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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.Logging;
using StardewModdingAPI.Framework.Models;
using StardewModdingAPI.Framework.Serialisation;
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 readonly Platform TargetPlatform =
#if SMAPI_FOR_WINDOWS
Platform.Windows;
#else
Platform.Mono;
#endif
/// <summary>The full path to the folder containing mods.</summary>
private readonly string ModPath = Path.Combine(Constants.ExecutionPath, "Mods");
/// <summary>The log file to which to write messages.</summary>
private readonly LogFileManager LogFile = new LogFileManager(Constants.LogPath);
/// <summary>Manages console output interception.</summary>
private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager();
/// <summary>The core logger for SMAPI.</summary>
private readonly Monitor Monitor;
/// <summary>The SMAPI configuration settings.</summary>
private readonly SConfig Settings;
/// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary>
private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource();
/// <summary>Whether the game is currently running.</summary>
private bool IsGameRunning;
/*********
** Accessors
*********/
/// <summary>The underlying game instance.</summary>
internal SGame GameInstance;
/// <summary>Tracks the installed mods.</summary>
internal readonly ModRegistry ModRegistry = new ModRegistry();
/// <summary>Manages deprecation warnings.</summary>
internal readonly DeprecationManager DeprecationManager;
/// <summary>Manages console commands.</summary>
internal readonly CommandManager CommandManager = new CommandManager();
/*********
** 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)
{
new Program(writeToConsole: !args.Contains("--no-terminal"))
.LaunchInteractively();
}
/// <summary>Construct an instance.</summary>
internal Program(bool writeToConsole)
{
// load settings
this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath));
// initialise
this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.ExitGameImmediately) { WriteToConsole = writeToConsole };
this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry);
}
/// <summary>Launch SMAPI.</summary>
internal void LaunchInteractively()
{
// initialise logging
Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB"); // for consistent log formatting
this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Game1.version} on {Environment.OSVersion}", LogLevel.Info);
Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Game1.version}";
// inject compatibility shims
#pragma warning disable 618
Command.Shim(this.CommandManager, this.DeprecationManager, this.ModRegistry);
Config.Shim(this.DeprecationManager);
InternalExtensions.Shim(this.ModRegistry);
Log.Shim(this.DeprecationManager, this.GetSecondaryMonitor("legacy mod"), this.ModRegistry);
Mod.Shim(this.DeprecationManager);
PlayerEvents.Shim(this.DeprecationManager);
TimeEvents.Shim(this.DeprecationManager);
#pragma warning restore 618
// redirect direct console output
{
Monitor monitor = this.GetSecondaryMonitor("Console.Out");
monitor.WriteToFile = false; // not useful for troubleshooting mods per discussion
if (monitor.WriteToConsole)
this.ConsoleManager.OnLineIntercepted += line => monitor.Log(line, LogLevel.Trace);
}
// add warning headers
if (this.Settings.DeveloperMode)
{
this.Monitor.ShowTraceInConsole = true;
this.Monitor.Log($"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 or deleting {Constants.ApiConfigPath}.", LogLevel.Warn);
}
if (!this.Settings.CheckForUpdates)
this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by editing or deleting {Constants.ApiConfigPath}.", LogLevel.Warn);
if (!this.Monitor.WriteToConsole)
this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn);
// print file paths
this.Monitor.Log($"Mods go here: {this.ModPath}");
// hook into & launch the game
try
{
// verify version
if (string.Compare(Game1.version, Constants.MinimumGameVersion, StringComparison.InvariantCultureIgnoreCase) < 0)
{
this.Monitor.Log($"Oops! You're running Stardew Valley {Game1.version}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI. If you're on the Steam beta channel, note that the beta channel may not receive the latest updates.", LogLevel.Error);
return;
}
// initialise folders
this.Monitor.Log("Loading SMAPI...");
this.VerifyPath(this.ModPath);
