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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-03-14 04:43:28 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-03-14 04:43:28 -0400 |
commit | 04388fe7e3b721358de25d64607d47d5f6113eda (patch) | |
tree | 2a5993976013d941590743d4cb71f67793d41fe4 /src/SMAPI/Framework/ContentCoordinator.cs | |
parent | 77629a528a2f93a2977a1bf63e2e18faaaffaaaf (diff) | |
download | SMAPI-04388fe7e3b721358de25d64607d47d5f6113eda.tar.gz SMAPI-04388fe7e3b721358de25d64607d47d5f6113eda.tar.bz2 SMAPI-04388fe7e3b721358de25d64607d47d5f6113eda.zip |
fix some assets not reapplied correctly when playing in non-English and returning to title
Diffstat (limited to 'src/SMAPI/Framework/ContentCoordinator.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentCoordinator.cs | 37 |
1 files changed, 28 insertions, 9 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 32195fff..6d2ff441 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -207,11 +207,30 @@ namespace StardewModdingAPI.Framework /// <remarks>This is called after the player returns to the title screen, but before <see cref="Game1.CleanupReturningToTitle"/> runs.</remarks> public void OnReturningToTitleScreen() { - this.ContentManagerLock.InReadLock(() => - { - foreach (IContentManager contentManager in this.ContentManagers) - contentManager.OnReturningToTitleScreen(); - }); + // The game clears LocalizedContentManager.localizedAssetNames after returning to the title screen. That + // causes an inconsistency in the SMAPI asset cache, which leads to an edge case where assets already + // provided by mods via IAssetLoader when playing in non-English are ignored. + // + // For example, let's say a mod provides the 'Data\mail' asset through IAssetLoader when playing in + // Portuguese. Here's the normal load process after it's loaded: + // 1. The game requests Data\mail. + // 2. SMAPI sees that it's already cached, and calls LoadRaw to bypass asset interception. + // 3. LoadRaw sees that there's a localized key mapping, and gets the mapped key. + // 4. In this case "Data\mail" is mapped to "Data\mail" since it was loaded by a mod, so it loads that + // asset. + // + // When the game clears localizedAssetNames, that process goes wrong in step 4: + // 3. LoadRaw sees that there's no localized key mapping *and* the locale is non-English, so it attempts + // to load from the localized key format. + // 4. In this case that's 'Data\mail.pt-BR', so it successfully loads that asset. + // 5. Since we've bypassed asset interception at this point, it's loaded directly from the base content + // manager without mod changes. + // + // To avoid issues, we just remove affected assets from the cache here so they'll be reloaded normally. + // Note that we *must* propagate changes here, otherwise when mods invalidate the cache later to reapply + // their changes, the assets won't be found in the cache so no changes will be propagated. + if (LocalizedContentManager.CurrentLanguageCode != LocalizedContentManager.LanguageCode.en) + this.InvalidateCache((contentManager, key, type) => contentManager is GameContentManager); } /// <summary>Get whether this asset is mapped to a mod folder.</summary> @@ -275,7 +294,7 @@ namespace StardewModdingAPI.Framework public IEnumerable<string> InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false) { string locale = this.GetLocale(); - return this.InvalidateCache((assetName, type) => + return this.InvalidateCache((contentManager, assetName, type) => { IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormalizeAssetName); return predicate(info); @@ -286,7 +305,7 @@ namespace StardewModdingAPI.Framework /// <param name="predicate">Matches the asset keys to invalidate.</param> /// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param> /// <returns>Returns the invalidated asset names.</returns> - public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) + public IEnumerable<string> InvalidateCache(Func<IContentManager, string, Type, bool> predicate, bool dispose = false) { // invalidate cache & track removed assets IDictionary<string, Type> removedAssets = new Dictionary<string, Type>(StringComparer.OrdinalIgnoreCase); @@ -295,7 +314,7 @@ namespace StardewModdingAPI.Framework // cached assets foreach (IContentManager contentManager in this.ContentManagers) { - foreach (var entry in contentManager.InvalidateCache(predicate, dispose)) + foreach (var entry in contentManager.InvalidateCache((key, type) => predicate(contentManager, key, type), dispose)) { if (!removedAssets.ContainsKey(entry.Key)) removedAssets[entry.Key] = entry.Value.GetType(); @@ -313,7 +332,7 @@ namespace StardewModdingAPI.Framework // get map path string mapPath = this.MainContentManager.AssertAndNormalizeAssetName(location.mapPath.Value); - if (!removedAssets.ContainsKey(mapPath) && predicate(mapPath, typeof(Map))) + if (!removedAssets.ContainsKey(mapPath) && predicate(this.MainContentManager, mapPath, typeof(Map))) removedAssets[mapPath] = typeof(Map); } } |