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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-03-11 20:03:52 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-03-11 20:03:52 -0400 |
commit | 9c49d090a06c96ff2c1f4978da67e864177c2a2e (patch) | |
tree | 837b352382a81e1d5257354b9d36b8a6a134070f /src/SMAPI/Framework/SContentManager.cs | |
parent | 6db91f832998ab07e7a937c25b32f1151a0274bc (diff) | |
download | SMAPI-9c49d090a06c96ff2c1f4978da67e864177c2a2e.tar.gz SMAPI-9c49d090a06c96ff2c1f4978da67e864177c2a2e.tar.bz2 SMAPI-9c49d090a06c96ff2c1f4978da67e864177c2a2e.zip |
reorganise and update core content logic for Stardew Valley 1.3 (#453)
Diffstat (limited to 'src/SMAPI/Framework/SContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/SContentManager.cs | 809 |
1 files changed, 0 insertions, 809 deletions
diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs deleted file mode 100644 index 29c6c684..00000000 --- a/src/SMAPI/Framework/SContentManager.cs +++ /dev/null @@ -1,809 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Diagnostics.CodeAnalysis; -using System.Diagnostics.Contracts; -using System.Globalization; -using System.IO; -using System.Linq; -using System.Reflection; -using System.Threading; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Content; -using Microsoft.Xna.Framework.Graphics; -using StardewModdingAPI.Framework.Content; -using StardewModdingAPI.Framework.Exceptions; -using StardewModdingAPI.Framework.Reflection; -using StardewModdingAPI.Framework.Utilities; -using StardewModdingAPI.Metadata; -using StardewValley; - -namespace StardewModdingAPI.Framework -{ - /// <summary>A thread-safe content manager which intercepts assets being loaded to let SMAPI mods inject or edit them.</summary> - /// <remarks> - /// This is the centralised content manager which manages all game assets. The game and mods don't use this class - /// directly; instead they use one of several <see cref="ContentManagerShim"/> instances, which proxy requests to - /// this class. That ensures that when the game disposes one content manager, the others can continue unaffected. - /// That notably requires this class to be thread-safe, since the content managers can be disposed asynchronously. - /// - /// Note that assets in the cache have two identifiers: the asset name (like "bundles") and key (like "bundles.pt-BR"). - /// For English and non-translatable assets, these have the same value. The underlying cache only knows about asset - /// keys, and the game and mods only know about asset names. The content manager handles resolving them. - /// </remarks> - internal class SContentManager : LocalizedContentManager - { - /********* - ** Properties - *********/ - /// <summary>Encapsulates monitoring and logging.</summary> - private readonly IMonitor Monitor; - - /// <summary>The underlying asset cache.</summary> - private readonly ContentCache Cache; - - /// <summary>The locale codes used in asset keys indexed by enum value.</summary> - private readonly IDictionary<LanguageCode, string> Locales; - - /// <summary>The language enum values indexed by locale code.</summary> - private readonly IDictionary<string, LanguageCode> LanguageCodes; - - /// <summary>Provides metadata for core game assets.</summary> - private readonly CoreAssets CoreAssets; - - /// <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>A lookup of the content managers which loaded each asset.</summary> - private readonly IDictionary<string, HashSet<ContentManager>> ContentManagersByAssetKey = new Dictionary<string, HashSet<ContentManager>>(); - - /// <summary>The path prefix for assets in mod folders.</summary> - private readonly string ModContentPrefix; - - /// <summary>A lock used to prevents concurrent changes to the cache while data is being read.</summary> - private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion); - - - /********* - ** Accessors - *********/ - /// <summary>Interceptors which provide the initial versions of matching assets.</summary> - internal IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>(); - - /// <summary>Interceptors which edit matching assets after they're loaded.</summary> - internal IDictionary<IModMetadata, IList<IAssetEditor>> Editors { get; } = new Dictionary<IModMetadata, IList<IAssetEditor>>(); - - /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> - internal string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); - - - /********* - ** Public methods - *********/ - /**** - ** Constructor - ****/ - /// <summary>Construct an instance.</summary> - /// <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="languageCodeOverride">The current language code for which to localise content.</param> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="reflection">Simplifies access to private code.