this.VerifyPath(Constants.LogDir);
// get executable path
string executablePath = Path.Combine(Constants.ExecutionPath, this.TargetPlatform == Platform.Windows ? "Stardew Valley.exe" : "StardewValley.exe");
if (!File.Exists(executablePath))
{
this.Monitor.Log($"Couldn't find executable: {executablePath}", LogLevel.Error);
this.PressAnyKeyToExit();
return;
}
// check for update when game loads
if (this.Settings.CheckForUpdates)
GameEvents.GameLoaded += (sender, e) => this.CheckForUpdateAsync();
// launch game
this.StartGame(executablePath);
}
catch (Exception ex)
{
this.Monitor.Log($"Critical error: {ex.GetLogSummary()}", LogLevel.Error);
}
this.PressAnyKeyToExit();
}
/// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
/// <param name="module">The module which requested an immediate exit.</param>
/// <param name="reason">The reason provided for the shutdown.</param>
internal void ExitGameImmediately(string module, string reason)
{
this.Monitor.LogFatal($"{module} requested an immediate game shutdown: {reason}");
this.CancellationTokenSource.Cancel();
if (this.IsGameRunning)
{
this.GameInstance.Exiting += (sender, e) => this.PressAnyKeyToExit();
this.GameInstance.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 IMonitor GetLegacyMonitorForMod()
{
string modName = this.ModRegistry.GetModFromStack() ?? "unknown";
return this.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 void CheckForUpdateAsync()
{
new Thread(() =>
{
try
{
GitRelease release = UpdateHelper.GetLatestVersionAsync(Constants.GitHubRepository).Result;
ISemanticVersion latestVersion = new SemanticVersion(release.Tag);
if (latestVersion.IsNewerThan(Constants.ApiVersion))
this.Monitor.Log($"You can update SMAPI from version {Constants.ApiVersion} to {latestVersion}", LogLevel.Alert);
}
catch (Exception ex)
{
this.Monitor.Log($"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.\n{ex.GetLogSummary()}");
}
}).Start();
}
/// <summary>Hook into Stardew Valley and launch the game.</summary>
/// <param name="executablePath">The absolute path to the executable to launch.</param>
private void StartGame(string executablePath)
{
try
{
// 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);
// initialise game
{
// load assembly
this.Monitor.Log("Loading game...");
Assembly gameAssembly = Assembly.UnsafeLoadFrom(executablePath);
Type gameProgramType = gameAssembly.GetType("StardewValley.Program", true);
// set Game1 instance
this.GameInstance = new SGame(this.Monitor);
this.GameInstance.Exiting += (sender, e) => this.IsGameRunning = false;
this.GameInstance.Window.ClientSizeChanged += (sender, e) => GraphicsEvents.InvokeResize(this.Monitor, sender, e);
this.GameInstance.Window.Title = $"Stardew Valley {Game1.version}";
gameProgramType.GetField("gamePtr").SetValue(gameProgramType, this.GameInstance);
// configure
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
}
// load mods
this.LoadMods();
if (this.CancellationTokenSource.IsCancellationRequested)
{
this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error);
return;
}
// initialise console after game launches
new Thread(() =>
{
// wait for the game to load up
while (!this.IsGameRunning)
Thread.Sleep(1000);
// register help command
this.CommandManager.Add("SMAPI", "help", "Lists all commands | 'help <cmd>' returns command description", this.HandleHelpCommand);
// listen for command line input
this.Monitor.Log("Starting console...");
this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info);
Thread consoleInputThread = new Thread(this.ConsoleInputLoop);
consoleInputThread.Start();
while (this.IsGameRunning)
Thread.Sleep(1000 / 10); // Check if the game is still running 10 times a second
// abort the console thread, we're closing
if (consoleInputThread.ThreadState == ThreadState.Running)
consoleInputThread.Abort();
}).Start();
// start game loop
this.Monitor.Log("Starting game...");
if (this.CancellationTokenSource.IsCancellationRequested)
{
this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error);
return;
}
try
{
this.IsGameRunning = true;
this.GameInstance.Run();
}
finally
{
this.IsGameRunning = false;
}
}
catch (Exception ex)
{
this.Monitor.Log($"The game encountered a fatal error:\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
/// <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($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
