Difference between revisions of "Modding:Migrate to SMAPI 3.0"
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{{/event | {{/event | ||
|old events = MineEvents.MineLevelChanged | |old events = MineEvents.MineLevelChanged | ||
− | |new events = | + | |new events = Player.Warped |
− | |summary = | + | |summary = Check <code>if (e.NewLocation is MineShaft mine)</code> to detect a mine level change (the new mine level will be <code>mine.mineLevel</code>). Although the new event is still only called for the current player, that may change in a future version; '''make sure to check <tt>e.IsLocalPlayer</tt> if you only want to handle the current player'''. |
}} | }} | ||
{{/event | {{/event |
Revision as of 06:12, 21 January 2019
This page is for modders. Players: see Modding:SMAPI compatibility instead.
This page explains how to update your mod code for compatibility with SMAPI 3.0, which will release in Q1 2019.
Overview
What's changing?
Events are arguably the most important and most visible part of SMAPI, but they've stayed essentially unchanged since SMAPI 0.40. New events have been added organically since then, but the event system has always been separate from the rest of SMAPI — they're inconsistent, have some weird behaviours (like MenuEvents.MenuChanged not being raised when a menu is closed), aren't available through the same helper as every other API, and there are some glaring omissions in the available events.
SMAPI 3.0 is the release that fixes all that. This release...
- Completely rewrites the event engine to make events more efficient and enable events that weren't possible before.
- Makes events much more consistent: they're now fully compliant with the .NET design guidelines, have predictable and descriptive names, have consistent event handler signatures, and have clear documentation.
- All events are now accessible through
helper.Events
, so they're discoverable like any other SMAPI API. - Weird behaviours and overlapping events have been eliminated.
- Many new events have been added.
- Events now have relevant event arguments.
- Gives each mod its own event instances, to support features like mod message targeting.
Is this the modapocalypse?
Nope. Although this is a major change, significant effort will be undertaken to minimise the impact:
- the old events will be supported for a long time with increasingly prominent warnings in the SMAPI console about their deprecation and removal;
- pull requests will be submitted to update affected open-source mods;
- unofficial updates will be created for mods which haven't updated officially by the time SMAPI 3.0 is released;
- the changes will be actively communicated and documented to modders.
In addition, the current target is at least 95% compatibility for open-source mods before SMAPI 3.0 is released. All of this means that the 3.0 release should have minimal impact on mod compatibility, despite the scope of the changes.
How to update your mod
You don't need to comb through your code manually. SMAPI can tell you if you're using a deprecated interface:
- Use the latest SMAPI for developers download. This will show deprecation messages in the console:
- When you look at the code, you'll see a deprecation warning with a hint of how to fix it:
- You can refer to the following sections on how to replace specific interfaces.
Changes
API changes
old API | → | new API | conversion notes |
---|---|---|---|
helper.GetContentPacks | → | helper.ContentPacks.GetOwned | Identical usage. |
helper.CreateTransitionalContentPack | → | helper.ContentPacks.CreateTemporary | Identical usage. (This was a temporary method for the transition to SMAPI content packs, but a few mods have permanent use cases for it.) |
assetData.AsDictionary<T, T>().Set | → | assetData.AsDictionary<T, T>().Data | The Set methods caused a lot of confusion and were of limited usefulness. You can access the dictionary directly using the Data field instead. |
SemanticVersion.Build | → | SemanticVersion.PrereleaseTag | Identical usage. |
Event changes
The former events will be removed in SMAPI 3.0. Here's how to convert them to the new events under this.Helper.Events. This list only shows equivalent events in SMAPI 3.0; see events in the modder guide for a full list.
old event | → | new event | conversion notes |
---|---|---|---|
#ContentEvents.AfterLocaleChanged | → | none | Mods very rarely need to handle this, since SMAPI's translation and content APIs do. Since the locale can only change on the title screen, mods that used this can check once the save is loaded instead. |
#ControlEvents.ControllerButtonPressed ControlEvents.ControllerButtonReleased ControlEvents.ControllerTriggerPressed ControlEvents.ControllerTriggerReleased |
→ | Input.ButtonPressed Input.ButtonReleased |
Mostly equivalent.
|
#ControlEvents.KeyboardChanged | → | Input.ButtonPressed Input.ButtonReleased |
Not directly equivalent; may need to rewrite affected code. |
#ControlEvents.KeyPressed ControlEvents.KeyReleased |
→ | Input.ButtonPressed Input.ButtonReleased |
Mostly equivalent.
|
#ControlEvents.MouseChanged | → | Input.ButtonPressed Input.ButtonReleased Input.CursorMoved Input.MouseWheelScrolled |
Not directly equivalent; may need to rewrite affected code. |
#GameEvents.EighthUpdateTick GameEvents.FourthUpdateTick GameEvents.HalfSecondTick GameEvents.QuarterSecondTick GameEvents.SecondUpdateTick |
→ | GameLoop.UpdateTicked | Mostly equivalent. You can use e.IsMultipleOf to choose an update rate (SecondUpdateTick = 2, FourthUpdateTick = 4, EighthUpdateTick = 8, QuarterSecondTick = 15, and HalfSecondTick = 30).
