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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-02-19 23:20:55 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-02-19 23:20:55 -0500 |
commit | 2e9807a034a84d7e1ce821e92671a655ce13b199 (patch) | |
tree | 37d079ec050320c97412f3e7bec144b52fc78ed4 /src | |
parent | 82d1e92d9740d89705c633731d52c1ec924a4b1c (diff) | |
download | SMAPI-2e9807a034a84d7e1ce821e92671a655ce13b199.tar.gz SMAPI-2e9807a034a84d7e1ce821e92671a655ce13b199.tar.bz2 SMAPI-2e9807a034a84d7e1ce821e92671a655ce13b199.zip |
rework tilesheet loading to improve errors, allow future validation, and drop support for legacy content files
Diffstat (limited to 'src')
-rw-r--r-- | src/SMAPI/Framework/ContentCoordinator.cs | 4 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/ModContentManager.cs | 138 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/ContentHelper.cs | 8 |
3 files changed, 80 insertions, 70 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 2fd31263..0b1ccc3c 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -112,9 +112,10 @@ namespace StardewModdingAPI.Framework /// <summary>Get a new content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary> /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param> + /// <param name="modName">The mod display name to show in errors.</param> /// <param name="rootDirectory">The root directory to search for content (or <c>null</c> for the default).</param> /// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</param> - public ModContentManager CreateModContentManager(string name, string rootDirectory, IContentManager gameContentManager) + public ModContentManager CreateModContentManager(string name, string modName, string rootDirectory, IContentManager gameContentManager) { return this.ContentManagerLock.InWriteLock(() => { @@ -123,6 +124,7 @@ namespace StardewModdingAPI.Framework gameContentManager: gameContentManager, serviceProvider: this.MainContentManager.ServiceProvider, rootDirectory: rootDirectory, + modName: modName, currentCulture: this.MainContentManager.CurrentCulture, coordinator: this, monitor: this.Monitor, diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 0a526fc8..6b463424 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -26,6 +26,9 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Encapsulates SMAPI's JSON file parsing.</summary> private readonly JsonHelper JsonHelper; + /// <summary>The mod display name to show in errors.</summary> + private readonly string ModName; + /// <summary>The game content manager used for map tilesheets not provided by the mod.</summary> private readonly IContentManager GameContentManager; @@ -40,6 +43,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param> /// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</param> /// <param name="serviceProvider">The service provider to use to locate services.</param> + /// <param name="modName">The mod display name to show in errors.</param> /// <param name="rootDirectory">The root directory to search for content.</param> /// <param name="currentCulture">The current culture for which to localize content.</param> /// <param name="coordinator">The central coordinator which manages content managers.</param> @@ -47,11 +51,12 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="reflection">Simplifies access to private code.</param> /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param> - public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing) + public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true) { this.GameContentManager = gameContentManager; this.JsonHelper = jsonHelper; + this.ModName = modName; } /// <summary>Load an asset that has been processed by the content pipeline.</summary> @@ -297,98 +302,99 @@ namespace StardewModdingAPI.Framework.ContentManagers foreach (TileSheet tilesheet in map.TileSheets) { string imageSource = tilesheet.ImageSource; + string errorPrefix = $"{this.ModName} loaded map '{relativeMapPath}' with invalid tilesheet path '{imageSource}'."; // validate tilesheet path if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains("..")) - throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../)."); - - // get seasonal name (if applicable) - string seasonalImageSource = null; - if (isOutdoors && Context.IsSaveLoaded && Game1.currentSeason != null) - { - string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"The '{imageSource}' tilesheet couldn't be loaded: filename is unexpectedly null."); - bool hasSeasonalPrefix = - filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase) - || filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase) - || filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase) - || filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase); - if (hasSeasonalPrefix && !filename.StartsWith(Game1.currentSeason + "_")) - { - string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename, StringComparison.CurrentCultureIgnoreCase)); - seasonalImageSource = $"{dirPath}{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}"; - } - } + throw new SContentLoadException($"{errorPrefix} Tilesheet paths must be a relative path without directory climbing (../)."); // load best match try { - string key = - this.GetTilesheetAssetName(relativeMapFolder, seasonalImageSource) - ?? this.GetTilesheetAssetName(relativeMapFolder, imageSource); - if (key != null) - { - tilesheet.ImageSource = key; - continue; - } + if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, isOutdoors, out string assetName, out string error)) + throw new SContentLoadException($"{errorPrefix} {error}"); + + tilesheet.ImageSource = assetName; } - catch (Exception ex) + catch (Exception ex) when (!