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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2019-11-24 13:49:30 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2019-11-24 13:49:30 -0500 |
commit | a3f21685049cabf2d824c8060dc0b1de47e9449e (patch) | |
tree | ad9add30e9da2a50e0ea0245f1546b7378f0d282 /src/SMAPI/Framework/ContentManagers/ModContentManager.cs | |
parent | 6521df7b131924835eb797251c1e956fae0d6e13 (diff) | |
parent | 277bf082675b98b95bf6184fe3c7a45b969c7ac2 (diff) | |
download | SMAPI-a3f21685049cabf2d824c8060dc0b1de47e9449e.tar.gz SMAPI-a3f21685049cabf2d824c8060dc0b1de47e9449e.tar.bz2 SMAPI-a3f21685049cabf2d824c8060dc0b1de47e9449e.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/ModContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/ModContentManager.cs | 330 |
1 files changed, 270 insertions, 60 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 2c50ec04..90b86179 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -1,12 +1,19 @@ using System; using System.Globalization; using System.IO; +using System.Linq; using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; -using StardewModdingAPI.Toolkit.Serialisation; +using StardewModdingAPI.Toolkit.Serialization; +using StardewModdingAPI.Toolkit.Utilities; using StardewValley; +using xTile; +using xTile.Format; +using xTile.ObjectModel; +using xTile.Tiles; namespace StardewModdingAPI.Framework.ContentManagers { @@ -19,84 +26,89 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Encapsulates SMAPI's JSON file parsing.</summary> private readonly JsonHelper JsonHelper; + /// <summary>The game content manager used for map tilesheets not provided by the mod.</summary> + private readonly IContentManager GameContentManager; + + /// <summary>The language code for language-agnostic mod assets.</summary> + private readonly LanguageCode DefaultLanguage = Constants.DefaultLanguage; + /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param> + /// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</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="currentCulture">The current culture for which to localize 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="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param> - public ModContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing) - : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: true) + public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing) + : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true) { + this.GameContentManager = gameContentManager; this.JsonHelper = jsonHelper; } /// <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, this.DefaultLanguage, useCache: false); + } + + /// <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> /// <param name="language">The language code for which to load content.</param> public override T Load<T>(string assetName, LanguageCode language) { - assetName = this.AssertAndNormaliseAssetName(assetName); + return this.Load<T>(assetName, language, useCache: false); + } + + /// <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> + /// <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> + public override T Load<T>(string assetName, LanguageCode language, bool useCache) + { + assetName = this.AssertAndNormalizeAssetName(assetName); - // get from cache - if (this.IsLoaded(assetName)) - return base.Load<T>(assetName, language); + // disable caching + // This is necessary to avoid assets being shared between content managers, which can + // cause changes to an asset through one content manager affecting the same asset in + // others (or even fresh content managers). See https://www.patreon.com/posts/27247161 + // for more background info. + if (useCache) + throw new InvalidOperationException("Mod content managers don't support asset caching."); - // get managed asset - if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath)) + // disable language handling + // Mod files don't support automatic translation logic, so this should never happen. + if (language != this.DefaultLanguage) + throw new InvalidOperationException("Localized assets aren't supported by the mod content manager."); + + // resolve managed asset key { - if (contentManagerID != this.Name) + if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath)) { - T data = this.Coordinator.LoadAndCloneManagedAsset<T>(assetName, contentManagerID, relativePath, language); - this.Inject(assetName, data); - return data; + if (contentManagerID != this.Name) + throw new SContentLoadException($"Can't load managed asset key '{assetName}' through content manager '{this.Name}' for a different mod."); + assetName = relativePath; } - - return this.LoadManagedAsset<T>(assetName, contentManagerID, relativePath, language); } - throw new NotSupportedException("Can't load content folder asset from a mod content manager."); - } - - /// <summary>Create a new content manager for temporary use.</summary> - public override LocalizedContentManager CreateTemporary() - { - throw new NotSupportedException("Can't create a temporary mod content manager."); - } - - - /********* - ** Private methods - *********/ - /// <summary>Get whether an asset has already been loaded.</summary> - /// <param name="normalisedAssetName">The normalised asset name.