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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-08-01 11:07:29 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-08-01 11:07:29 -0400
commit60b41195778af33fd609eab66d9ae3f1d1165e8f (patch)
tree7128b906d40e94c56c34ed6058f27bc31c31a08b /src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
parentb9bc1a6d17cafa0a97b46ffecda432cfc2f23b51 (diff)
parent52cf953f685c65b2b6814e375ec9a5ffa03c440a (diff)
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Merge branch 'develop' into stable
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+using System;
+using System.Collections.Generic;
+using System.Diagnostics.CodeAnalysis;
+using System.Diagnostics.Contracts;
+using System.Globalization;
+using System.IO;
+using System.Linq;
+using Microsoft.Xna.Framework.Content;
+using Microsoft.Xna.Framework.Graphics;
+using StardewModdingAPI.Framework.Content;
+using StardewModdingAPI.Framework.Exceptions;
+using StardewModdingAPI.Framework.Reflection;
+using StardewValley;
+
+namespace StardewModdingAPI.Framework.ContentManagers
+{
+ /// <summary>A content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary>
+ internal abstract class BaseContentManager : LocalizedContentManager, IContentManager
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The central coordinator which manages content managers.</summary>
+ protected readonly ContentCoordinator Coordinator;
+
+ /// <summary>The underlying asset cache.</summary>
+ protected readonly ContentCache Cache;
+
+ /// <summary>Encapsulates monitoring and logging.</summary>
+ protected readonly IMonitor Monitor;
+
+ /// <summary>Whether the content coordinator has been disposed.</summary>
+ private bool IsDisposed;
+
+ /// <summary>The language enum values indexed by locale code.</summary>
+ private readonly IDictionary<string, LanguageCode> LanguageCodes;
+
+ /// <summary>A callback to invoke when the content manager is being disposed.</summary>
+ private readonly Action<BaseContentManager> OnDisposing;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>A name for the mod manager. Not guaranteed to be unique.</summary>
+ public string Name { get; }
+
+ /// <summary>The current language as a constant.</summary>
+ public LanguageCode Language => this.GetCurrentLanguage();
+
+ /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
+ public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
+
+ /// <summary>Whether this content manager is for a mod folder.</summary>
+ public bool IsModContentManager { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
+ /// <param name="serviceProvider">The service provider to use to locate services.</param>
+ /// <param name="rootDirectory">The root directory to search for content.</param>
+ /// <param name="currentCulture">The current culture for which to localise content.</param>
+ /// <param name="coordinator">The central coordinator which manages content managers.</param>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="reflection">Simplifies access to private code.</param>
+ /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
+ /// <param name="isModFolder">Whether this content manager is for a mod folder.</param>
+ protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, bool isModFolder)
+ : base(serviceProvider, rootDirectory, currentCulture)
+ {
+ // init
+ this.Name = name;
+ this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator));
+ this.Cache = new ContentCache(this, reflection);
+ this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
+ this.OnDisposing = onDisposing;
+ this.IsModContentManager = isModFolder;
+
+ // get asset data
+ this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
+ }
+
+ /// <summary>Load an asset that has been processed by the content pipeline.</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ public override T Load<T>(string assetName)
+ {
+ return this.Load<T>(assetName, LocalizedContentManager.CurrentLanguageCode);
+ }
+
+ /// <summary>Load the base asset without localisation.</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ public override T LoadBase<T>(string assetName)
+ {
+ return this.Load<T>(assetName, LanguageCode.en);
+ }
+
+ /// <summary>Inject an asset into the cache.</summary>
+ /// <typeparam name="T">The type of asset to inject.</typeparam>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ /// <param name="value">The asset value.</param>
+ public void Inject<T>(string assetName, T value)
+ {
+ assetName = this.AssertAndNormaliseAssetName(assetName);
+ this.Cache[assetName] = value;
+
+ }
+
+ /// <summary>Get a copy of the given asset if supported.</summary>
+ /// <typeparam name="T">The asset type.</typeparam>
+ /// <param name="asset">The asset to clone.</param>
+ public T CloneIfPossible<T>(T asset)
+ {
+ switch (asset as object)
+ {
+ case Texture2D source:
+ {
+ int[] pixels = new int[source.Width * source.Height];
+ source.GetData(pixels);
+
+ Texture2D clone = new Texture2D(source.GraphicsDevice, source.Width, source.Height);
+ clone.SetData(pixels);
+ return (T)(object)clone;
+ }
+
+ case Dictionary<string, string> source:
+ return (T)(object)new Dictionary<string, string>(source);
+
+ case Dictionary<int, string> source:
+ return (T)(object)new Dictionary<int, string>(source);
+
+ default:
+ return asset;
+ }
+ }
+
+ /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="AssertAndNormaliseAssetName"/> instead.</summary>
+ /// <param name="path">The file path to normalise.</param>
+ [Pure]
+ public string NormalisePathSeparators(string path)
+ {
+ return this.Cache.NormalisePathSeparators(path);
+ }
+
+ /// <summary>Assert that the given key has a valid format and return a normalised form consistent with the underlying cache.</summary>
+ /// <param name="assetName">The asset key to check.</param>
+ /// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception>
+ [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
+ public string AssertAndNormaliseAssetName(string assetName)
+ {
+ // NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid
+ // throwing other types like ArgumentException here.
