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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-01 18:16:09 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-01 18:16:09 -0400
commitc8ad50dad1d706a1901798f9396f6becfea36c0e (patch)
tree28bd818a5db39ec5ece1bd141a28de955950463b /src/SMAPI/Framework/ContentManagers
parent451b70953ff4c0b1b27ae0de203ad99379b45b2a (diff)
parentf78093bdb58d477b400cde3f19b70ffd6ddf833d (diff)
downloadSMAPI-c8ad50dad1d706a1901798f9396f6becfea36c0e.tar.gz
SMAPI-c8ad50dad1d706a1901798f9396f6becfea36c0e.tar.bz2
SMAPI-c8ad50dad1d706a1901798f9396f6becfea36c0e.zip
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers')
-rw-r--r--src/SMAPI/Framework/ContentManagers/BaseContentManager.cs201
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs396
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs10
-rw-r--r--src/SMAPI/Framework/ContentManagers/IContentManager.cs37
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs273
5 files changed, 464 insertions, 453 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
index 5645c0fa..b2e3ec0f 100644
--- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
@@ -5,6 +5,7 @@ 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;
@@ -29,9 +30,15 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Encapsulates monitoring and logging.</summary>
protected readonly IMonitor Monitor;
+ /// <summary>Simplifies access to private code.</summary>
+ protected readonly Reflector Reflection;
+
/// <summary>Whether to enable more aggressive memory optimizations.</summary>
protected readonly bool AggressiveMemoryOptimizations;
+ /// <summary>Whether to automatically try resolving keys to a localized form if available.</summary>
+ protected bool TryLocalizeKeys = true;
+
/// <summary>Whether the content coordinator has been disposed.</summary>
private bool IsDisposed;
@@ -39,7 +46,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
private readonly Action<BaseContentManager> OnDisposing;
/// <summary>A list of disposable assets.</summary>
- private readonly List<WeakReference<IDisposable>> Disposables = new List<WeakReference<IDisposable>>();
+ private readonly List<WeakReference<IDisposable>> Disposables = new();
/// <summary>The disposable assets tracked by the base content manager.</summary>
/// <remarks>This should be kept empty to avoid keeping disposable assets referenced forever, which prevents garbage collection when they're unused. Disposable assets are tracked by <see cref="Disposables"/> instead, which avoids a hard reference.</remarks>
@@ -56,7 +63,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
public LanguageCode Language => this.GetCurrentLanguage();
/// <inheritdoc />
- public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
+ public string FullRootDirectory => Path.Combine(Constants.GamePath, this.RootDirectory);
/// <inheritdoc />
public bool IsNamespaced { get; }
@@ -82,51 +89,97 @@ namespace StardewModdingAPI.Framework.ContentManagers
// init
this.Name = name;
this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator));
- this.Cache = new ContentCache(this, reflection);
+ // ReSharper disable once VirtualMemberCallInConstructor -- LoadedAssets isn't overridden by SMAPI or Stardew Valley
+ this.Cache = new ContentCache(this.LoadedAssets);
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
+ this.Reflection = reflection;
this.OnDisposing = onDisposing;
this.IsNamespaced = isNamespaced;
this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations;
// get asset data
- this.BaseDisposableReferences = reflection.GetField<List<IDisposable>>(this, "disposableAssets").GetValue();
+ this.BaseDisposableReferences = reflection.GetField<List<IDisposable>?>(this, "disposableAssets").GetValue()
+ ?? throw new InvalidOperationException("Can't initialize content manager: the required 'disposableAssets' field wasn't found.");
}
/// <inheritdoc />
- public override T Load<T>(string assetName)
+ public virtual bool DoesAssetExist<T>(IAssetName assetName)
+ where T : notnull
{
- return this.Load<T>(assetName, this.Language, useCache: true);
+ return this.Cache.ContainsKey(assetName.Name);
}
/// <inheritdoc />
- public override T Load<T>(string assetName, LanguageCode language)
+ [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")]
+ public sealed override T LoadBase<T>(string assetName)
{
- return this.Load<T>(assetName, language, useCache: true);
+ return this.Load<T>(assetName, LanguageCode.en);
}
/// <inheritdoc />
- public abstract T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache);
-
- /// <inheritdoc />
- [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")]
- public override T LoadBase<T>(string assetName)