</param> - protected override bool IsNormalisedKeyLoaded(string normalisedAssetName) - { - return this.Cache.ContainsKey(normalisedAssetName); - } - - /// <summary>Load a managed mod asset.</summary> - /// <typeparam name="T">The type of asset to load.</typeparam> - /// <param name="internalKey">The internal asset key.</param> - /// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param> - /// <param name="relativePath">The relative path within the mod folder.</param> - /// <param name="language">The language code for which to load content.</param> - private T LoadManagedAsset<T>(string internalKey, string contentManagerID, string relativePath, LanguageCode language) - { - SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{relativePath}' from {contentManagerID}: {reasonPhrase}"); + // get local asset + SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}"); try { // get file - FileInfo file = this.GetModFile(relativePath); + FileInfo file = this.GetModFile(assetName); if (!file.Exists) throw GetContentError("the specified path doesn't exist."); @@ -105,35 +117,54 @@ namespace StardewModdingAPI.Framework.ContentManagers { // XNB file case ".xnb": - return base.Load<T>(relativePath, language); + { + T data = this.RawLoad<T>(assetName, useCache: false); + if (data is Map map) + { + this.NormalizeTilesheetPaths(map); + this.FixCustomTilesheetPaths(map, relativeMapPath: assetName); + } + return data; + } // unpacked data case ".json": { if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T data)) throw GetContentError("the JSON file is invalid."); // should never happen since we check for file existence above - return data; } // unpacked image case ".png": - // validate - if (typeof(T) != typeof(Texture2D)) - throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); - - // fetch & cache - using (FileStream stream = File.OpenRead(file.FullName)) { - Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); - texture = this.PremultiplyTransparency(texture); - this.Inject(internalKey, texture); - return (T)(object)texture; + // validate + if (typeof(T) != typeof(Texture2D)) + throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); + + // fetch & cache + using (FileStream stream = File.OpenRead(file.FullName)) + { + Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); + texture = this.PremultiplyTransparency(texture); + return (T)(object)texture; + } } // unpacked map case ".tbin": - throw GetContentError($"can't read unpacked map file directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper."); + { + // validate + if (typeof(T) != typeof(Map)) + throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'."); + + // fetch & cache + FormatManager formatManager = FormatManager.Instance; + Map map = formatManager.LoadMap(file.FullName); + this.NormalizeTilesheetPaths(map); + this.FixCustomTilesheetPaths(map, relativeMapPath: assetName); + return (T)(object)map; + } default: throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.json', '.png', '.tbin', or '.xnb'."); @@ -143,10 +174,37 @@ namespace StardewModdingAPI.Framework.ContentManagers { if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib") throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher."); - throw new SContentLoadException($"The content manager failed loading content asset '{relativePath}' from {contentManagerID}.", ex); + throw new SContentLoadException($"The content manager failed loading content asset '{assetName}' from {this.Name}.", ex); } } + /// <summary>Create a new content manager for temporary use.</summary> + public override LocalizedContentManager CreateTemporary() + { + throw new NotSupportedException("Can't create a temporary mod content manager."); + } + + /// <summary>Get the underlying key in the game's content cache for an asset. This does not validate whether the asset exists.</summary> + /// <param name="key">The local path to a content file relative to the mod folder.</param> + /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception> + public string GetInternalAssetKey(string key) + { + FileInfo file = this.GetModFile(key); + string relativePath = PathUtilities.GetRelativePath(this.RootDirectory, file.FullName); + return Path.Combine(this.Name, relativePath); + } + + + /********* + ** Private methods + *********/ + /// <summary>Get whether an asset has already been loaded.</summary> + /// <param name="normalizedAssetName">The normalized asset name.</param> + protected override bool IsNormalizedKeyLoaded(string normalizedAssetName) + { + return this.Cache.ContainsKey(normalizedAssetName); + } + /// <summary>Get a file from the mod folder.</summary> /// <param name="path">The asset path relative to the content folder.</param> private FileInfo GetModFile(string path) @@ -182,9 +240,161 @@ namespace StardewModdingAPI.Framework.ContentManagers Color[] data = new Color[texture.Width * texture.Height]; texture.GetData(data); for (int i = 0; i < data.Length; i++) + { + if (data[i].A == 0) + continue; // no need to change fully transparent pixels + data[i] = Color.FromNonPremultiplied(data[i].ToVector4()); + } + texture.SetData(data); return texture; } + + /// <summary>Normalize map tilesheet paths for the current platform.