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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:07:10 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:07:10 -0400
commit929dccb75a1405737975d76648e015a3e7c00177 (patch)
tree659fe16509327e694555db363caf7f47f326443b /src/StardewModdingAPI/Framework/SContentManager.cs
parent926894f8f52c2a5cf104fcac2f7f34b637f7b531 (diff)
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-using System;
-using System.Collections.Generic;
-using System.Globalization;
-using System.IO;
-using System.Linq;
-using System.Reflection;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Content;
-using StardewModdingAPI.Framework.Content;
-using StardewModdingAPI.Framework.ModLoading;
-using StardewModdingAPI.Framework.Reflection;
-using StardewModdingAPI.Framework.Utilities;
-using StardewModdingAPI.Metadata;
-using StardewValley;
-
-namespace StardewModdingAPI.Framework
-{
- /// <summary>SMAPI's implementation of the game's content manager which lets it raise content events.</summary>
- internal class SContentManager : LocalizedContentManager
- {
- /*********
- ** Properties
- *********/
- /// <summary>The possible directory separator characters in an asset key.</summary>
- private static readonly char[] PossiblePathSeparators = new[] { '/', '\\', Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }.Distinct().ToArray();
-
- /// <summary>The preferred directory separator chaeacter in an asset key.</summary>
- private static readonly string PreferredPathSeparator = Path.DirectorySeparatorChar.ToString();
-
- /// <summary>Encapsulates monitoring and logging.</summary>
- private readonly IMonitor Monitor;
-
- /// <summary>The underlying content manager's asset cache.</summary>
- private readonly IDictionary<string, object> Cache;
-
- /// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary>
- private readonly Func<string, string> NormaliseAssetNameForPlatform;
-
- /// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary>
- private readonly IPrivateMethod GetKeyLocale;
-
- /// <summary>The language codes used in asset keys.</summary>
- private readonly IDictionary<string, LanguageCode> KeyLocales;
-
- /// <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>> AssetLoaders = new Dictionary<string, HashSet<ContentManager>>();
-
-
- /*********
- ** 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>
- public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
-
-
- /*********
- ** Public methods
- *********/
- /// <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>
- public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor)
- : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride)
- {
- // validate
- if (monitor == null)
- throw new ArgumentNullException(nameof(monitor));
-
- // initialise
- var reflection = new Reflector();
- this.Monitor = monitor;
-
- // get underlying fields for interception
- this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(this, "loadedAssets").GetValue();
- this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode");
-
- // get asset key normalisation logic
- if (Constants.TargetPlatform == Platform.Windows)
- {
- IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath");
- this.NormaliseAssetNameForPlatform = path => method.Invoke<string>(path);
- }
- else
- this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic
-
- // get asset data
- this.CoreAssets = new CoreAssets(this.NormaliseAssetName);
- this.KeyLocales = this.GetKeyLocales(reflection);
- }
-
- /// <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>
- public string NormalisePathSeparators(string path)
- {
- string[] parts = path.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries);
- string normalised = string.Join(SContentManager.PreferredPathSeparator, parts);
- if (path.StartsWith(SContentManager.PreferredPathSeparator))
- normalised = SContentManager.PreferredPathSeparator + normalised; // keep root slash
- return normalised;
- }
-
- /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary>
- /// <param name="assetName">The asset key.</param>
- public string NormaliseAssetName(string assetName)
- {
- assetName = this.NormalisePathSeparators(assetName);
- if (assetName.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase))
- return assetName.Substring(0, assetName.Length - 4);
- return this.NormaliseAssetNameForPlatform(assetName);
- }
-
- /// <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)
- {
- lock (this.Cache)
- {
- assetName = this.NormaliseAssetName(assetName);
- return this.IsNormalisedKeyLoaded(assetName);
- }
- }
-
- /// <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.LoadFor<T>(assetName, this);
- }
-
- /// <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="instance">The content manager instance for which to load the asset.</param>
- public T LoadFor<T>(string assetName, ContentManager instance)
- {
- lock (this.Cache)
- {
- assetName = this.NormaliseAssetName(assetName);
-
- // 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.Cache[assetName] = data;
- this.TrackAssetLoader(assetName, instance);
- return data;
- }
- }
-
- /// <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>
- public void Inject<T>(string assetName, T value)
- {
- lock (this.Cache)
- {
- assetName = this.NormaliseAssetName(assetName);
- this.Cache[assetName] = value;
- this.TrackAssetLoader(assetName, this);
- }
- }
-
- /// <summary>Get the current content locale.</summary>
- public string GetLocale()
- {
- return this.GetKeyLocale.Invoke<string>();
- }
-
- /// <summary>Get the cached asset keys.</summary>
- public IEnumerable<string> GetAssetKeys()
- {
- lock (this.Cache)
- {
- IEnumerable<string> GetAllAssetKeys()
- {
- foreach (string cacheKey in this.Cache.Keys)
- {
- this.ParseCacheKey(cacheKey, out string assetKey, out string _);
- yield return assetKey;