</param> - public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection) - : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride) - { - // init - this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); - this.Cache = new ContentCache(this, reflection); - this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath); - - // get asset data - this.CoreAssets = new CoreAssets(this.NormaliseAssetName, reflection); - this.Locales = this.GetKeyLocales(reflection); - this.LanguageCodes = this.Locales.ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase); - } - - /**** - ** Asset key/name handling - ****/ - /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary> - /// <param name="path">The file path to normalise.</param> - [Pure] - public string NormalisePathSeparators(string path) - { - return this.Cache.NormalisePathSeparators(path); - } - - /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> - /// <param name="assetName">The asset key.</param> - [Pure] - public string NormaliseAssetName(string assetName) - { - return this.Cache.NormaliseKey(assetName); - } - - /// <summary>Assert that the given key has a valid format.</summary> - /// <param name="key">The asset key to check.</param> - /// <exception cref="ArgumentException">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 void AssertValidAssetKeyFormat(string key) - { - if (string.IsNullOrWhiteSpace(key)) - throw new ArgumentException("The asset key or local path is empty."); - if (key.Intersect(Path.GetInvalidPathChars()).Any()) - throw new ArgumentException("The asset key or local path contains invalid characters."); - } - - /// <summary>Convert an absolute file path into a appropriate asset name.</summary> - /// <param name="absolutePath">The absolute path to the file.</param> - public string GetAssetNameFromFilePath(string absolutePath) - { -#if SMAPI_FOR_WINDOWS - // XNA doesn't allow absolute asset paths, so get a path relative to the content folder - return this.GetRelativePath(absolutePath); -#else - // MonoGame is weird about relative paths on Mac, but allows absolute paths - return absolutePath; -#endif - } - - /**** - ** Content loading - ****/ - /// <summary>Get the current content locale.</summary> - public string GetLocale() - { - return this.Locales[this.GetCurrentLanguage()]; - } - - /// <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.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName)); - } - - /// <summary>Get the cached asset keys.</summary> - public IEnumerable<string> GetAssetKeys() - { - return this.WithReadLock(() => - this.Cache.Keys - .Select(this.GetAssetName) - .Distinct() - ); - } - - /// <summary>Load an asset through the content pipeline. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary> - /// <typeparam name="T">The expected asset type.</typeparam> - /// <param name="assetName">The asset path relative to the content directory.</param> - public override T Load<T>(string assetName) - { - return this.LoadFor<T>(assetName, this); - } - - /// <summary>Load an asset through the content pipeline. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary> - /// <typeparam name="T">The expected asset type.</typeparam> - /// <param name="assetName">The asset path relative to the content directory.</param> - /// <param name="instance">The content manager instance for which to load the asset.</param> - /// <exception cref="ArgumentException">The <paramref name="assetName"/> is empty or contains invalid characters.</exception> - /// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception> - public T LoadFor<T>(string assetName, ContentManager instance) - { - // normalise asset key - this.AssertValidAssetKeyFormat(assetName); - assetName = this.NormaliseAssetName(assetName); - - // load game content - if (!assetName.StartsWith(this.ModContentPrefix)) - return this.LoadImpl<T>(assetName, instance); - - // load mod content - SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}"); - try - { - return this.WithWriteLock(() => - { - // try cache - if (this.IsLoaded(assetName)) - return this.LoadImpl<T>(assetName, instance); - - // get file - FileInfo file = this.GetModFile(assetName); - if (!file.Exists) - throw GetContentError("the specified path doesn't exist."); - - // load content - switch (file.Extension.ToLower()) - { - // XNB file - case ".xnb": - return this.LoadImpl<T>(assetName, instance); - - // unpacked map - case ".tbin": - throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper."); - - // unpacked image - case ".png": - // validate - if (typeof(T) != typeof(Texture2D)) - throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); - - // fetch & cache - using (FileStream stream = File.OpenRead(file.FullName)) - { - Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); - texture = this.PremultiplyTransparency(texture); - this.InjectWithoutLock(assetName, texture, instance); - return (T)(object)texture; - } - - default: - throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'."); - } - }); - } - catch (Exception ex) when (!