/// <summary>Load and hook up all mods in the mod directory.</summary>
private void LoadMods()
{
this.Monitor.Log("Loading mods...");
// get JSON helper
JsonHelper jsonHelper = new JsonHelper();
// get assembly loader
AssemblyLoader modAssemblyLoader = new AssemblyLoader(this.TargetPlatform, this.Monitor);
AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name);
// load mod assemblies
int modsLoaded = 0;
List<Action> deprecationWarnings = new List<Action>(); // queue up deprecation warnings to show after mod list
foreach (string directoryPath in Directory.GetDirectories(this.ModPath))
{
// passthrough empty directories
DirectoryInfo directory = new DirectoryInfo(directoryPath);
while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1)
directory = directory.GetDirectories().First();
// check for cancellation
if (this.CancellationTokenSource.IsCancellationRequested)
{
this.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error);
return;
}
// get manifest path
string manifestPath = Path.Combine(directory.FullName, "manifest.json");
if (!File.Exists(manifestPath))
{
this.Monitor.Log($"Ignored folder \"{directory.Name}\" which doesn't have a manifest.json.", LogLevel.Warn);
continue;
}
string errorPrefix = $"Couldn't load mod for '{manifestPath.Replace(this.ModPath, "").Trim('/', '\\')}'";
// read manifest
Manifest manifest;
try
{
// read manifest text
string json = File.ReadAllText(manifestPath);
if (string.IsNullOrEmpty(json))
{
this.Monitor.Log($"{errorPrefix}: manifest is empty.", LogLevel.Error);
continue;
}
// deserialise manifest
manifest = jsonHelper.ReadJsonFile<Manifest>(Path.Combine(directory.FullName, "manifest.json"), null);
if (manifest == null)
{
this.Monitor.Log($"{errorPrefix}: the manifest file does not exist.", LogLevel.Error);
continue;
}
if (string.IsNullOrEmpty(manifest.EntryDll))
{
this.Monitor.Log($"{errorPrefix}: manifest doesn't specify an entry DLL.", LogLevel.Error);
continue;
}
}
catch (Exception ex)
{
this.Monitor.Log($"{errorPrefix}: manifest parsing failed.\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// validate known incompatible mods
{
string modKey = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll;
IncompatibleMod compatibility = this.Settings.IncompatibleMods.FirstOrDefault(p => p.ID == modKey);
if(compatibility != null)
{
if (!compatibility.IsCompatible(manifest.Version))
{
bool hasOfficialUrl = !string.IsNullOrWhiteSpace(compatibility.UpdateUrl);
bool hasUnofficialUrl = !string.IsNullOrWhiteSpace(compatibility.UnofficialUpdateUrl);
string reasonPhrase = compatibility.ReasonPhrase ?? "it isn't compatible with the latest version of the game";
string warning = $"Skipped {compatibility.Name} because {reasonPhrase}. Please check for a version newer than {compatibility.UpperVersion} here:";
if (hasOfficialUrl)
warning += !hasUnofficialUrl ? $" {compatibility.UpdateUrl}" : $"{Environment.NewLine}- official mod: {compatibility.UpdateUrl}";
if (hasUnofficialUrl)
warning += $"{Environment.NewLine}- unofficial update: {compatibility.UnofficialUpdateUrl}";
this.Monitor.Log(warning, LogLevel.Error);
continue;
}
}
}
// validate SMAPI version
if (!string.IsNullOrWhiteSpace(manifest.MinimumApiVersion))
{
try
{
ISemanticVersion minVersion = new SemanticVersion(manifest.MinimumApiVersion);
if (minVersion.IsNewerThan(Constants.ApiVersion))
{
this.Monitor.Log($"{errorPrefix}: this mod requires SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.", LogLevel.Error);
continue;
}
}
catch (FormatException ex) when (ex.Message.Contains("not a valid semantic version"))
{
this.Monitor.Log($"{errorPrefix}: the mod specified an invalid minimum SMAPI version '{manifest.MinimumApiVersion}'. This should be a semantic version number like {Constants.ApiVersion}.", LogLevel.Error);
continue;
}
}
// create per-save directory
if (manifest.PerSaveConfigs)
{
deprecationWarnings.Add(() => this.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.Info));
try
{
string psDir = Path.Combine(directory.FullName, "psconfigs");
Directory.CreateDirectory(psDir);
if (!Directory.Exists(psDir))
{
this.Monitor.Log($"{errorPrefix}: couldn't create the per-save configuration directory ('psconfigs') requested by this mod. The failure reason is unknown.", LogLevel.Error);
continue;
}
}
catch (Exception ex)
{
