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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-03-21 16:38:23 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-03-21 16:38:23 -0400 |
commit | 75f3600ab1eae06463ae8f386c5ab71f3815142f (patch) | |
tree | 5bff95c0446b9e70a06c1525fa7387b21ff148cc /src/SMAPI/Framework/ContentManagers/GameContentManager.cs | |
parent | fc5fc54ab1c375e20b3e4f947bb11f08b4983bd1 (diff) | |
parent | 74215e844ae2af0075e5df3ab6a5f58efff4f981 (diff) | |
download | SMAPI-75f3600ab1eae06463ae8f386c5ab71f3815142f.tar.gz SMAPI-75f3600ab1eae06463ae8f386c5ab71f3815142f.tar.bz2 SMAPI-75f3600ab1eae06463ae8f386c5ab71f3815142f.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/GameContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 25 |
1 files changed, 0 insertions, 25 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 8e78faba..80a9937a 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -137,31 +137,6 @@ namespace StardewModdingAPI.Framework.ContentManagers } /// <inheritdoc /> - public override void 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. - if (LocalizedContentManager.CurrentLanguageCode != LocalizedContentManager.LanguageCode.en) - this.InvalidateCache((_, _) => true); - } - - /// <inheritdoc /> public override LocalizedContentManager CreateTemporary() { return this.Coordinator.CreateGameContentManager("(temporary)"); |