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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-02-25 18:26:43 -0500 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-02-25 18:26:43 -0500 |
commit | 614cdc6fddc61c2b8f27d6d15c998a4cbeaa90b7 (patch) | |
tree | 9fe5a9c025c2b4ec815bb8b51c859d5a481088ad /src/StardewModdingAPI | |
parent | ac5bcce02df70ccc8d62d4803fac9320bd65be96 (diff) | |
download | SMAPI-614cdc6fddc61c2b8f27d6d15c998a4cbeaa90b7.tar.gz SMAPI-614cdc6fddc61c2b8f27d6d15c998a4cbeaa90b7.tar.bz2 SMAPI-614cdc6fddc61c2b8f27d6d15c998a4cbeaa90b7.zip |
improve asset key normalisation (#173)
Diffstat (limited to 'src/StardewModdingAPI')
-rw-r--r-- | src/StardewModdingAPI/Framework/SContentManager.cs | 41 |
1 files changed, 26 insertions, 15 deletions
diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs index 2781bec4..45f42bf6 100644 --- a/src/StardewModdingAPI/Framework/SContentManager.cs +++ b/src/StardewModdingAPI/Framework/SContentManager.cs @@ -1,6 +1,8 @@ using System; using System.Collections.Generic; using System.Globalization; +using System.IO; +using System.Linq; using System.Threading; using Microsoft.Xna.Framework; using StardewModdingAPI.AssemblyRewriters; @@ -16,14 +18,20 @@ namespace StardewModdingAPI.Framework /********* ** Accessors *********/ + /// <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>Normalises an asset key to match the cache key.</summary> - private readonly Func<string, string> NormaliseAssetKey; + /// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary> + private readonly Func<string, string> NormaliseKeyForPlatform; /********* @@ -58,10 +66,10 @@ namespace StardewModdingAPI.Framework if (Constants.TargetPlatform == Platform.Windows) { IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath"); - this.NormaliseAssetKey = path => method.Invoke<string>(path); + this.NormaliseKeyForPlatform = path => method.Invoke<string>(path); } else - this.NormaliseAssetKey = this.NormaliseKeyForMono; + this.NormaliseKeyForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic } /// <summary>Load an asset that has been processed by the content pipeline.</summary> @@ -69,20 +77,18 @@ namespace StardewModdingAPI.Framework /// <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) { - // pass through if no event handlers - if (!ContentEvents.HasAssetLoadingListeners()) - return base.Load<T>(assetName); + // normalise key so can override the cache value later + assetName = this.NormaliseKey(assetName); - // skip if already loaded - string key = this.NormaliseAssetKey(assetName); - if (this.Cache.ContainsKey(key)) + // skip if no event handlers or already loaded + if (!ContentEvents.HasAssetLoadingListeners() || this.Cache.ContainsKey(assetName)) return base.Load<T>(assetName); // intercept load T data = base.Load<T>(assetName); - IContentEventHelper helper = new ContentEventHelper(key, data, this.NormaliseAssetKey); + IContentEventHelper helper = new ContentEventHelper(assetName, data, this.NormaliseKeyForPlatform); ContentEvents.InvokeAssetLoading(this.Monitor, helper); - this.Cache[key] = helper.Data; + this.Cache[assetName] = helper.Data; return (T)helper.Data; } @@ -90,11 +96,16 @@ namespace StardewModdingAPI.Framework /********* ** Private methods *********/ - /// <summary>Normalise an asset key for Mono.</summary> + /// <summary>Normalise an asset key so it's consistent with the underlying cache.</summary> /// <param name="key">The asset key.</param> - private string NormaliseKeyForMono(string key) + private string NormaliseKey(string key) { - return key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic + // ensure key format is consistent + string[] parts = key.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); + key = string.Join(SContentManager.PreferredPathSeparator, parts); + + // apply platform normalisation logic + return this.NormaliseKeyForPlatform(key); } } } |