this.Monitor.Log($"{errorPrefix}: couldn't create the per-save configuration directory ('psconfigs') requested by this mod.\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
}
// validate mod path to simplify errors
string assemblyPath = Path.Combine(directory.FullName, manifest.EntryDll);
if (!File.Exists(assemblyPath))
{
this.Monitor.Log($"{errorPrefix}: the entry DLL '{manifest.EntryDll}' does not exist.", LogLevel.Error);
continue;
}
// preprocess & load mod assembly
Assembly modAssembly;
try
{
modAssembly = modAssemblyLoader.Load(assemblyPath);
}
catch (Exception ex)
{
this.Monitor.Log($"{errorPrefix}: an error occurred while preprocessing '{manifest.EntryDll}'.\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// validate assembly
try
{
if (modAssembly.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) == 0)
{
this.Monitor.Log($"{errorPrefix}: the mod DLL does not contain an implementation of the 'Mod' class.", LogLevel.Error);
continue;
}
}
catch (Exception ex)
{
this.Monitor.Log($"{errorPrefix}: an error occurred while reading the mod DLL.\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// initialise mod
Mod mod;
try
{
// get implementation
TypeInfo modEntryType = modAssembly.DefinedTypes.First(x => x.BaseType == typeof(Mod));
mod = (Mod)modAssembly.CreateInstance(modEntryType.ToString());
if (mod == null)
{
this.Monitor.Log($"{errorPrefix}: the mod's entry class could not be instantiated.");
continue;
}
// inject data
// get helper
mod.ModManifest = manifest;
mod.Helper = new ModHelper(manifest.Name, directory.FullName, jsonHelper, this.ModRegistry, this.CommandManager);
mod.Monitor = this.GetSecondaryMonitor(manifest.Name);
mod.PathOnDisk = directory.FullName;
// track mod
this.ModRegistry.Add(mod);
modsLoaded += 1;
this.Monitor.Log($"Loaded mod: {manifest.Name} by {manifest.Author}, v{manifest.Version} | {manifest.Description}", LogLevel.Info);
}
catch (Exception ex)
{
this.Monitor.Log($"{errorPrefix}: an error occurred while loading the target DLL.\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
// log deprecation warnings
foreach (Action warning in deprecationWarnings)
warning();
deprecationWarnings = null;
// initialise mods
foreach (Mod mod in this.ModRegistry.GetMods())
{
try
{
// call entry methods
mod.Entry(); // deprecated since 1.0
mod.Entry(mod.Helper);
// raise deprecation warning for old Entry() methods
if (this.DeprecationManager.IsVirtualMethodImplemented(mod.GetType(), typeof(Mod), nameof(Mod.Entry), new[] { typeof(object[]) }))
this.DeprecationManager.Warn(mod.ModManifest.Name, $"{nameof(Mod)}.{nameof(Mod.Entry)}(object[]) instead of {nameof(Mod)}.{nameof(Mod.Entry)}({nameof(IModHelper)})", "1.0", DeprecationLevel.Info);
}
catch (Exception ex)
{
this.Monitor.Log($"The {mod.ModManifest.Name} mod failed on entry initialisation. It will still be loaded, but may not function correctly.\n{ex.GetLogSummary()}", LogLevel.Warn);
}
}
// print result
this.Monitor.Log($"Loaded {modsLoaded} mods.");
Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Game1.version} with {modsLoaded} mods";
}
// ReSharper disable once FunctionNeverReturns
/// <summary>Run a loop handling console input.</summary>
private void ConsoleInputLoop()
{
while (true)
{
string input = Console.ReadLine();
if (!string.IsNullOrWhiteSpace(input) && !this.CommandManager.Trigger(input))
this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error);
}
}
/// <summary>The method called when the user submits the help command in the console.</summary>
/// <param name="name">The command name.</param>
/// <param name="arguments">The command arguments.</param>
private void HandleHelpCommand(string name, string[] arguments)
{
if (arguments.Any())
{
Framework.Command result = this.CommandManager.Get(arguments[0]);
if (result == null)
this.Monitor.Log("There's no command with that name.", LogLevel.Error);
else
this.Monitor.Log($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info);
}
else
this.Monitor.Log("Commands: " + string.Join(", ", this.CommandManager.GetAll().Select(p => p.Name)), LogLevel.Info);
}
/// <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);
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.ExitGameImmediately) { WriteToConsole = this.Monitor.WriteToConsole, ShowTraceInConsole = this.Settings.DeveloperMode };
}
}
}
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