+ public sealed override T Load<T>(string assetName)
{
- return this.Load<T>(assetName, LanguageCode.en, useCache: true);
+ return this.Load<T>(assetName, this.Language);
}
/// <inheritdoc />
- public virtual void OnLocaleChanged() { }
+ public sealed override T Load<T>(string assetName, LanguageCode language)
+ {
+ assetName = this.PrenormalizeRawAssetName(assetName);
+ IAssetName parsedName = this.Coordinator.ParseAssetName(assetName, allowLocales: this.TryLocalizeKeys);
+ return this.LoadLocalized<T>(parsedName, language, useCache: true);
+ }
/// <inheritdoc />
- [Pure]
- public string NormalizePathSeparators(string path)
+ public T LoadLocalized<T>(IAssetName assetName, LanguageCode language, bool useCache)
+ where T : notnull
{
- return this.Cache.NormalizePathSeparators(path);
+ // ignore locale in English (or if disabled)
+ if (!this.TryLocalizeKeys || language == LocalizedContentManager.LanguageCode.en)
+ return this.LoadExact<T>(assetName, useCache: useCache);
+
+ // check for localized asset
+ if (!LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.Name, out _))
+ {
+ string localeCode = this.LanguageCodeString(language);
+ IAssetName localizedName = new AssetName(baseName: assetName.BaseName, localeCode: localeCode, languageCode: language);
+
+ try
+ {
+ T data = this.LoadExact<T>(localizedName, useCache: useCache);
+ LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
+ return data;
+ }
+ catch (ContentLoadException)
+ {
+ localizedName = new AssetName(assetName.BaseName + "_international", null, null);
+ try
+ {
+ T data = this.LoadExact<T>(localizedName, useCache: useCache);
+ LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
+ return data;
+ }
+ catch (ContentLoadException)
+ {
+ LocalizedContentManager.localizedAssetNames[assetName.Name] = assetName.Name;
+ }
+ }
+ }
+
+ // use cached key
+ string rawName = LocalizedContentManager.localizedAssetNames[assetName.Name];
+ if (assetName.Name != rawName)
+ assetName = this.Coordinator.ParseAssetName(rawName, allowLocales: this.TryLocalizeKeys);
+ return this.LoadExact<T>(assetName, useCache: useCache);
}
/// <inheritdoc />
+ public abstract T LoadExact<T>(IAssetName assetName, bool useCache)
+ where T : notnull;
+
+ /// <inheritdoc />
[SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
- public string AssertAndNormalizeAssetName(string assetName)
+ public string AssertAndNormalizeAssetName(string? assetName)
{
// NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid
// throwing other types like ArgumentException here.
@@ -154,19 +207,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
- public bool IsLoaded(string assetName, LanguageCode language)
+ public bool IsLoaded(IAssetName assetName)
{
- assetName = this.Cache.NormalizeKey(assetName);
- return this.IsNormalizedKeyLoaded(assetName, language);
+ return this.Cache.ContainsKey(assetName.Name);
}
- /// <inheritdoc />
- public IEnumerable<string> GetAssetKeys()
- {
- return this.Cache.Keys
- .Select(this.GetAssetName)
- .Distinct();
- }
/****
** Cache invalidation
@@ -177,13 +222,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
IDictionary<string, object> removeAssets = new Dictionary<string, object>(StringComparer.OrdinalIgnoreCase);
this.Cache.Remove((key, asset) =>
{
- this.ParseCacheKey(key, out string assetName, out _);
+ string baseAssetName = this.Coordinator.ParseAssetName(key, allowLocales: this.TryLocalizeKeys).BaseName;
// check if asset should be removed
- bool remove = removeAssets.ContainsKey(assetName);
- if (!remove && predicate(assetName, asset.GetType()))
+ bool remove = removeAssets.ContainsKey(baseAssetName);
+ if (!remove && predicate(baseAssetName, asset.GetType()))
{
- removeAssets[assetName] = asset;
+ removeAssets[baseAssetName] = asset;
remove = true;
}
@@ -211,7 +256,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// dispose uncached assets
foreach (WeakReference<IDisposable> reference in this.Disposables)
{
- if (reference.TryGetTarget(out IDisposable disposable))
+ if (reference.TryGetTarget(out IDisposable? disposable))
{
try
{
@@ -241,78 +286,64 @@ namespace StardewModdingAPI.Framework.ContentManagers
/*********
** Private methods
*********/
+ /// <summary>Apply initial normalization to a raw asset name before it's parsed.</summary>
+ /// <param name="assetName">The asset name to normalize.</param>
+ [return: NotNullIfNotNull("assetName")]
+ private string? PrenormalizeRawAssetName(string? assetName)
+ {
+ // trim
+ assetName = assetName?.Trim();
+
+ // For legacy reasons, mods can pass .xnb file extensions to the content pipeline which
+ // are then stripped. This will be re-added as needed when reading from raw files.