|
#GameEvents.FirstUpdateTick | → | GameLoop.GameLaunched | The new event is raised before the first update tick (the old one happened after it). To do something after the first update tick, use GameEvents.UpdateTicked with if (e.Ticks == 1). |
#GameEvents.UpdateTick | → | GameLoop.UpdateTicked | Equivalent. |
#GameEvents.OneSecondTick | → | GameLoop.OneSecondUpdateTicked | Equivalent. |
#GraphicsEvents.OnPostRenderEvent | → | Display.Rendered | Equivalent, except the new event isn't triggered during certain special cutscenes and minigames (e.g. the board game scene). |
#GraphicsEvents.OnPostRenderGuiEvent | → | Display.RenderedActiveMenu | Equivalent. |
#GraphicsEvents.OnPostRenderHudEvent | → | Display.RenderedHud | Equivalent. |
#GraphicsEvents.OnPreRenderEvent | → | Display.RenderingWorld | Equivalent. |
#GraphicsEvents.OnPreRenderGuiEvent | → | Display.RenderingActiveMenu | Equivalent. |
#GraphicsEvents.OnPreRenderHudEvent | → | Display.RenderingHud | Equivalent. |
#GraphicsEvents.Resize | → | Display.WindowResized | Equivalent. |
#InputEvents.ButtonPressed InputEvents.ButtonReleased |
→ | Input.ButtonPressed Input.ButtonReleased |
Mostly equivalent.
|
#LocationEvents.BuildingsChanged | → | World.BuildingListChanged | Equivalent. |
#LocationEvents.LocationsChanged | → | World.LocationListChanged | Equivalent. |
#LocationEvents.ObjectsChanged | → | World.ObjectListChanged | Equivalent. |
#MenuEvents.MenuChanged MenuEvents.MenuClosed |
→ | Display.MenuChanged | These caused a lot of confusion (e.g. MenuEvents.MenuClosed wasn't called when a menu was closed and immediately replaced), so they've been combined into one event which is called when a menu is opened, closed, or replaced. You can check the e.OldMenu and e.NewMenu event args to know what the change is (e.g. to match the old MenuEvents.MenuClosed, check if (e.NewMenu == null) ).
|
#MineEvents.MineLevelChanged | → | Player.Warped | Check if (e.NewLocation is MineShaft mine) to detect a mine level change (the new mine level will be mine.mineLevel ). Although the new event is still only called for the current player, that may change in a future version; make sure to check e.IsLocalPlayer if you only want to handle the current player.
|
#MultiplayerEvents.AfterMainBroadcast MultiplayerEvents.AfterMainSync MultiplayerEvents.BeforeMainBroadcast MultiplayerEvents.BeforeMainSync |
→ | none | No known mods use these. If you need them, consider replacing Game1.multiplayer with a delegating subclass. |
#PlayerEvents.InventoryChanged | → | Player.InventoryChanged | Mostly equivalent. The event arguments changed type, but should be straightforward to migrate. Although the new event is still only called for the current player, that may change in a future version; make sure to check e.IsLocalPlayer if you only want to handle the current player. |
#PlayerEvents.LeveledUp | → | Player.LevelChanged | Mostly equivalent. The event arguments changed type, but should be straightforward to migrate. Although the new event is still only called for the current player, that may change in a future version; make sure to check e.IsLocalPlayer if you only want to handle the current player. |
#PlayerEvents.Warped | → | Player.Warped | Mostly equivalent. The event arguments changed type, but should be straightforward to migrate. Although the new event is still only called for the current player, that may change in a future version; make sure to check e.IsLocalPlayer if you only want to handle the current player. |
#SaveEvents.AfterCreate | → | GameLoop.SaveCreated | Equivalent. |
#SaveEvents.AfterLoad | → | GameLoop.SaveLoaded | Equivalent. |
#SaveEvents.AfterReturnToTitle | → | GameLoop.ReturnedToTitle | Equivalent. |
#SaveEvents.AfterSave | → | GameLoop.Saved | Equivalent. |
#SaveEvents.BeforeCreate | → | GameLoop.SaveCreating | Equivalent. |
#SaveEvents.BeforeSave | → | GameLoop.Saving | Equivalent. |
#SpecialisedEvents.UnvalidatedUpdateTick | → | Specialised.UnvalidatedUpdateTicked | Equivalent. |
#TimeEvents.AfterDayStarted | → | GameLoop.DayStarted | Equivalent. |
#TimeEvents.TimeOfDayChanged | → | GameLoop.TimeChanged | Mostly equivalent. Change e.OldInt and e.NewInt to e.OldTime and e.NewTime respectively. |
Manifest version format
The manifest.json no longer allows versions in this form:
"Version": {
"MajorVersion": 1,
"MinorVersion": 0,
"PatchVersion": 0,
"Build": "beta"
}
Versions should be written in the standard string form instead:
"Version": "1.0.0-beta"