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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-10-07 23:07:10 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-10-07 23:07:10 -0400 |
commit | 929dccb75a1405737975d76648e015a3e7c00177 (patch) | |
tree | 659fe16509327e694555db363caf7f47f326443b /src/StardewModdingAPI/Framework/SContentManager.cs | |
parent | 926894f8f52c2a5cf104fcac2f7f34b637f7b531 (diff) | |
download | SMAPI-929dccb75a1405737975d76648e015a3e7c00177.tar.gz SMAPI-929dccb75a1405737975d76648e015a3e7c00177.tar.bz2 SMAPI-929dccb75a1405737975d76648e015a3e7c00177.zip |
reorganise repo structure
Diffstat (limited to 'src/StardewModdingAPI/Framework/SContentManager.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/SContentManager.cs | 531 |
1 files changed, 0 insertions, 531 deletions
diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs deleted file mode 100644 index 43de6e96..00000000 --- a/src/StardewModdingAPI/Framework/SContentManager.cs +++ /dev/null @@ -1,531 +0,0 @@ -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); - } - } -} |