+ if (assetName?.EndsWith(".xnb") == true)
+ assetName = assetName[..^".xnb".Length];
+
+ return assetName;
+ }
+
+ /// <summary>Normalize path separators in a file path. For asset keys, see <see cref="AssertAndNormalizeAssetName"/> instead.</summary>
+ /// <param name="path">The file path to normalize.</param>
+ [Pure]
+ [return: NotNullIfNotNull("path")]
+ protected string? NormalizePathSeparators(string? path)
+ {
+ return this.Cache.NormalizePathSeparators(path);
+ }
+
/// <summary>Load an asset file directly from the underlying content manager.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The normalized asset key.</param>
/// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
- protected virtual T RawLoad<T>(string assetName, bool useCache)
+ protected virtual T RawLoad<T>(IAssetName assetName, bool useCache)
{
return useCache
- ? base.LoadBase<T>(assetName)
- : base.ReadAsset<T>(assetName, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable)));
+ ? base.LoadBase<T>(assetName.Name)
+ : this.ReadAsset<T>(assetName.Name, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable)));
}
/// <summary>Add tracking data to an asset and add it to 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>
- /// <param name="language">The language code for which to inject the asset.</param>
/// <param name="useCache">Whether to save the asset to the asset cache.</param>
- protected virtual void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache)
+ protected virtual void TrackAsset<T>(IAssetName assetName, T value, bool useCache)
+ where T : notnull
{
// track asset key
if (value is Texture2D texture)
- texture.Name = assetName;
+ texture.Name = assetName.Name;
- // cache asset
+ // save to cache
+ // Note: even if the asset was loaded and cached right before this method was called,
+ // we need to fully re-inject it because a mod editor may have changed the asset in a
+ // way that doesn't change the instance stored in the cache, e.g. using
+ // `asset.ReplaceWith`.
if (useCache)
- {
- assetName = this.AssertAndNormalizeAssetName(assetName);
- this.Cache[assetName] = value;
- }
+ this.Cache[assetName.Name] = value;
// avoid hard disposable references; see remarks on the field
this.BaseDisposableReferences.Clear();
}
-
- /// <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 localized).</param>
- protected void ParseCacheKey(string cacheKey, out string assetName, out string localeCode)
- {
- // handle localized key
- if (!string.IsNullOrWhiteSpace(cacheKey))
- {
- int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.Ordinal);
- if (lastSepIndex >= 0)
- {
- string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
- if (this.Coordinator.TryGetLanguageEnum(suffix, out _))
- {
- 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="normalizedAssetName">The normalized asset name.</param>
- /// <param name="language">The language to check.</param>
- protected abstract bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language);
-
- /// <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;
- }
}
}
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index ab198076..083df454 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -1,13 +1,14 @@
using System;
using System.Collections.Generic;
+using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
-using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
+using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Content;
-using StardewModdingAPI.Framework.Exceptions;
+using StardewModdingAPI.Framework.Deprecations;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Internal;
@@ -24,16 +25,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
** Fields
*********/
/// <summary>The assets currently being intercepted by <see cref="IAssetLoader"/> instances. This is used to prevent infinite loops when a loader loads a new asset.</summary>
- private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>();
-
- /// <summary>Interceptors which provide the initial versions of matching assets.</summary>
- private IList<ModLinked<IAssetLoader>> Loaders => this.Coordinator.Loaders;
-
- /// <summary>Interceptors which edit matching assets after they're loaded.</summary>
- private IList<ModLinked<IAssetEditor>> Editors => this.Coordinator.Editors;
-