- }
- }
-
- return GetAllAssetKeys().Distinct();
- }
- }
-
- /// <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));
-
- // invalidate matching keys
- return this.InvalidateCache((assetName, assetType) =>
- {
- // get asset metadata
- IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, assetType, this.NormaliseAssetName);
-
- // check loaders
- MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(assetType);
- if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { info })))
- return true;
-
- // check editors
- MethodInfo canEditGeneric = canEdit.MakeGenericMethod(assetType);
- return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { 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)
- {
- lock (this.Cache)
- {
- // find matching asset keys
- HashSet<string> purgeCacheKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
- HashSet<string> purgeAssetKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
- foreach (string cacheKey in this.Cache.Keys)
- {
- this.ParseCacheKey(cacheKey, out string assetKey, out _);
- Type type = this.Cache[cacheKey].GetType();
- if (predicate(assetKey, type))
- {
- purgeAssetKeys.Add(assetKey);
- purgeCacheKeys.Add(cacheKey);
- }
- }
-
- // purge assets
- foreach (string key in purgeCacheKeys)
- {
- if (dispose && this.Cache[key] is IDisposable disposable)
- disposable.Dispose();
- this.Cache.Remove(key);
- this.AssetLoaders.Remove(key);
- }
-
- // reload core game assets
- int reloaded = 0;
- foreach (string key in purgeAssetKeys)
- {
- if (this.CoreAssets.ReloadForKey(this, key))
- reloaded++;
- }
-
- // report result
- if (purgeCacheKeys.Any())
- {
- this.Monitor.Log($"Invalidated {purgeCacheKeys.Count} cache entries for {purgeAssetKeys.Count} asset keys: {string.Join(", ", purgeCacheKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
- return true;
- }
- this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
- return false;
- }
- }
-
- /// <summary>Dispose assets for the given content manager shim.</summary>
- /// <param name="shim">The content manager whose assets to dispose.</param>
- internal void DisposeFor(ContentManagerShim shim)
- {
- this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace);
-
- foreach (var entry in this.AssetLoaders)
- entry.Value.Remove(shim);
- this.InvalidateCache((key, type) => !this.AssetLoaders[key].Any(), dispose: true);
- }
-
-
- /*********
- ** Private methods
- *********/
- /// <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.GetKeyLocale.Invoke<string>()}"); // 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.AssetLoaders.TryGetValue(key, out HashSet<ContentManager> hash))
- hash = this.AssetLoaders[key] = new HashSet<ContentManager>();
- hash.Add(manager);
- }
-
- /// <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<string, LanguageCode> GetKeyLocales(Reflector reflection)
- {
- // get the private code field directly to avoid changed-code logic
- IPrivateField<LanguageCode> codeField = reflection.GetPrivateField<LanguageCode>(typeof(LocalizedContentManager), "_currentLangCode");
-
- // remember previous settings
- LanguageCode previousCode = codeField.GetValue();
- string previousOverride = this.LanguageCodeOverride;
-
- // create locale => code map
- IDictionary<string, LanguageCode> map = new Dictionary<string, LanguageCode>(StringComparer.InvariantCultureIgnoreCase);
- this.LanguageCodeOverride = null;
- foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode)))
- {
- codeField.SetValue(code);
- map[this.GetKeyLocale.Invoke<string>()] = code;
- }
-
- // restore previous settings
- codeField.SetValue(previousCode);
- this.LanguageCodeOverride = previousOverride;
-
- return map;
- }
-
- /// <summary>Parse a cache key into its component parts.</summary>
- /// <param name="cacheKey">The input cache key.</param>
- /// <param name="assetKey">The original asset key.</param>
- /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param>
- private void ParseCacheKey(string cacheKey, out string assetKey, 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.KeyLocales.ContainsKey(suffix))
- {
- assetKey = cacheKey.Substring(0, lastSepIndex);
- localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
- return;
- }
- }
- }
-
- // handle simple key
- assetKey = cacheKey;
- localeCode = null;
- }
-
- /// <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)
- {
- this.Monitor.Log($"{entry.Key.DisplayName} crashed 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)
- {
- this.Monitor.Log($"{mod.DisplayName} crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- return null;
- }
-
- // validate asset
- if (data == null)
- {
- this.Monitor.Log($"{mod.DisplayName} 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)
- {
- this.Monitor.Log($"{mod.DisplayName} crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- continue;
- }
-
- // try edit
- object prevAsset = asset.Data;
- try
- {
- editor.Edit<T>(asset);
- this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace);
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"{mod.DisplayName} crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- }
-
- // validate edit
- if (asset.Data == null)
- {
- this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn);
- asset = GetNewData(prevAsset);
- }
- else if (!(asset.Data is T))
- {
- this.Monitor.Log($"{mod.DisplayName} 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 metadata = entry.Key;
- IList<T> interceptors = entry.Value;
-
- // special case if mod is an interceptor
- if (metadata.Mod is T modAsInterceptor)
- yield return new KeyValuePair<IModMetadata, T>(metadata, modAsInterceptor);
-
- // registered editors
- foreach (T interceptor in interceptors)
- yield return new KeyValuePair<IModMetadata, T>(metadata, interceptor);
- }
- }
-
- /// <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);
- }
- }
-}