+ if (string.IsNullOrWhiteSpace(assetName))
+ throw new SContentLoadException("The asset key or local path is empty.");
+ if (assetName.Intersect(Path.GetInvalidPathChars()).Any())
+ throw new SContentLoadException("The asset key or local path contains invalid characters.");
+
+ return this.Cache.NormaliseKey(assetName);
+ }
+
+ /****
+ ** Content loading
+ ****/
+ /// <summary>Get the current content locale.</summary>
+ public string GetLocale()
+ {
+ return this.GetLocale(this.GetCurrentLanguage());
+ }
+
+ /// <summary>The locale for a language.</summary>
+ /// <param name="language">The language.</param>
+ public string GetLocale(LanguageCode language)
+ {
+ return this.LanguageCodeString(language);
+ }
+
+ /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ public bool IsLoaded(string assetName)
+ {
+ assetName = this.Cache.NormaliseKey(assetName);
+ return this.IsNormalisedKeyLoaded(assetName);
+ }
+
+ /// <summary>Get the cached asset keys.</summary>
+ public IEnumerable<string> GetAssetKeys()
+ {
+ return this.Cache.Keys
+ .Select(this.GetAssetName)
+ .Distinct();
+ }
+
+ /****
+ ** Cache invalidation
+ ****/
+ /// <summary>Purge matched assets from the cache.</summary>
+ /// <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 number of invalidated assets.</returns>
+ public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
+ {
+ HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
+ this.Cache.Remove((key, type) =>
+ {
+ this.ParseCacheKey(key, out string assetName, out _);
+
+ if (removeAssetNames.Contains(assetName) || predicate(assetName, type))
+ {
+ removeAssetNames.Add(assetName);
+ return true;
+ }
+ return false;
+ });
+
+ return removeAssetNames;
+ }
+
+ /// <summary>Dispose held resources.</summary>
+ /// <param name="isDisposing">Whether the content manager is being disposed (rather than finalized).</param>
+ protected override void Dispose(bool isDisposing)
+ {
+ if (this.IsDisposed)
+ return;
+ this.IsDisposed = true;
+
+ this.OnDisposing(this);
+ base.Dispose(isDisposing);
+ }
+
+ /// <inheritdoc />
+ public override void Unload()
+ {
+ if (this.IsDisposed)
+ return; // base logic doesn't allow unloading twice, which happens due to SMAPI and the game both unloading
+
+ base.Unload();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
+ private IDictionary<LanguageCode, string> GetKeyLocales()
+ {
+ // create locale => code map
+ IDictionary<LanguageCode, string> map = new Dictionary<LanguageCode, string>();
+ foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode)))
+ map[code] = this.GetLocale(code);
+
+ return map;
+ }
+
+ /// <summary>Get the asset name from a cache key.</summary>
+ /// <param name="cacheKey">The input cache key.</param>
+ private string GetAssetName(string cacheKey)
+ {
+ this.ParseCacheKey(cacheKey, out string assetName, out string _);
+ return assetName;
+ }
+
+ /// <summary>Parse a cache key into its component parts.</summary>
+ /// <param name="cacheKey">The input cache key.</param>
+ /// <param name="assetName">The original asset name.</param>
+ /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param>
+ protected void ParseCacheKey(string cacheKey, out string assetName, out string localeCode)
+ {
+ // handle localised key
+ if (!string.IsNullOrWhiteSpace(cacheKey))
+ {
+ int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture);
+ if (lastSepIndex >= 0)
+ {
+ string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
+ if (this.LanguageCodes.ContainsKey(suffix))
+ {
+ assetName = cacheKey.Substring(0, lastSepIndex);
+ localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
+ return;
+ }
+ }
+ }
+
+ // handle simple key
+ assetName = cacheKey;
+ localeCode = null;
+ }
+
+ /// <summary>Get whether an asset has already been loaded.</summary>
+ /// <param name="normalisedAssetName">The normalised asset name.</param>
+ protected abstract bool IsNormalisedKeyLoaded(string normalisedAssetName);
+ }
+}