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using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
#if SMAPI_FOR_WINDOWS
using System.Windows.Forms;
#endif
using Microsoft.Xna.Framework.Graphics;
using Newtonsoft.Json;
using StardewModdingAPI.AssemblyRewriters;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.Models;
using StardewValley;
using Monitor = StardewModdingAPI.Framework.Monitor;

namespace StardewModdingAPI
{
    /// <summary>The main entry point for SMAPI, responsible for hooking into and launching the game.</summary>
    internal class Program
    {
        /*********
        ** Properties
        *********/
        /// <summary>The target game platform.</summary>
        private static readonly Platform TargetPlatform =
#if SMAPI_FOR_WINDOWS
        Platform.Windows;
#else
        Platform.Mono;
#endif

        /// <summary>The full path to the Stardew Valley executable.</summary>
        private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, Program.TargetPlatform == Platform.Windows ? "Stardew Valley.exe" : "StardewValley.exe");

        /// <summary>The full path to the folder containing mods.</summary>
        private static readonly string ModPath = Path.Combine(Constants.ExecutionPath, "Mods");

        /// <summary>The log file to which to write messages.</summary>
        private static readonly LogFileManager LogFile = new LogFileManager(Constants.LogPath);

        /// <summary>The core logger for SMAPI.</summary>
        private static readonly Monitor Monitor = new Monitor("SMAPI", Program.LogFile);

        /// <summary>The user settings for SMAPI.</summary>
        private static UserSettings Settings;

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

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

        /// <summary>The underlying game assembly.</summary>
        private static Assembly StardewAssembly;

        /// <summary>The underlying <see cref="StardewValley.Program"/> type.</summary>
        private static Type StardewProgramType;

        /// <summary>The field containing game's main instance.</summary>
        private static FieldInfo StardewGameInfo;


        /*********
        ** Accessors
        *********/
        /// <summary>The underlying game instance.</summary>
        internal static SGame gamePtr;

        /// <summary>The number of mods currently loaded by SMAPI.</summary>
        internal static int ModsLoaded;

        /// <summary>Tracks the installed mods.</summary>
        internal static readonly ModRegistry ModRegistry = new ModRegistry();

        /// <summary>Manages deprecation warnings.</summary>
        internal static readonly DeprecationManager DeprecationManager = new DeprecationManager(Program.Monitor, Program.ModRegistry);


        /*********
        ** Public methods
        *********/
        /// <summary>The main entry point which hooks into and launches the game.</summary>
        /// <param name="args">The command-line arguments.</param>
        private static void Main(string[] args)
        {
            // set log options
            Program.Monitor.WriteToConsole = !args.Contains("--no-terminal");
            Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB"); // for consistent log formatting

            // add info header
            Program.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Game1.version} on {Environment.OSVersion}", LogLevel.Info);

            // initialise user settings
            {
                string settingsPath = Constants.ApiConfigPath;
                if (File.Exists(settingsPath))
                {
                    string json = File.ReadAllText(settingsPath);
                    Program.Settings = JsonConvert.DeserializeObject<UserSettings>(json);
                }
                else
                    Program.Settings = new UserSettings();

                File.WriteAllText(settingsPath, JsonConvert.SerializeObject(Program.Settings, Formatting.Indented));
            }

            // add warning headers
            if (Program.Settings.DeveloperMode)
            {
                Program.Monitor.ShowTraceInConsole = true;
                Program.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing or deleting {Constants.ApiConfigPath}.", LogLevel.Warn);
            }
            if (!Program.Settings.CheckForUpdates)
                Program.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by editing or deleting {Constants.ApiConfigPath}.", LogLevel.Warn);
            if (!Program.Monitor.WriteToConsole)
                Program.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn);

            // print file paths
            Program.Monitor.Log($"Mods go here: {Program.ModPath}");

            // initialise legacy log
            Log.Monitor = Program.GetSecondaryMonitor("legacy mod");
            Log.ModRegistry = Program.ModRegistry;

            // hook into & launch the game
            try
            {
                // verify version
                if (String.Compare(Game1.version, Constants.MinimumGameVersion, StringComparison.InvariantCultureIgnoreCase) < 0)
                {
                    Program.Monitor.Log($"Oops! You're running Stardew Valley {Game1.version}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI. If you're on the Steam beta channel, note that the beta channel may not receive the latest updates.", LogLevel.Error);
                    return;
                }

                // initialise
                Program.Monitor.Log("Loading SMAPI...");
                Console.Title = Constants.ConsoleTitle;
                Program.VerifyPath(Program.ModPath);
                Program.VerifyPath(Constants.LogDir);
                if (!File.Exists(Program.GameExecutablePath))
                {
                    Program.Monitor.Log($"Couldn't find executable: {Program.GameExecutablePath}", LogLevel.Error);
                    Program.PressAnyKeyToExit();
                    return;
                }

                // check for update when game loads
                if (Program.Settings.CheckForUpdates)
                    GameEvents.GameLoaded += (sender, e) => Program.CheckForUpdateAsync();

                // launch game
                Program.StartGame();
            }
            catch (Exception ex)
            {
                Program.Monitor.Log($"Critical error: {ex.GetLogSummary()}", LogLevel.Error);
            }
            Program.PressAnyKeyToExit();
        }

        /// <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="module">The module which requested an immediate exit.</param>
        /// <param name="reason">The reason provided for the shutdown.</param>
        internal static void ExitGameImmediately(string module, string reason)
        {
            Program.Monitor.LogFatal($"{module} requested an immediate game shutdown: {reason}");
            Program.CancellationTokenSource.Cancel();
            if (Program.ready)
            {
                Program.gamePtr.Exiting += (sender, e) => Program.PressAnyKeyToExit();
                Program.gamePtr.Exit();
            }
        }

        /// <summary>Get a monitor for legacy code which doesn't have one passed in.</summary>
        [Obsolete("This method should only be used when needed for backwards compatibility.")]
        internal static IMonitor GetLegacyMonitorForMod()
        {
            string modName = Program.ModRegistry.GetModFromStack() ?? "unknown";
            return Program.GetSecondaryMonitor(modName);
        }


        /*********
        ** Private methods
        *********/
        /// <summary>Asynchronously check for a new version of SMAPI, and print a message to the console if an update is available.</summary>
        private static void CheckForUpdateAsync()
        {
            new Thread(() =>
            {
                try
                {
                    GitRelease release = UpdateHelper.GetLatestVersionAsync(Constants.GitHubRepository).Result;
                    ISemanticVersion latestVersion = new SemanticVersion(release.Tag);
                    if (latestVersion.IsNewerThan(Constants.ApiVersion))
                        Program.Monitor.Log($"You can update SMAPI from version {Constants.ApiVersion} to {latestVersion}", LogLevel.Alert);
                }
                catch (Exception ex)
                {
                    Program.Monitor.Log($"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.\n{ex.GetLogSummary()}");
                }
            }).Start();
        }

        /// <summary>Hook into Stardew Valley and launch the game.</summary>
        private static void StartGame()
        {
            try
            {
                // load the game assembly
                Program.Monitor.Log("Loading game...");
                Program.StardewAssembly = Assembly.UnsafeLoadFrom(