string[] updateUrls = new[] { modDatabase.GetModPageUrlFor(metadata.Manifest.UniqueID), "https://smapi.io/compat" }.Where(p => p != null).ToArray();
TrackSkip(metadata, $"it's outdated. Please check for a new version at {string.Join(" or ", updateUrls)}.");
continue;
}
catch (SAssemblyLoadFailedException ex)
{
TrackSkip(metadata, $"it DLL couldn't be loaded: {ex.Message}");
continue;
}
catch (Exception ex)
{
TrackSkip(metadata, "its DLL couldn't be loaded.", $"Error: {ex.GetLogSummary()}");
continue;
}
// initialise mod
try
{
// get content packs
if (!contentPacksByModID.TryGetValue(manifest.UniqueID, out IContentPack[] contentPacks))
contentPacks = new IContentPack[0];
// init mod helpers
IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName);
IModHelper modHelper;
{
ICommandHelper commandHelper = new CommandHelper(manifest.UniqueID, metadata.DisplayName, this.CommandManager);
ContentManagerShim contentManager = this.ContentCore.CreateContentManager($"Mods.{metadata.Manifest.UniqueID}", metadata.DirectoryPath);
IContentHelper contentHelper = new ContentHelper(contentCore, contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor);
IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, metadata.DisplayName, this.Reflection, this.DeprecationManager);
IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer);
ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentCore.GetLocale(), contentCore.Language);
IContentPack CreateTransitionalContentPack(string packDirPath, IManifest packManifest)
{
IMonitor packMonitor = this.GetSecondaryMonitor(packManifest.Name);
ContentManagerShim packContentManager = this.ContentCore.CreateContentManager($"Mods.{packManifest.UniqueID}", packDirPath);
IContentHelper packContentHelper = new ContentHelper(contentCore, packContentManager, packDirPath, packManifest.UniqueID, packManifest.Name, packMonitor);
return new ContentPack(packDirPath, packManifest, packContentHelper, this.JsonHelper);
}
modHelper = new ModHelper(manifest.UniqueID, metadata.DirectoryPath, jsonHelper, contentHelper, commandHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper, contentPacks, CreateTransitionalContentPack, this.DeprecationManager);
}
// get mod instance
if (!this.TryLoadModEntry(modAssembly, error => TrackSkip(metadata, error), out Mod mod))
continue;
// init mod
mod.ModManifest = manifest;
mod.Helper = modHelper;
mod.Monitor = monitor;
// track mod
metadata.SetMod(mod);
this.ModRegistry.Add(metadata);
}
catch (Exception ex)
{
TrackSkip(metadata, $"initialisation failed:\n{ex.GetLogSummary()}");
}
}
}
IModMetadata[] loadedMods = this.ModRegistry.GetAll(contentPacks: false).ToArray();
// log skipped mods
this.Monitor.Newline();
if (skippedMods.Any())
{
this.Monitor.Log($"Skipped {skippedMods.Count} mods:", LogLevel.Error);
foreach (var pair in skippedMods.OrderBy(p => p.Key.DisplayName))
{
IModMetadata mod = pair.Key;
string[] reason = pair.Value;
this.Monitor.Log($" {mod.DisplayName}{(mod.Manifest?.Version != null ? " " + mod.Manifest.Version.ToString() : "")} because {reason[0]}", LogLevel.Error);
if (reason[1] != null)
this.Monitor.Log($" {reason[1]}", LogLevel.Trace);
}
this.Monitor.Newline();
}
// log loaded mods
this.Monitor.Log($"Loaded {loadedMods.Length} mods" + (loadedMods.Length > 0 ? ":" : "."), LogLevel.Info);
foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName))
{
IManifest manifest = metadata.Manifest;
this.Monitor.Log(
$" {metadata.DisplayName} {manifest.Version}"
+ (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "")
+ (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""),
LogLevel.Info
);
}
this.Monitor.Newline();
// log loaded content packs
if (loadedContentPacks.Any())
{
string GetModDisplayName(string id) => loadedMods.FirstOrDefault(p => id != null && id.Equals(p.Manifest?.UniqueID, StringComparison.InvariantCultureIgnoreCase))?.DisplayName;
this.Monitor.Log($"Loaded {loadedContentPacks.Length} content packs:", LogLevel.Info);
foreach (IModMetadata metadata in loadedContentPacks.OrderBy(p => p.DisplayName))
{
IManifest manifest = metadata.Manifest;
this.Monitor.Log(
$" {metadata.DisplayName} {manifest.Version}"
+ (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "")
+ (metadata.IsContentPack ? $" | for {GetModDisplayName(metadata.Manifest.ContentPackFor.UniqueID)}" : "")
+ (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""),
