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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-03-26 14:07:16 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-03-26 14:07:16 -0400 |
commit | 4c64f9f644c2349d2ca2407ce3aff736ba3fc354 (patch) | |
tree | 61528364330c2c2d9551da7543a8d83e4fedfaba /src/SMAPI/Framework/ContentManagers/IContentManager.cs | |
parent | ad8912047beaf84ce34f4918703d55841be13ff0 (diff) | |
download | SMAPI-4c64f9f644c2349d2ca2407ce3aff736ba3fc354.tar.gz SMAPI-4c64f9f644c2349d2ca2407ce3aff736ba3fc354.tar.bz2 SMAPI-4c64f9f644c2349d2ca2407ce3aff736ba3fc354.zip |
rewrite content loading to allow handling locale variants (#766, #786, #812)
The game's content pipeline automatically loads localized variants if present. For example, it will try to load "Maps/cave.fr-FR", then "Maps/cave_international", then "Maps/cave". The old content API obfuscates this logic and treats them as interchangeable, which causes edge cases like bundle corruption (#812). This commit rewrites the loading logic to match the game logic when using the new content events, while maintaining the legacy behavior for the old IAssetLoader/IAssetEditor interfaces that'll be removed in SMAPI 4.0.0.
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/IContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/IContentManager.cs | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs index 6d71472f..4de9a8c3 100644 --- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs @@ -32,12 +32,17 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="assetName">The normalized asset name.</param> bool DoesAssetExist(IAssetName assetName); - /// <summary>Load an asset that has been processed by the content pipeline.</summary> + /// <summary>Load an asset through the content pipeline, using a localized variant of the <paramref name="assetName"/> if available.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> /// <param name="assetName">The asset name relative to the loader root directory.</param> - /// <param name="language">The language code for which to load content.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> - T Load<T>(IAssetName assetName, LocalizedContentManager.LanguageCode language, bool useCache); + T LoadLocalized<T>(IAssetName assetName, LocalizedContentManager.LanguageCode language, bool useCache); + + /// <summary>Load an asset through the content pipeline, using the exact asset name without checking for localized variants.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="assetName">The asset name relative to the loader root directory.</param> + /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> + T LoadExact<T>(IAssetName assetName, bool useCache); /// <summary>Assert that the given key has a valid format and return a normalized form consistent with the underlying cache.</summary> /// <param name="assetName">The asset key to check.</param> @@ -53,8 +58,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <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> - /// <param name="language">The language.</param> - bool IsLoaded(IAssetName assetName, LocalizedContentManager.LanguageCode language); + bool IsLoaded(IAssetName assetName); /// <summary>Purge matched assets from the cache.</summary> /// <param name="predicate">Matches the asset keys to invalidate.</param> |