</summary> + /// <param name="map">The map whose tilesheets to fix.</param> + private void NormalizeTilesheetPaths(Map map) + { + foreach (TileSheet tilesheet in map.TileSheets) + tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource); + } + + /// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary> + /// <param name="map">The map whose tilesheets to fix.</param> + /// <param name="relativeMapPath">The relative map path within the mod folder.</param> + /// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception> + /// <remarks> + /// The game's logic for tilesheets in <see cref="Game1.setGraphicsForSeason"/> is a bit specialized. It boils + /// down to this: + /// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded + /// as-is relative to the <c>Content</c> folder. + /// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix. + /// + /// That logic doesn't work well in our case, mainly because we have no location metadata at this point. + /// Instead we use a more heuristic approach: check relative to the map file first, then relative to + /// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a + /// seasonal variation and then an exact match. + /// + /// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference. + /// </remarks> + private void FixCustomTilesheetPaths(Map map, string relativeMapPath) + { + // get map info + if (!map.TileSheets.Any()) + return; + relativeMapPath = this.AssertAndNormalizeAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators + string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder + bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null; + + // fix tilesheets + foreach (TileSheet tilesheet in map.TileSheets) + { + string imageSource = tilesheet.ImageSource; + + // validate tilesheet path + if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains("..")) + throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../)."); + + // get seasonal name (if applicable) + string seasonalImageSource = null; + if (isOutdoors && Context.IsSaveLoaded && Game1.currentSeason != null) + { + string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"The '{imageSource}' tilesheet couldn't be loaded: filename is unexpectedly null."); + bool hasSeasonalPrefix = + filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase) + || filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase) + || filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase) + || filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase); + if (hasSeasonalPrefix && !filename.StartsWith(Game1.currentSeason + "_")) + { + string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename, StringComparison.CurrentCultureIgnoreCase)); + seasonalImageSource = $"{dirPath}{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}"; + } + } + + // load best match + try + { + string key = + this.GetTilesheetAssetName(relativeMapFolder, seasonalImageSource) + ?? this.GetTilesheetAssetName(relativeMapFolder, imageSource); + if (key != null) + { + tilesheet.ImageSource = key; + continue; + } + } + catch (Exception ex) + { + throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex); + } + + // none found + throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder."); + } + } + + /// <summary>Get the actual asset name for a tilesheet.</summary> + /// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param> + /// <param name="imageSource">The tilesheet image source to load.</param> + /// <returns>Returns the asset name.</returns> + /// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks> + private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource) + { + if (imageSource == null) + return null; + + // check relative to map file + { + string localKey = Path.Combine(modRelativeMapFolder, imageSource); + FileInfo localFile = this.GetModFile(localKey); + if (localFile.Exists) + return this.GetInternalAssetKey(localKey); + } + + // check relative to content folder + { + foreach (string candidateKey in new[] { imageSource, Path.Combine("Maps", imageSource) }) + { + string contentKey = candidateKey.EndsWith(".png") + ? candidateKey.Substring(0, candidateKey.Length - 4) + : candidateKey; + + try + { + this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset + return contentKey; + } + catch + { + // ignore file-not-found errors + // TODO: while it's useful to suppress an asset-not-found error here to avoid + // confusion, this is a pretty naive approach. Even if the file doesn't exist, + // the file may have been loaded through an IAssetLoader which failed. So even + // if the content file doesn't exist, that doesn't mean the error here is a + // content-not-found error. Unfortunately XNA doesn't provide a good way to + // detect the error type. + if (this.GetContentFolderFileExists(contentKey)) + throw; + } + } + } + + // not found + return null; + } + + /// <summary>Get whether a file from the game's content folder exists.</summary> + /// <param name="key">The asset key.</param> + private bool GetContentFolderFileExists(string key) + { + // get file path + string path = Path.Combine(this.GameContentManager.FullRootDirectory, key); + if (!path.EndsWith(".xnb")) + path += ".xnb"; + + // get file + return new FileInfo(path).Exists; + } } } |