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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-02-06 13:03:37 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-02-06 13:03:37 -0500 |
commit | efec87065780426db15c51a7e68315ff488a89c0 (patch) | |
tree | b7649aee21a4ac6dbf4756892acd4a59a5a0eb29 /src/SMAPI | |
parent | 54e7b5b846dfd542af3c8a904a57fc5ccc44ecb5 (diff) | |
download | SMAPI-efec87065780426db15c51a7e68315ff488a89c0.tar.gz SMAPI-efec87065780426db15c51a7e68315ff488a89c0.tar.bz2 SMAPI-efec87065780426db15c51a7e68315ff488a89c0.zip |
fix edge case in non-English asset cache after returning to title screen
Diffstat (limited to 'src/SMAPI')
-rw-r--r-- | src/SMAPI/Framework/ContentCoordinator.cs | 26 | ||||
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 1 |
2 files changed, 27 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 6a7385c3..b7c15526 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -203,6 +203,32 @@ namespace StardewModdingAPI.Framework }); } + /// <summary>Clean up when the player is returning to the title screen.</summary> + /// <remarks>This is called after the player returns to the title screen, but before <see cref="Game1.CleanupReturningToTitle"/> runs.</remarks> + public void OnReturningToTitleScreen() + { + // The game clears LocalizedContentManager.localizedAssetNames after returning to the title screen. That + // causes an inconsistency in the SMAPI asset cache, which leads to an edge case where assets already + // provided by mods via IAssetLoader when playing in non-English are ignored. + // + // For example, let's say a mod provides the 'Data\mail' asset through IAssetLoader when playing in + // Portuguese. Here's the normal load process after it's loaded: + // 1. The game requests Data\mail. + // 2. SMAPI sees that it's already cached, and calls LoadRaw to bypass asset interception. + // 3. LoadRaw sees that there's a localized key mapping, and gets the mapped key. + // 4. In this case "Data\mail" is mapped to "Data\mail" since it was loaded by a mod, so it loads that + // asset. + // + // When the game clears localizedAssetNames, that process goes wrong in step 4: + // 3. LoadRaw sees that there's no localized key mapping *and* the locale is non-English, so it attempts + // to load from the localized key format. + // 4. In this case that's 'Data\mail.pt-BR', so it successfully loads that asset. + // 5. Since we've bypassed asset interception at this point, it's loaded directly from the base content + // manager without mod changes. + + this.InvalidateCache(asset => true); + } + /// <summary>Get whether this asset is mapped to a mod folder.</summary> /// <param name="key">The asset key.</param> public bool IsManagedAssetKey(string key) diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 0ae69f0f..2d783eb2 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -1118,6 +1118,7 @@ namespace StardewModdingAPI.Framework { // perform cleanup this.Multiplayer.CleanupOnMultiplayerExit(); + this.ContentCore.OnReturningToTitleScreen(); this.JustReturnedToTitle = true; } |