Difference between revisions of "Modding:Migrate to SMAPI 2.0"

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(→‎Deprecated interfaces: update for SMAPI 2.0)
(→‎Deprecated interfaces: + reflection API changes in SMAPI 2.3)
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==Deprecated interfaces==
 
==Deprecated interfaces==
<!--
+
===Currently deprecated===
 
These are currently deprecated:
 
These are currently deprecated:
  
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! replacement
 
! replacement
 
|-
 
|-
| 1.0
+
| 2.3
| <tt>Config</tt> class
+
| <tt>IReflectionHelper.GetPrivateField</tt><br /><tt>IReflectionHelper.GetPrivateMethod</tt><br /><tt>IReflectionHelper.GetPrivateProperty</tt>
| ''pending removal''
+
| ''notice''
| see [[#Mod configuration|mod configuration]].
+
| renamed to <tt>GetField</tt>, <tt>GetMethod</tt>, and <tt>GetProperty</tt> respectively; their return values have also been renamed (<tt>IPrivateField</tt> → <tt>IReflectedField</tt>, <tt>IPrivateProperty</tt> → <tt>IReflectedProperty</tt>, and <tt>IPrivateMethod</tt> → <tt>IReflectedMethod</tt>).
 +
|-
 +
| 2.3
 +
| <tt>IReflectionHelper.GetPrivateValue</tt>
 +
| ''notice''
 +
| use <tt>GetPrivateField(...).GetValue()</tt> instead.
 
|}
 
|}
-->
 
 
These interfaces have been removed:
 
  
 +
===Removed in SMAPI 2.0===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-

Revision as of 22:39, 10 December 2017

Index

In rare cases, SMAPI needs to change the interfaces it exposes to mods. (This doesn't happen often, because SMAPI strives to expose abstract interfaces that aren't tightly coupled to changes in the game.) When an interface does need to change, the old interface is deprecated and supported long enough to let mods update at their own pace.

How to update your mod

You don't need to comb through your code; SMAPI can tell you if you're using a deprecated interface:

  1. Use the latest SMAPI for developers download. This will show deprecation messages in the console:
    Modding - updating deprecated SMAPI code - deprecation warnings.png
  2. When you look at the code, you'll see a deprecation warning with a hint of how to fix it:
    Modding - updating deprecated SMAPI code - deprecation intellisense.png
  3. Optionally, you can refer to the following sections on how to replace specific interfaces.

How deprecated interfaces are phased out

Deprecated interfaces are fully supported until their removal. They'll slowly move through these phases:

severity description
notice The interface is deprecated, but mod authors have time to update their mods. Nothing is reported to the console, though deprecation messages are shown in the log file.
info Mods should no longer use the interface. Debug-level deprecation messages are shown in the console.
pending removal Mods should no longer use the interface. Warning-level deprecation messages in the console indicate the mod will break soon if it doesn't update.

The interface will then be removed entirely.

Deprecated interfaces

Currently deprecated

These are currently deprecated:

since interfaces severity replacement
2.3 IReflectionHelper.GetPrivateField
IReflectionHelper.GetPrivateMethod
IReflectionHelper.GetPrivateProperty
notice renamed to GetField, GetMethod, and GetProperty respectively; their return values have also been renamed (IPrivateFieldIReflectedField, IPrivatePropertyIReflectedProperty, and IPrivateMethodIReflectedMethod).
2.3 IReflectionHelper.GetPrivateValue notice use GetPrivateField(...).GetValue() instead.