- /// <summary>Maps asset names to their localized form, like <c>LooseSprites\Billboard => LooseSprites\Billboard.fr-FR</c> (localized) or <c>Maps\AnimalShop => Maps\AnimalShop</c> (not localized).</summary>
- private IDictionary<string, string> LocalizedAssetNames => LocalizedContentManager.localizedAssetNames;
+ private readonly ContextHash<string> AssetsBeingLoaded = new();
/// <summary>Whether the next load is the first for any game content manager.</summary>
private static bool IsFirstLoad = true;
@@ -41,6 +33,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>A callback to invoke the first time *any* game content manager loads an asset.</summary>
private readonly Action OnLoadingFirstAsset;
+ /// <summary>A callback to invoke when an asset is fully loaded.</summary>
+ private readonly Action<BaseContentManager, IAssetName> OnAssetLoaded;
+
/*********
** Public methods
@@ -55,15 +50,45 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <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="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param>
+ /// <param name="onAssetLoaded">A callback to invoke when an asset is fully loaded.</param>
/// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
- public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations)
+ public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, bool aggressiveMemoryOptimizations)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations)
{
this.OnLoadingFirstAsset = onLoadingFirstAsset;
+ this.OnAssetLoaded = onAssetLoaded;
}
/// <inheritdoc />
- public override T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache)
+ public override bool DoesAssetExist<T>(IAssetName assetName)
+ {
+ if (base.DoesAssetExist<T>(assetName))
+ return true;
+
+ // vanilla asset
+ if (File.Exists(Path.Combine(this.RootDirectory, $"{assetName.Name}.xnb")))
+ return true;
+
+ // managed asset
+ if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string? contentManagerID, out IAssetName? relativePath))
+ return this.Coordinator.DoesManagedAssetExist<T>(contentManagerID, relativePath);
+
+ // custom asset from a loader
+ string locale = this.GetLocale();
+ IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
+ AssetLoadOperation[] loaders = this.GetLoaders<object>(info).ToArray();
+
+ if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error))
+ {
+ this.Monitor.Log(error, LogLevel.Warn);
+ return false;
+ }
+
+ return loaders.Any();
+ }
+
+ /// <inheritdoc />
+ public override T LoadExact<T>(IAssetName assetName, bool useCache)
{
// raise first-load callback
if (GameContentManager.IsFirstLoad)
@@ -72,71 +97,45 @@ namespace StardewModdingAPI.Framework.ContentManagers
this.OnLoadingFirstAsset();
}
- // normalize asset name
- assetName = this.AssertAndNormalizeAssetName(assetName);
- if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage))
- return this.Load<T>(newAssetName, newLanguage, useCache);
-
// get from cache
- if (useCache && this.IsLoaded(assetName, language))
- return this.RawLoad<T>(assetName, language, useCache: true);
+ if (useCache && this.IsLoaded(assetName))
+ return this.RawLoad<T>(assetName, useCache: true);
// get managed asset
- if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
+ if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string? contentManagerID, out IAssetName? relativePath))
{
T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath);
- this.TrackAsset(assetName, managedAsset, language, useCache);
+ this.TrackAsset(assetName, managedAsset, useCache);
return managedAsset;
}
// load asset
T data;
- if (this.AssetsBeingLoaded.Contains(assetName))
+ if (this.AssetsBeingLoaded.Contains(assetName.Name))
{
this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn);
this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}");
- data = this.RawLoad<T>(assetName, language, useCache);
+ data = this.RawLoad<T>(assetName, useCache);
}
else
{
- data = this.AssetsBeingLoaded.Track(assetName, () =>
+ data = this.AssetsBeingLoaded.Track(assetName.Name, () =>
{
- string locale = this.GetLocale(language);
- IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
+ IAssetInfo info = new AssetInfo(assetName.LocaleCode, assetName, typeof(T), this.AssertAndNormalizeAssetName);
IAssetData asset =
this.ApplyLoader<T>(info)
- ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, language, useCache), this.AssertAndNormalizeAssetName);
+ ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, useCache), this.AssertAndNormalizeAssetName, this.Reflection);
asset = this.ApplyEditors<T>(info, asset);
return (T)asset.Data;
});
}
- // update cache & return data
- this.TrackAsset(assetName, data, language, useCache);
- return data;
- }
+ // update cache
+ this.TrackAsset(assetName, data, useCache);
- /// <inheritdoc />
- public override void OnLocaleChanged()
- {
- base.OnLocaleChanged();
-
- // find assets for which a translatable version was loaded
- HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
- foreach (string key in this.LocalizedAssetNames.Where(p => p.Key != p.Value).Select(p => p.Key))
- removeAssetNames.Add(this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) ? assetName : key);
-
- // invalidate translatable assets
- string[] invalidated = this
- .InvalidateCache((key, type) =>
- removeAssetNames.Contains(key)
- || (this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) && removeAssetNames.Contains(assetName))
- )
- .Select(p => p.Key)
- .OrderBy(p => p, StringComparer.OrdinalIgnoreCase)
- .ToArray();
- if (invalidated.Any())
- this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change.");
+ // raise event & return data
+ this.OnAssetLoaded(this, assetName);
+ return data;
}
/// <inheritdoc />
@@ -149,231 +148,101 @@ namespace StardewModdingAPI.Framework.ContentManagers
/*********
** Private methods
*********/
- /// <inheritdoc />
- protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language)
- {
- string cachedKey = null;
- bool localized =
- language != LocalizedContentManager.LanguageCode.en
- && !this.Coordinator.IsManagedAssetKey(normalizedAssetName)
- && this.LocalizedAssetNames.TryGetValue(normalizedAssetName, out cachedKey);
-
- return localized
- ? this.Cache.ContainsKey(cachedKey)
- : this.Cache.ContainsKey(normalizedAssetName);
- }
-
- /// <inheritdoc />
- protected override void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache)
- {
- // handle explicit language in asset name
- {
- if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage))
- {
- this.TrackAsset(newAssetName, value, newLanguage, useCache);
- return;
- }
- }
-
- // save to cache
- // Note: even if the asset was loaded and cached right before this method was called,
- // we need to fully re-inject it here for two reasons:
- // 1. So we can look up an asset by its base or localized key (the game/XNA logic
- // only caches by the most specific key).
- // 2. Because a mod asset loader/editor may have changed the asset in a way that
- // doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`.
- if (useCache)
- {
- string translatedKey = $"{assetName}.{this.GetLocale(language)}";
- base.TrackAsset(assetName, value, language, useCache: true);
- if (this.Cache.ContainsKey(translatedKey))
- base.TrackAsset(translatedKey, value, language, useCache: true);
-
- // track whether the injected asset is translatable for is-loaded lookups
- if (this.Cache.ContainsKey(translatedKey))
- this.LocalizedAssetNames[assetName] = translatedKey;
- else if (this.Cache.ContainsKey(assetName))
- this.LocalizedAssetNames[assetName] = assetName;
- else
- this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error);
- }
- }
-
- /// <summary>Load an asset file directly from the underlying content manager.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The normalized asset key.</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>
- /// <remarks>Derived from <see cref="LocalizedContentManager.Load{T}(string, LocalizedContentManager.LanguageCode)"/>.</remarks>
- private T RawLoad<T>(string assetName, LanguageCode language, bool useCache)
+ /// <summary>Load the initial asset from the registered loaders.</summary>
+ /// <param name="info">The basic asset metadata.</param>
+ /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>
+ private IAssetData? ApplyLoader<T>(IAssetInfo info)
+ where T : notnull
{
- try
+ // find matching loader
+ AssetLoadOperation? loader;
{
- // use cached key
- if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey))
- return base.RawLoad<T>(cachedKey, useCache);
+ AssetLoadOperation[] loaders = this.GetLoaders<T>(info).OrderByDescending(p => p.Priority).ToArray();
- // try translated key
- if (language != LocalizedContentManager.LanguageCode.en)
