Modding:Migrate to Harmony 2.0

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This page is for modders. Players: see Modding:Mod compatibility instead.


SMAPI 3.12 updates from Harmony 1.2.0.1 to Harmony 2.1. That only affects mods which use Harmony directly; that's discouraged in most cases, isn't officially part of SMAPI's public API, and isn't subject to SMAPI's normal versioning policy. If you use Harmony in your mods, this page explains how the update affects them.

Overview

What's changing?

Harmony 2.0 and 2.1 have many changes that benefit SMAPI and mods. Some notable changes:

  • Added finalizers and reverse patches.
  • Added pass-through postfixes.
  • Added Manipulator utility, CodeInstruction extensions, and other improvements for transpilers.
  • Added more AccessTools.Is* methods.
  • Added support for .NET 5.
  • Transpilers can now default to the original input by returning null.
  • Improved compatibility with Android modding.
  • Improved exception messages.
  • Improved validation for invalid patches.
  • Fixed cases where methods were inlined and unpatchable on Linux/Mac.
  • Fixed methods with struct return types being unpatchable.
  • Various other improvements and fixes; see the Harmony 2.0 release notes, Harmony 2.1 release notes, and new Harmony documentation for more info.

After waiting over a year to make sure the release is stable, SMAPI is transitioning to Harmony 2.1.

Is this the modapocalypse?

Nope. Although this is a major change, significant efforts were undertaken to minimise the impact:

  • mods which don't use Harmony directly aren't affected;
  • most mods will be rewritten automatically for compatibility, so many mods will work without an update;
  • pull requests will be submitted to update affected open-source mods;
  • unofficial updates will be created if needed for mods which haven't updated officially;
  • the changes will be actively communicated and documented to modders.

In addition, the current target is at least 90% compatibility for open-source mods before SMAPI migrates. All of this means that the release should have minimal impact on mod compatibility, despite the scope of the changes.

How to update your mod

  1. Make sure you follow best practices outlined in the Harmony guide. In particular, use the EnableHarmony option (don't reference the Harmony DLL directly).
  2. Change using Harmony; to using HarmonyLib;.
  3. Change HarmonyInstance harmony = HarmonyInstance.Create("your mod id"); to Harmony harmony = new Harmony("your mod id");.
  4. Check if any breaking changes listed below apply to your mod.
  5. Recompile the mod.

Breaking changes

API changes

See how to update your mod.

Stricter validation

Harmony 2.x has stricter validation in general, so invalid patches that would previously somewhat work (e.g. setting __result to the wrong type) will now cause errors. See the exception messages for help fixing these.

Patching static constructors

The AccessTools methods for constructors (Constructor, DeclaredConstructor, and GetDeclaredConstructors) no longer match static constructors by default. Use the new searchForStatic argument if you need to match them:

// match static constructors only
var method = AccessTools.Constructor(typeof(ExampleType), searchForStatic: true);

// match static *or* instance constructors
var method =
   AccessTools.Constructor(typeof(ExampleType), searchForStatic: true)
   ?? AccessTools.Constructor(typeof(ExampleType));

Note that Harmony no longer matches static constructors for a good reason — they're only called once for the type, so often static constructor patches won't work correctly.

Patching virtual methods

When patching a virtual method, you must now patch the specific type which implements it. Patching the wrong type now results in the error "You can only patch implemented methods/constructors".

For example, consider this code:

public class GameLocation
{
   public virtual void cleanupBeforePlayerExit() {}
}

public class Farm : GameLocation {}

Farm.cleanupBeforePlayerExit doesn't exist, so it's inherited from GameLocation. Harmony 1.x would let you patch Farm.cleanupBeforePlayerExit, but in Harmony 2.x you must target the actual method (GameLocation.cleanupBeforePlayerExit in this example).

HarmonyMethod no longer allows null

Harmony 1.x allowed new HarmonyMethod(null), so you could safely use it with methods that might not exist. Harmony 2.x now throws an exception in that case, so you should check if you're not sure it exists:

MethodInfo prefix = AccessTools.Method(this.GetType(), "Prefix");
if (prefix != null)
   harmony.Patch(original, new HarmonyMethod(prefix));

Transpiler changes

Harmony 2.x uses a new engine (MonoMod) under the hood, so there may be unexpected changes in the way transpiler patches work. For example, short-form branches may become long-form. If your mod uses transpilers, you should test each one to make sure it's working as you expect.