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73 lines (64 loc) · 2.63 KB
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/*
* ControlValley
* Stardew Valley Support for Twitch Crowd Control
* Copyright (C) 2021 TerribleTable
* LGPL v2.1
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301
* USA
*/
using System.Globalization;
using System.Threading;
using StardewModdingAPI;
using StardewModdingAPI.Events;
namespace ControlValley
{
public class ModEntry : Mod
{
private ControlClient client = null;
public override void Entry(IModHelper helper)
{
Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
if (Context.IsMultiplayer)
{
this.Monitor.Log("Crowd Control is unavailable in multiplayer. Skipping mod.", LogLevel.Info);
return;
}
helper.Events.GameLoop.ReturnedToTitle += OnReturnedToTitle;
helper.Events.GameLoop.SaveLoaded += OnSaveLoaded;
}
private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e)
{
Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
if (client == null) return;
Helper.Events.GameLoop.Saved -= client.OnSaved;
Helper.Events.GameLoop.Saving -= client.OnSaving;
Helper.Events.Player.Warped -= client.OnWarped;
client.Stop();
client = null;
}
private void OnSaveLoaded(object sender, SaveLoadedEventArgs e)
{
Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
if (!Context.IsWorldReady || client != null) return;
client = new ControlClient();
Helper.Events.GameLoop.Saved += client.OnSaved;
Helper.Events.GameLoop.Saving += client.OnSaving;
Helper.Events.Player.Warped += client.OnWarped;
new Thread(new ThreadStart(client.NetworkLoop)).Start();
new Thread(new ThreadStart(client.RequestLoop)).Start();
}
}
}