+ if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error))
{
- string translatedKey = $"{assetName}.{this.GetLocale(language)}";
- try
- {
- T obj = base.RawLoad<T>(translatedKey, useCache);
- this.LocalizedAssetNames[assetName] = translatedKey;
- return obj;
- }
- catch (ContentLoadException)
- {
- this.LocalizedAssetNames[assetName] = assetName;
- }
+ this.Monitor.Log(error, LogLevel.Warn);
+ return null;
}
- // try base asset
- return base.RawLoad<T>(assetName, useCache);
+ loader = loaders.FirstOrDefault();
}
- catch (ContentLoadException ex) when (ex.InnerException is FileNotFoundException innerEx && innerEx.InnerException == null)
- {
- throw new SContentLoadException($"Error loading \"{assetName}\": it isn't in the Content folder and no mod provided it.");
- }
- }
- /// <summary>Parse an asset key that contains an explicit language into its asset name and language, if applicable.</summary>
- /// <param name="rawAsset">The asset key to parse.</param>
- /// <param name="assetName">The asset name without the language code.</param>
- /// <param name="language">The language code removed from the asset name.</param>
- /// <returns>Returns whether the asset key contains an explicit language and was successfully parsed.</returns>
- private bool TryParseExplicitLanguageAssetKey(string rawAsset, out string assetName, out LanguageCode language)
- {
- if (string.IsNullOrWhiteSpace(rawAsset))
- throw new SContentLoadException("The asset key is empty.");
-
- // extract language code
- int splitIndex = rawAsset.LastIndexOf('.');
- if (splitIndex != -1 && this.Coordinator.TryGetLanguageEnum(rawAsset.Substring(splitIndex + 1), out language))
- {
- assetName = rawAsset.Substring(0, splitIndex);
- return true;
- }
-
- // no explicit language code found
- assetName = rawAsset;
- language = this.Language;
- return false;
- }
-
- /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary>
- /// <param name="info">The basic asset metadata.</param>
- /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>
- private IAssetData ApplyLoader<T>(IAssetInfo info)
- {
- // find matching loaders
- var loaders = this.Loaders
- .Where(entry =>
- {
- try
- {
- return entry.Data.CanLoad<T>(info);
- }
- catch (Exception ex)
- {
- entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- return false;
- }
- })
- .ToArray();
-
- // validate loaders
- if (!loaders.Any())
+ // no loader found
+ if (loader == null)
return null;
- if (loaders.Length > 1)
- {
- string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray();
- this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn);
- return null;
- }
// fetch asset from loader
- IModMetadata mod = loaders[0].Mod;
- IAssetLoader loader = loaders[0].Data;
+ IModMetadata mod = loader.Mod;
T data;
try
{
- data = loader.Load<T>(info);
- this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace);
+ data = (T)loader.GetData(info);
+ this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.Name}'{this.GetOnBehalfOfLabel(loader.OnBehalfOf)}.");
}
catch (Exception ex)
{
- mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
+ mod.LogAsMod($"Mod crashed when loading asset '{info.Name}'{this.GetOnBehalfOfLabel(loader.OnBehalfOf)}. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
return null;
}
// return matched asset
- return this.TryFixAndValidateLoadedAsset(info, data, mod)
- ? new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName)
+ return this.TryFixAndValidateLoadedAsset(info, data, loader)
+ ? new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName, this.Reflection)
: null;
}
- /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary>
+ /// <summary>Apply any editors to a loaded asset.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The basic asset metadata.</param>
/// <param name="asset">The loaded asset.</param>
private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset)
+ where T : notnull
{
- IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName);
+ IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName, this.Reflection);
// special case: if the asset was loaded with a more general type like 'object', call editors with the actual type instead.
{
Type actualType = asset.Data.GetType();
- Type actualOpenType = actualType.IsGenericType ? actualType.GetGenericTypeDefinition() : null;
+ Type?