LogLevel.Info
);
}
this.Monitor.Newline();
}
// initialise translations
this.ReloadTranslations(loadedMods);
// initialise loaded non-content-pack mods
foreach (IModMetadata metadata in loadedMods)
{
// add interceptors
if (metadata.Mod.Helper.Content is ContentHelper helper)
{
// ReSharper disable SuspiciousTypeConversion.Global
if (metadata.Mod is IAssetEditor editor)
helper.ObservableAssetEditors.Add(editor);
if (metadata.Mod is IAssetLoader loader)
helper.ObservableAssetLoaders.Add(loader);
// ReSharper restore SuspiciousTypeConversion.Global
this.ContentCore.Editors[metadata] = helper.ObservableAssetEditors;
this.ContentCore.Loaders[metadata] = helper.ObservableAssetLoaders;
}
// call entry method
try
{
IMod mod = metadata.Mod;
mod.Entry(mod.Helper);
}
catch (Exception ex)
{
metadata.LogAsMod($"Mod crashed on entry and might not work correctly. Technical details:\n{ex.GetLogSummary()}", LogLevel.Error);
}
// get mod API
try
{
object api = metadata.Mod.GetApi();
if (api != null && !api.GetType().IsPublic)
{
api = null;
this.Monitor.Log($"{metadata.DisplayName} provides an API instance with a non-public type. This isn't currently supported, so the API won't be available to other mods.", LogLevel.Warn);
}
if (api != null)
this.Monitor.Log($" Found mod-provided API ({api.GetType().FullName}).", LogLevel.Trace);
metadata.SetApi(api);
}
catch (Exception ex)
{
this.Monitor.Log($"Failed loading mod-provided API for {metadata.DisplayName}. Integrations with other mods may not work. Error: {ex.GetLogSummary()}", LogLevel.Error);
}
}
// invalidate cache entries when needed
// (These listeners are registered after Entry to avoid repeatedly reloading assets as mods initialise.)
foreach (IModMetadata metadata in loadedMods)
{
if (metadata.Mod.Helper.Content is ContentHelper helper)
{
helper.ObservableAssetEditors.CollectionChanged += (sender, e) =>
{
if (e.NewItems?.Count > 0)
{
this.Monitor.Log("Invalidating cache entries for new asset editors...", LogLevel.Trace);
this.ContentCore.InvalidateCacheFor(e.NewItems.Cast<IAssetEditor>().ToArray(), new IAssetLoader[0]);
}
};
helper.ObservableAssetLoaders.CollectionChanged += (sender, e) =>
{
if (e.NewItems?.Count > 0)
{
this.Monitor.Log("Invalidating cache entries for new asset loaders...", LogLevel.Trace);
this.ContentCore.InvalidateCacheFor(new IAssetEditor[0], e.NewItems.Cast<IAssetLoader>().ToArray());
}
};
}
}
// reset cache now if any editors or loaders were added during entry
IAssetEditor[] editors = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetEditors).ToArray();
IAssetLoader[] loaders = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetLoaders).ToArray();
if (editors.Any() || loaders.Any())
{
this.Monitor.Log("Invalidating cached assets for new editors & loaders...", LogLevel.Trace);
this.ContentCore.InvalidateCacheFor(editors, loaders);
}
// unlock mod integrations
this.ModRegistry.AreAllModsInitialised = true;
}
/// <summary>Load a mod's entry class.</summary>
/// <param name="modAssembly">The mod assembly.</param>
/// <param name="onError">A callback invoked when loading fails.</param>
/// <param name="mod">The loaded instance.</param>
private bool TryLoadModEntry(Assembly modAssembly, Action<string> onError, out Mod mod)
{
mod = null;
// find type
TypeInfo[] modEntries = modAssembly.DefinedTypes.Where(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract).Take(2).ToArray();
if (modEntries.Length == 0)
{
onError($"its DLL has no '{nameof(Mod)}' subclass.");
return false;
}
if (modEntries.Length > 1)
{
onError($"its DLL contains multiple '{nameof(Mod)}' subclasses.");
return false;
}
// get implementation
mod = (Mod)modAssembly.CreateInstance(modEntries[0].ToString());
if (mod == null)
{
onError("its entry class couldn't be instantiated.");
return false;
}
return true;
}
/// <summary>Reload translations for all mods.</summary>
/// <param name="mods">The mods for which to reload translations.</param>
private void ReloadTranslations(IEnumerable<IModMetadata> mods)
{
JsonHelper jsonHelper = new JsonHelper();
foreach (IModMetadata metadata in mods)
{
if (metadata.IsContentPack)
throw new InvalidOperationException("Can't reload translations for a content pack.");
// read translation files
IDictionary<string, IDictionary<string, string>> translations = new Dictionary<string, IDictionary<string, string>>();