Removed in SMAPI 2.0

deprecated removed interfaces replacement
0.39.3 1.9¹ SObject class reimplement if needed.
0.39.3 1.9¹ Extensions.ToSingular(…) use string.Join.
1.0 1.9¹ Authour in manifest.json use Author.
1.0 1.9¹ Extensions class reimplement if needed, or use an extensions library.
1.0 1.9¹ LogWriter class use this.Monitor.Log.
1.0 1.9¹ SPlayer class use Game1.player.
1.0
experimental API
1.9¹ IConfigFile and ConfigFile reimplement if needed.
1.1 1.9¹ Command.CallCommand(string) use this.Helper.ConsoleCommands.
1.1 1.9¹ Mod.Entry(ModHelper) change ModHelper to IModHelper.
1.5 1.9¹ Version class use SemanticVersion.
1.5 1.9¹ Mod.Manifest use Mod.ModManifest (changes type from Manifest to IManifest).
1.5 1.9¹ Constants.Version use Constants.ApiVersion (changes type from Version to ISemanticVersion).
1.0 2.0 Config class see mod configuration.
1.0 2.0 Mod.BaseConfigPath see mod configuration.
1.0 2.0 Mod.PathOnDisk see mod configuration or use this.Helper.DirectoryPath.
1.0 2.0 Mod.PerSaveConfigFolder use per-save JSON files instead.
1.0 2.0 Mod.PerSaveConfigPath use per-save JSON files instead.
1.0 2.0 Mod.Entry(object[]) see mod entry method.
1.1 2.0 Log class use the this.Monitor.Log mod method.
1.6 2.0 PlayerEvents.FarmerChanged serves no purpose.
1.6 2.0 PlayerEvents.LoadedGame use SaveEvents.AfterLoad.
1.6 2.0 TimeEvents.OnNewDay unreliable and don't do what you think; use TimeEvents.AfterDayChanged or SaveEvents.BeforeSave instead.
1.9 2.0 Command class use this.Helper.ConsoleCommands.
1.10 2.0 GameEvents.Initialize
GameEvents.LoadContent
move any code into your Entry method.
1.13 2.0 GameEvents.GameLoaded
GameEvents.FirstUpdateTick
move any code into your Entry method.
1.14 2.0 TimeEvents.DayOfMonthChanged
TimeEvents.SeasonOfYearChanged
TimeEvents.YearOfGameChanged
unreliable and don't do what you think; use TimeEvents.AfterDayChanged or SaveEvents.BeforeSave instead.

¹ Stardew Valley 1.2 broke many existing mods, so SMAPI 1.9 used the opportunity to remove the most rarely-used deprecated APIs.

Migration guides

This section provides more information for some migrations mentioned in the previous section.

Mod entry method

For the latest documentation, see Modding:Creating a SMAPI mod#Write the code.

Change your mod's entry class from this:

/// <summary>Initialise the mod.</summary>
public override void Entry(params object[] objects)
{
    // your code
}

to this:

/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
    // your code
}

Mod configuration

For the latest documentation, see Modding:Creating a SMAPI mod#Configuration.

If you use config.json, it's much easier in 1.0.

  1. Find your subclass of StardewModdingAPI.Config, which probably looks something like this:
    class SampleConfig : StardewModdingAPI.Config
    {
       public bool ExampleBoolean { get; set; }
       public float ExampleFloat { get; set; }
    
       public override T GenerateDefaultConfig<T>()
       {
          this.ExampleBoolean = true;
          this.ExampleFloat = 0.5;
          return this as T;
       }
    }
    
  2. Edit this class as follows:
    • Move default values into the constructor or property setters.
    • Remove StardewModdingAPI.Config.
    • Remove all override methods.
  3. Your class should now look something like this:
    class SampleConfig
    {
       public bool ExampleBoolean { get; set; } = true;
       public float ExampleFloat { get; set; } = 0.5;
    }
    

    or like this if you used a constructor:

    class SampleConfig
    {
       public bool ExampleBoolean { get; set; }
       public float ExampleFloat { get; set; }
    
       public SampleConfig()
       {
          this.ExampleBoolean = true;
          this.ExampleFloat = 0.5;
       }
    }
    
  4. In your Mod class, change anything that looks like this:
    var config = new SampleConfig().InitializeConfig(this.BaseConfigPath);
    

    to this:

    var config = helper.ReadConfig<SampleConfig>();
    
  5. If you use other methods, here's how to migrate them:
    before 1.0 after 1.0
    new SampleConfig().GenerateDefaultConfig()
    new SampleConfig().Instance()
    new SampleConfig()
    new SampleConfig().InitializeConfig(this.BaseConfigPath)
    config.UpdateConfig()
    config.LoadConfig(this.BaseConfigPath)
    config.ReloadConfig()
    helper.ReadConfig<SampleConfig>()
    config.WriteConfig() helper.WriteConfig(config)

For more information, see Modding:Creating a SMAPI mod#Configuration.