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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-02-22 17:53:22 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-02-22 17:53:22 -0500 |
commit | e8bb80af26997bc4e0ed43e4b2cc2cd5596e25f4 (patch) | |
tree | 5150a4ccd50b3de6aec6d9d37e53eced325049f7 /src/SMAPI | |
parent | 66079f2253a0c81bb33c1fee848a6cd2222d43d9 (diff) | |
download | SMAPI-e8bb80af26997bc4e0ed43e4b2cc2cd5596e25f4.tar.gz SMAPI-e8bb80af26997bc4e0ed43e4b2cc2cd5596e25f4.tar.bz2 SMAPI-e8bb80af26997bc4e0ed43e4b2cc2cd5596e25f4.zip |
fix errors loading spouse room content packs in SMAPI 3.3
The new logic for loading map tilesheets incorrectly changed vanilla tilesheets like "townInterior" to "Maps/townInterior". While the game itself handled that, mods like Content Patcher which compared tilesheet paths would incorrectly decide that "townInterior" and "Maps/townInterior" were different files, and add a new tilesheet for it; that in turn would cause errors when patching spouse rooms, since it doesn't copy tilesheets.
Diffstat (limited to 'src/SMAPI')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/ModContentManager.cs | 15 |
1 files changed, 12 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 7d274eb7..4ffe3acd 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -367,14 +367,23 @@ namespace StardewModdingAPI.Framework.ContentManagers } // get from game assets + // Map tilesheet keys shouldn't include the "Maps/" prefix (the game will add it automatically) or ".png" extension. { - string contentKey = Path.Combine("Maps", relativePath); - if (contentKey.EndsWith(".png")) + string contentKey = relativePath; + foreach (char separator in PathUtilities.PossiblePathSeparators) + { + if (contentKey.StartsWith($"Maps{separator}")) + { + contentKey = contentKey.Substring(5); + break; + } + } + if (contentKey.EndsWith(".png", StringComparison.InvariantCultureIgnoreCase)) contentKey = contentKey.Substring(0, contentKey.Length - 4); try { - this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset + this.GameContentManager.Load<Texture2D>(Path.Combine("Maps", contentKey), this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset assetName = contentKey; return true; } |