DirectoryInfo translationsDir = new DirectoryInfo(Path.Combine(metadata.DirectoryPath, "i18n"));
if (translationsDir.Exists)
{
foreach (FileInfo file in translationsDir.EnumerateFiles("*.json"))
{
string locale = Path.GetFileNameWithoutExtension(file.Name.ToLower().Trim());
try
{
translations[locale] = jsonHelper.ReadJsonFile<IDictionary<string, string>>(file.FullName);
}
catch (Exception ex)
{
metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed: {ex.GetLogSummary()}");
}
}
}
// validate translations
foreach (string locale in translations.Keys)
{
HashSet<string> keys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
HashSet<string> duplicateKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
foreach (string key in translations[locale].Keys.ToArray())
{
if (!keys.Add(key))
{
duplicateKeys.Add(key);
translations[locale].Remove(key);
}
}
if (duplicateKeys.Any())
metadata.LogAsMod($"Mod's i18n/{locale}.json has duplicate translation keys: [{string.Join(", ", duplicateKeys)}]. Keys are case-insensitive.", LogLevel.Warn);
}
// update translation
TranslationHelper translationHelper = (TranslationHelper)metadata.Mod.Helper.Translation;
translationHelper.SetTranslations(translations);
}
}
/// <summary>The method called when the user submits a core SMAPI command in the console.</summary>
/// <param name="name">The command name.</param>
/// <param name="arguments">The command arguments.</param>
private void HandleCommand(string name, string[] arguments)
{
switch (name)
{
case "help":
if (arguments.Any())
{
Command result = this.CommandManager.Get(arguments[0]);
if (result == null)
this.Monitor.Log("There's no command with that name.", LogLevel.Error);
else
this.Monitor.Log($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info);
}
else
{
string message = "The following commands are registered:\n";
IGrouping<string, string>[] groups = (from command in this.CommandManager.GetAll() orderby command.ModName, command.Name group command.Name by command.ModName).ToArray();
foreach (var group in groups)
{
string modName = group.Key;
string[] commandNames = group.ToArray();
message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n";
}
message += "For more information about a command, type 'help command_name'.";
this.Monitor.Log(message, LogLevel.Info);
}
break;
case "reload_i18n":
this.ReloadTranslations(this.ModRegistry.GetAll(contentPacks: false));
this.Monitor.Log("Reloaded translation files for all mods. This only affects new translations the mods fetch; if they cached some text, it may not be updated.", LogLevel.Info);
break;
default:
throw new NotSupportedException($"Unrecognise core SMAPI command '{name}'.");
}
}
/// <summary>Redirect messages logged directly to the console to the given monitor.</summary>
/// <param name="monitor">The monitor with which to log messages.</param>
/// <param name="message">The message to log.</param>
private void HandleConsoleMessage(IMonitor monitor, string message)
{
// detect exception
LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace;
// ignore suppressed message
if (level != LogLevel.Error && this.SuppressConsolePatterns.Any(p => p.IsMatch(message)))
return;
// forward to monitor
monitor.Log(message, level);
}
/// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
private void PressAnyKeyToExit()
{
this.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info);
Program.PressAnyKeyToExit(showMessage: false);
}
/// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
/// <param name="showMessage">Whether to print a 'press any key to exit' message to the console.</param>
private 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);
}
/// <summary>Get a monitor instance derived from SMAPI's current settings.</summary>
/// <param name="name">The name of the module which will log messages with this instance.</param>
private Monitor GetSecondaryMonitor(string name)
{
return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme)
{
WriteToConsole = this.Monitor.WriteToConsole,
ShowTraceInConsole = this.Settings.DeveloperMode,
ShowFullStampInConsole = this.Settings.DeveloperMode
};
}
/// <summary>Log a message if verbose mode is enabled.</summary>
/// <param name="message">The message to log.</param>
private void VerboseLog(string message)
{
if (this.Settings.VerboseLogging)
this.Monitor.Log(message, LogLevel.Trace);
}
}
}
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