1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
|
using System;
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.Events;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Inheritance;
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>
public class Program
{
/*********
** Properties
*********/
/// <summary>The full path to the Stardew Valley executable.</summary>
#if SMAPI_FOR_WINDOWS
private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, "Stardew Valley.exe");
#else
private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, "StardewValley.exe");
#endif
/// <summary>The full path to the folder containing mods.</summary>
private static readonly string ModPath = Path.Combine(Constants.ExecutionPath, "Mods");
/// <summary>The full path to the folder containing cached SMAPI data.</summary>
private static readonly string CachePath = Path.Combine(Program.ModPath, ".cache");
/// <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>Whether SMAPI is running in developer mode.</summary>
private static bool DeveloperMode;
/// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary>
private static readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource();
/*********
** Accessors
*********/
/// <summary>The number of mods currently loaded by SMAPI.</summary>
public static int ModsLoaded;
/// <summary>The underlying game instance.</summary>
public static SGame gamePtr;
/// <summary>Whether the game is currently running.</summary>
public static bool ready;
/// <summary>The underlying game assembly.</summary>
public static Assembly StardewAssembly;
/// <summary>The underlying <see cref="StardewValley.Program"/> type.</summary>
public static Type StardewProgramType;
/// <summary>The field containing game's main instance.</summary>
public static FieldInfo StardewGameInfo;
// ReSharper disable once PossibleNullReferenceException
/// <summary>The game's build type (i.e. GOG vs Steam).</summary>
public static int BuildType => (int)Program.StardewProgramType.GetField("buildType", BindingFlags.Public | BindingFlags.Static).GetValue(null);
/// <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>
private static void Main()
{
// set thread culture for consistent log formatting
Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB");
// add info header
Program.Monitor.Log($"SMAPI {Constants.Version} with Stardew Valley {Game1.version} on {Environment.OSVersion}", LogLevel.Info);
// load user settings
{
string settingsFileName = $"{typeof(Program).Assembly.GetName().Name}-settings.json";
string settingsPath = Path.Combine(Constants.ExecutionPath, settingsFileName);
if (File.Exists(settingsPath))
{
string json = File.ReadAllText(settingsPath);
UserSettings settings = JsonConvert.DeserializeObject<UserSettings>(json);
Program.DeveloperMode = settings?.DeveloperMode == true;
if (Program.DeveloperMode)
{
Program.Monitor.ShowTraceInConsole = true;
Program.Monitor.Log($"SMAPI is running in developer mode. The console may be much more verbose. You can disable developer mode by deleting the {settingsFileName} file in the game directory.", LogLevel.Alert);
}
}
}
// initialise legacy log
Log.Monitor = new Monitor("legacy mod", Program.LogFile) { ShowTraceInConsole = Program.DeveloperMode };
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($"Oops! You're running Stardew Valley {Game1.version}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI. If you're on the Steam beta channel, note that the beta channel may not receive the latest updates.", LogLevel.Error);
return;
}
// initialise
Program.Monitor.Log("Loading SMAPI...");
Console.Title = Constants.ConsoleTitle;
Program.VerifyPath(Program.ModPath);
Program.VerifyPath(Program.CachePath);
Program.VerifyPath(Constants.LogDir);
if (!File.Exists(Program.GameExecutablePath))
{
Program.Monitor.Log($"Couldn't find executable: {Program.GameExecutablePath}", LogLevel.Error);
Program.PressAnyKeyToExit();
return;
}
// check for update when game loads
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 new Monitor(modName, Program.LogFile);
}
/*********
** 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;
Version latestVersion = new Version(release.Tag);
if (latestVersion.IsNewerThan(Constants.Version))
Program.Monitor.Log($"You can update SMAPI from version {Constants.Version} to {latestVersion}", LogLevel.Alert);
}
catch (Exception ex)
{
Program.Monitor.Log($"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(Program.GameExecutablePath);
Program.StardewProgramType = Program.StardewAssembly.GetType("StardewValley.Program", true);