(ex is SContentLoadException)) - { - 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 '{assetName}'.", ex); - } - } - - /// <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> - /// <param name="instance">The content manager instance for which to load the asset.</param> - public void Inject<T>(string assetName, T value, ContentManager instance) - { - this.WithWriteLock(() => this.InjectWithoutLock(assetName, value, instance)); - } - - /**** - ** Cache invalidation - ****/ - /// <summary>Purge assets from the cache that match one of the interceptors.</summary> - /// <param name="editors">The asset editors for which to purge matching assets.</param> - /// <param name="loaders">The asset loaders for which to purge matching assets.</param> - /// <returns>Returns whether any cache entries were invalidated.</returns> - public bool InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders) - { - if (!editors.Any() && !loaders.Any()) - return false; - - // get CanEdit/Load methods - MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit)); - MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad)); - if (canEdit == null || canLoad == null) - throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen - - // invalidate matching keys - return this.InvalidateCache(asset => - { - // check loaders - MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType); - if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset }))) - return true; - - // check editors - MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType); - return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset })); - }); - } - - /// <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 whether any cache entries were invalidated.</returns> - public bool InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false) - { - string locale = this.GetLocale(); - return this.InvalidateCache((assetName, type) => - { - IAssetInfo info = new AssetInfo(locale, assetName, type, this.NormaliseAssetName); - return predicate(info); - }); - } - - /// <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 whether any cache entries were invalidated.</returns> - public bool InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) - { - return this.WithWriteLock(() => - { - // invalidate matching keys - HashSet<string> removeKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); - 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); - removeKeys.Add(key); - return true; - } - return false; - }); - - // update reference tracking - foreach (string key in removeKeys) - this.ContentManagersByAssetKey.Remove(key); - - // reload core game assets - int reloaded = 0; - foreach (string key in removeAssetNames) - { - if (this.CoreAssets.ReloadForKey(this, key)) - reloaded++; - } - - // report result - if (removeKeys.Any()) - { - this.Monitor.Log($"Invalidated {removeAssetNames.Count} asset names: {string.Join(", ", removeKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); - return true; - } - this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); - return false; - }); - } - - /**** - ** Disposal - ****/ - /// <summary>Dispose assets for the given content manager shim.</summary> - /// <param name="shim">The content manager whose assets to dispose.</param> - internal void DisposeFor(ContentManagerShim shim) - { - this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace); - - this.WithWriteLock(() => - { - foreach (var entry in this.ContentManagersByAssetKey) - entry.Value.Remove(shim); - this.InvalidateCache((key, type) => !this.ContentManagersByAssetKey[key].Any(), dispose: true); - }); - } - - - /********* - ** Private methods - *********/ - /**** - ** Disposal - ****/ - /// <summary>Dispose held resources.</summary> - /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> - protected override void Dispose(bool disposing) - { - this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); - base.Dispose(disposing); - } - - /**** - ** Asset name/key handling - ****/ - /// <summary>Get a directory or file path relative to the content root.</summary> - /// <param name="targetPath">The target file path.</param> - private string GetRelativePath(string targetPath) - { - return PathUtilities.GetRelativePath(this.FullRootDirectory, targetPath); - } - - /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary> - /// <param name="reflection">Simplifies access to private game code.