Program.StardewGameInfo = Program.StardewProgramType.GetField("gamePtr");
Game1.version += $"-Z_MODDED | SMAPI {Constants.Version}";
// add error interceptors
#if SMAPI_FOR_WINDOWS
Application.ThreadException += (sender, e) => Program.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error);
Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
#endif
AppDomain.CurrentDomain.UnhandledException += (sender, e) => Program.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error);
// initialise game instance
Program.gamePtr = new SGame(Program.Monitor) { IsMouseVisible = false };
Program.gamePtr.Exiting += (sender, e) => Program.ready = false;
Program.gamePtr.Window.ClientSizeChanged += (sender, e) => GraphicsEvents.InvokeResize(Program.Monitor, sender, e);
Program.gamePtr.Window.Title = $"Stardew Valley - Version {Game1.version}";
Program.StardewGameInfo.SetValue(Program.StardewProgramType, Program.gamePtr);
// patch graphics
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
// load mods
Program.LoadMods();
if (Program.CancellationTokenSource.IsCancellationRequested)
{
Program.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error);
return;
}
// initialise console after game launches
new Thread(() =>
{
// wait for the game to load up
while (!Program.ready) Thread.Sleep(1000);
// register help command
Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += Program.help_CommandFired;
// listen for command line input
Program.Monitor.Log("Starting console...");
Program.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info);
Thread consoleInputThread = new Thread(Program.ConsoleInputLoop);
consoleInputThread.Start();
while (Program.ready)
Thread.Sleep(1000 / 10); // Check if the game is still running 10 times a second
// abort the console thread, we're closing
if (consoleInputThread.ThreadState == ThreadState.Running)
consoleInputThread.Abort();
}).Start();
// start game loop
Program.Monitor.Log("Starting game...");
if (Program.CancellationTokenSource.IsCancellationRequested)
{
Program.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error);
return;
}
try
{
Program.ready = true;
Program.gamePtr.Run();
}
finally
{
Program.ready = false;
}
}
catch (Exception ex)
{
Program.Monitor.Log($"SMAPI 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 static void VerifyPath(string path)
{
try
{
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
}
catch (Exception ex)
{
Program.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 static void LoadMods()
{
Program.Monitor.Log("Loading mods...");
ModAssemblyLoader modAssemblyLoader = new ModAssemblyLoader(Program.CachePath, Program.Monitor);
foreach (string directory in Directory.GetDirectories(Program.ModPath))
{
// ignore internal directory
if (new DirectoryInfo(directory).Name == ".cache")
continue;
// check for cancellation
if (Program.CancellationTokenSource.IsCancellationRequested)
{
Program.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error);
return;
}
// get helper
IModHelper helper = new ModHelper(directory);
// get manifest path
string manifestPath = Path.Combine(directory, "manifest.json");
string errorPrefix = $"Couldn't load mod for manifest '{manifestPath}'";
Manifest manifest;
try
{
// read manifest text
string json = File.ReadAllText(manifestPath);
if (string.IsNullOrEmpty(json))
{
Program.Monitor.Log($"{errorPrefix}: manifest is empty.", LogLevel.Error);
continue;
}
// deserialise manifest
manifest = helper.ReadJsonFile<Manifest>("manifest.json");
if (manifest == null)
{
Program.Monitor.Log($"{errorPrefix}: the manifest file does not exist.", LogLevel.Error);
continue;
}
if (string.IsNullOrEmpty(manifest.EntryDll))
{
Program.Monitor.Log($"{errorPrefix}: manifest doesn't specify an entry DLL.", LogLevel.Error);
continue;
}
// log deprecated fields
if (manifest.UsedAuthourField)
Program.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.Authour)}", "1.0", DeprecationLevel.Notice);
}
catch (Exception ex)
{
Program.Monitor.Log($"{errorPrefix}: manifest parsing failed.\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// validate version
if (!string.IsNullOrWhiteSpace(manifest.MinimumApiVersion))
{
try
{
Version minVersion = new Version(manifest.MinimumApiVersion);
if (minVersion.IsNewerThan(Constants.Version))
{
Program.Monitor.Log($"{errorPrefix}: this mod requires SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.", LogLevel.Error);
continue;
}
}
catch (FormatException ex) when (ex.Message.Contains("not a semantic version"))
{
Program.Monitor.Log($"{errorPrefix}: the mod specified an invalid minimum SMAPI version '{manifest.MinimumApiVersion}'. This should be a semantic version number like {Constants.Version}.", LogLevel.Error);
continue;
}
}
// create per-save directory
if (manifest.PerSaveConfigs)
{
Program.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.Notice);
try
{
string psDir = Path.Combine(directory, "psconfigs");
Directory.CreateDirectory(psDir);
if (!Directory.Exists(psDir))
{
Program.Monitor.Log($"{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)
{
Program.Monitor.Log($"{errorPrefix}: couldm't create the per-save configuration directory ('psconfigs') requested by this mod.\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
}
// preprocess mod assemblies
{
bool succeeded = true;
foreach (string assemblyPath in Directory.GetFiles(directory, "*.dll"))
{
try
{
modAssemblyLoader.ProcessAssembly(assemblyPath);
}
catch (Exception ex)
{
Program.Monitor.Log($"{errorPrefix}: an error occurred while preprocessing '{Path.GetFileName(assemblyPath)}'.\n{ex.GetLogSummary()}", LogLevel.Error);
succeeded = false;
break;
}
}
if (!succeeded)
continue;
}
// load assembly
Assembly modAssembly;
try
{
string assemblyPath = Path.Combine(directory, manifest.EntryDll);
modAssembly = modAssemblyLoader.LoadCachedAssembly(assemblyPath);
if (modAssembly.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) == 0)
{
Program.Monitor.Log($"{errorPrefix}: the mod DLL does not contain an implementation of the 'Mod' class.", LogLevel.Error);
continue;
}
}
catch (Exception ex)
{
Program.Monitor.Log($"{errorPrefix}: an error occurred while optimising the target DLL.\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// hook up mod
try
{
TypeInfo modEntryType = modAssembly.DefinedTypes.First(x => x.BaseType == typeof(Mod));
Mod modEntry = (Mod)modAssembly.CreateInstance(modEntryType.ToString());
if (modEntry != null)
{
// track mod
Program.ModRegistry.Add(manifest, modAssembly);
// hook up mod
modEntry.Manifest = manifest;
modEntry.Helper = helper;
modEntry.Monitor = new Monitor(manifest.Name, Program.LogFile) { ShowTraceInConsole = Program.DeveloperMode };
modEntry.PathOnDisk = directory;
Program.Monitor.Log($"Loaded mod: {modEntry.Manifest.Name} by {modEntry.Manifest.Author}, v{modEntry.Manifest.Version} | {modEntry.Manifest.Description}", LogLevel.Info);
Program.ModsLoaded += 1;
modEntry.Entry(); // deprecated since 1.0
modEntry.Entry((ModHelper)modEntry.Helper); // deprecated since 1.1
modEntry.Entry(modEntry.Helper); // deprecated since 1.1
// raise deprecation warning for old Entry() method
if (Program.DeprecationManager.IsVirtualMethodImplemented(modEntryType, typeof(Mod), nameof(Mod.Entry), new[] { typeof(object[]) }))
Program.DeprecationManager.Warn(manifest.Name, $"an old version of {nameof(Mod)}.{nameof(Mod.Entry)}", "1.0", DeprecationLevel.Notice);
if (Program.DeprecationManager.IsVirtualMethodImplemented(modEntryType, typeof(Mod), nameof(Mod.Entry), new[] { typeof(ModHelper) }))
Program.DeprecationManager.Warn(manifest.Name, $"an old version of {nameof(Mod)}.{nameof(Mod.Entry)}", "1.1", DeprecationLevel.Notice);
}
}
catch (Exception ex)
{
Program.Monitor.Log($"{errorPrefix}: an error occurred while loading the target DLL.\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
// print result
Program.Monitor.Log($"Loaded {Program.ModsLoaded} mods.");
Console.Title = Constants.ConsoleTitle;
}
// ReSharper disable once FunctionNeverReturns
/// <summary>Run a loop handling console input.</summary>
private static void ConsoleInputLoop()
{
while (true)
Command.CallCommand(Console.ReadLine(), Program.Monitor);
}
/// <summary>The method called when the user submits the help command in the console.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
private static void help_CommandFired(object sender, EventArgsCommand e)
{
if (e.Command.CalledArgs.Length > 0)
{
var command = Command.FindCommand(e.Command.CalledArgs[0]);
if (command == null)
Program.Monitor.Log("The specified command could't be found", LogLevel.Error);
else
Program.Monitor.Log(command.CommandArgs.Length > 0 ? $"{command.CommandName}: {command.CommandDesc} - {string.Join(", ", command.CommandArgs)}" : $"{command.CommandName}: {command.CommandDesc}", LogLevel.Info);
}
else
Program.Monitor.Log("Commands: " + string.Join(", ", Command.RegisteredCommands.Select(x => x.CommandName)), LogLevel.Info);
}
/// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
private static void PressAnyKeyToExit()
{
Program.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info);
Thread.Sleep(100);
Console.ReadKey();
Environment.Exit(0);
}
}
}
|