</param> - private IDictionary<LanguageCode, string> GetKeyLocales(Reflector reflection) - { -#if !STARDEW_VALLEY_1_3 - IReflectedField<LanguageCode> codeField = reflection.GetField<LanguageCode>(typeof(LocalizedContentManager), "_currentLangCode"); - LanguageCode previousCode = codeField.GetValue(); -#endif - string previousOverride = this.LanguageCodeOverride; - - try - { - // temporarily disable language override - this.LanguageCodeOverride = null; - - // create locale => code map - IReflectedMethod languageCodeString = reflection -#if STARDEW_VALLEY_1_3 - .GetMethod(this, "languageCodeString"); -#else - .GetMethod(this, "languageCode"); -#endif - IDictionary<LanguageCode, string> map = new Dictionary<LanguageCode, string>(); - foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode))) - { -#if STARDEW_VALLEY_1_3 - map[code] = languageCodeString.Invoke<string>(code); -#else - codeField.SetValue(code); - map[code] = languageCodeString.Invoke<string>(); -#endif - } - - return map; - } - finally - { - // restore previous settings - this.LanguageCodeOverride = previousOverride; -#if !STARDEW_VALLEY_1_3 - codeField.SetValue(previousCode); -#endif - - } - } - - /// <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> - private 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; - } - - /**** - ** Cache handling - ****/ - /// <summary>Get whether an asset has already been loaded.</summary> - /// <param name="normalisedAssetName">The normalised asset name.</param> - private bool IsNormalisedKeyLoaded(string normalisedAssetName) - { - return this.Cache.ContainsKey(normalisedAssetName) - || this.Cache.ContainsKey($"{normalisedAssetName}.{this.Locales[this.GetCurrentLanguage()]}"); // translated asset - } - - /// <summary>Track that a content manager loaded an asset.</summary> - /// <param name="key">The asset key that was loaded.</param> - /// <param name="manager">The content manager that loaded the asset.</param> - private void TrackAssetLoader(string key, ContentManager manager) - { - if (!this.ContentManagersByAssetKey.TryGetValue(key, out HashSet<ContentManager> hash)) - hash = this.ContentManagersByAssetKey[key] = new HashSet<ContentManager>(); - hash.Add(manager); - } - - /**** - ** Content loading - ****/ - /// <summary>Load an asset name without heuristics to support mod content.</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="instance">The content manager instance for which to load the asset.</param> - private T LoadImpl<T>(string assetName, ContentManager instance) - { - return this.WithWriteLock(() => - { - // skip if already loaded - if (this.IsNormalisedKeyLoaded(assetName)) - { - this.TrackAssetLoader(assetName, instance); - return base.Load<T>(assetName); - } - - // load asset - T data; - if (this.AssetsBeingLoaded.Contains(assetName)) - { - 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}", LogLevel.Trace); - data = base.Load<T>(assetName); - } - else - { - data = this.AssetsBeingLoaded.Track(assetName, () => - { - IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName); - IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, base.Load<T>(assetName), this.NormaliseAssetName); - asset = this.ApplyEditors<T>(info, asset); - return (T)asset.Data; - }); - } - - // update cache & return data - this.InjectWithoutLock(assetName, data, instance); - return data; - }); - } - - /// <summary>Inject an asset into the cache without acquiring a write lock. This should only be called from within a write lock.</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="instance">The content manager instance for which to load the asset.</param> - private void InjectWithoutLock<T>(string assetName, T value, ContentManager instance) - { - assetName = this.NormaliseAssetName(assetName); - this.Cache[assetName] = value; - this.TrackAssetLoader(assetName, instance); - } - - /// <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) - { - // try exact match - FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path)); - - // try with default extension - if (!file.Exists && file.Extension.ToLower() != ".xnb") - { - FileInfo result = new FileInfo(file.FullName + ".xnb"); - if (result.Exists) - file = result; - } - - return file; - } - - /// <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.GetInterceptors(this.Loaders) - .Where(entry => - { - try - { - return entry.Value.CanLoad<T>(info); - } - catch (Exception ex) - { - entry.Key.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - return false; - } - }) - .ToArray(); - - // validate loaders - if (!loaders.Any()) - return null; - if (loaders.Length > 1) - { - string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); - this.Monitor.Log($"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].Key; - IAssetLoader loader = loaders[0].Value; - T data; - try - { - data = loader.Load<T>(info); - this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); - } - catch (Exception ex) - { - mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - return null; - } - - // validate asset - if (data == null) - { - mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); - return null; - } - - // return matched asset - return new AssetDataForObject(info, data, this.NormaliseAssetName); - } - - /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> - /// <typeparam name="T">The asset type.</typeparam> - /// <param name="info">The basic asset metadata.</param> - /// <param name="asset">The loaded asset.</param> - private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset) - { - IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName); - - // edit asset - foreach (var entry in this.GetInterceptors(this.Editors)) - { - // check for match - IModMetadata mod = entry.Key; - IAssetEditor editor = entry.Value; - try - { - if (!editor.CanEdit<T>(info)) - continue; - } - catch (Exception ex) - { - mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - continue; - } - - // try edit - object prevAsset = asset.Data; - try - { - editor.Edit<T>(asset); - this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace); - } - catch (Exception ex) - { - mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - } - - // validate edit - if (asset.Data == null) - { - mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); - asset = GetNewData(prevAsset); - } - else if (!(asset.Data is T)) - { - mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); - asset = GetNewData(prevAsset); - } - } - - // return result - return asset; - } - - /// <summary>Get all registered interceptors from a list.</summary> - private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries) - { - foreach (var entry in entries) - { - IModMetadata mod = entry.Key; - IList<T> interceptors = entry.Value; - - // registered editors - foreach (T interceptor in interceptors) - yield return new KeyValuePair<IModMetadata, T>(mod, interceptor); - } - } - - /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing.</summary> - /// <param name="texture">The texture to premultiply.</param> - /// <returns>Returns a premultiplied texture.</returns> - /// <remarks>Based on <a href="https://gist.github.com/Layoric/6255384">code by Layoric</a>.</remarks> - private Texture2D PremultiplyTransparency(Texture2D texture) - { - // validate - if (Context.IsInDrawLoop) - throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop."); - - // process texture - SpriteBatch spriteBatch = Game1.spriteBatch; - GraphicsDevice gpu = Game1.graphics.GraphicsDevice; - using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height)) - { - // create blank render target to premultiply - gpu.SetRenderTarget(renderTarget); - gpu.Clear(Color.Black); - - // multiply each color by the source alpha, and write just the color values into the final texture - spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState - { - ColorDestinationBlend = Blend.Zero, - ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue, - AlphaDestinationBlend = Blend.Zero, - AlphaSourceBlend = Blend.SourceAlpha, - ColorSourceBlend = Blend.SourceAlpha - }); - spriteBatch.Draw(texture, texture.Bounds, Color.White); - spriteBatch.End(); - - // copy the alpha values from the source texture into the final one without multiplying them - spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState - { - ColorWriteChannels = ColorWriteChannels.Alpha, - AlphaDestinationBlend = Blend.Zero, - ColorDestinationBlend = Blend.Zero, - AlphaSourceBlend = Blend.One, - ColorSourceBlend = Blend.One - }); - spriteBatch.Draw(texture, texture.Bounds, Color.White); - spriteBatch.End(); - - // release GPU - gpu.SetRenderTarget(null); - - // extract premultiplied data - Color[] data = new Color[texture.Width * texture.Height]; - renderTarget.GetData(data); - - // unset texture from GPU to regain control - gpu.Textures[0] = null; - - // update texture with premultiplied data - texture.SetData(data); - } - - return texture; - } - - /**** - ** Concurrency logic - ****/ - /// <summary>Acquire a read lock which prevents concurrent writes to the cache while it's open.</summary> - /// <typeparam name="T">The action's return value.</typeparam> - /// <param name="action">The action to perform.</param> - private T WithReadLock<T>(Func<T> action) - { - try - { - this.Lock.EnterReadLock(); - return action(); - } - finally - { - this.Lock.ExitReadLock(); - } - } - - /// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary> - /// <param name="action">The action to perform.</param> - private void WithWriteLock(Action action) - { - try - { - this.Lock.EnterWriteLock(); - action(); - } - finally - { - this.Lock.ExitWriteLock(); - } - } - - /// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary> - /// <typeparam name="T">The action's return value.</typeparam> - /// <param name="action">The action to perform.</param> - private T WithWriteLock<T>(Func<T> action) - { - try - { - this.Lock.EnterWriteLock(); - return action(); - } - finally - { - this.Lock.ExitWriteLock(); - } - } - } -} |