(ex is SContentLoadException)) { - throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex); + throw new SContentLoadException($"{errorPrefix} The tilesheet couldn't be loaded.", ex); } - - // none found - throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder."); } } /// <summary>Get the actual asset name for a tilesheet.</summary> /// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param> - /// <param name="imageSource">The tilesheet image source to load.</param> - /// <returns>Returns the asset name.</returns> + /// <param name="originalPath">The tilesheet path to load.</param> + /// <param name="willSeasonalize">Whether the game will apply seasonal logic to the tilesheet.</param> + /// <param name="assetName">The found asset name.</param> + /// <param name="error">A message indicating why the file couldn't be loaded.</param> + /// <returns>Returns whether the asset name was found.</returns> /// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks> - private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource) + private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string originalPath, bool willSeasonalize, out string assetName, out string error) { - if (imageSource == null) - return null; + assetName = null; + error = null; + + // nothing to do + if (string.IsNullOrWhiteSpace(originalPath)) + { + assetName = originalPath; + return true; + } - // check relative to map file + // parse path + string filename = Path.GetFileName(originalPath); + bool isSeasonal = filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase) + || filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase) + || filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase) + || filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase); + string relativePath = originalPath; + if (willSeasonalize && isSeasonal) { - string localKey = Path.Combine(modRelativeMapFolder, imageSource); - FileInfo localFile = this.GetModFile(localKey); - if (localFile.Exists) - return this.GetInternalAssetKey(localKey); + string dirPath = Path.GetDirectoryName(originalPath); + relativePath = Path.Combine(dirPath, $"{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}"); } - // check relative to content folder + // get relative to map file { - foreach (string candidateKey in new[] { imageSource, Path.Combine("Maps", imageSource) }) + string localKey = Path.Combine(modRelativeMapFolder, relativePath); + if (this.GetModFile(localKey).Exists) + { + assetName = this.GetInternalAssetKey(localKey); + return true; + } + } + + // get from game assets + { + string contentKey = Path.Combine("Maps", relativePath); + if (contentKey.EndsWith(".png")) + 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 + assetName = contentKey; + return true; + } + catch { - string contentKey = candidateKey.EndsWith(".png") - ? candidateKey.Substring(0, candidateKey.Length - 4) - : candidateKey; - - try - { - this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset - return contentKey; - } - catch - { - // ignore file-not-found errors - // TODO: while it's useful to suppress an asset-not-found error here to avoid - // confusion, this is a pretty naive approach. Even if the file doesn't exist, - // the file may have been loaded through an IAssetLoader which failed. So even - // if the content file doesn't exist, that doesn't mean the error here is a - // content-not-found error. Unfortunately XNA doesn't provide a good way to - // detect the error type. - if (this.GetContentFolderFileExists(contentKey)) - throw; - } + // ignore file-not-found errors + // TODO: while it's useful to suppress an asset-not-found error here to avoid + // confusion, this is a pretty naive approach. Even if the file doesn't exist, + // the file may have been loaded through an IAssetLoader which failed. So even + // if the content file doesn't exist, that doesn't mean the error here is a + // content-not-found error. Unfortunately XNA doesn't provide a good way to + // detect the error type. + if (this.GetContentFolderFileExists(contentKey)) + throw; } } // not found - return null; + error = "The tilesheet couldn't be found relative to either map file or the game's content folder."; + return false; } /// <summary>Get whether a file from the game's content folder exists.</summary> diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs index 043ae376..e9b70845 100644 --- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs @@ -32,7 +32,7 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <summary>The friendly mod name for use in errors.</summary> private readonly string ModName; - /// <summary>Encapsulates monitoring and logging for a given module.</summary> + /// <summary>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; @@ -70,9 +70,11 @@ namespace StardewModdingAPI.Framework.ModHelpers public ContentHelper(ContentCoordinator contentCore, string modFolderPath, string modID, string modName, IMonitor monitor) : base(modID) { + string managedAssetPrefix = contentCore.GetManagedAssetPrefix(modID); + this.ContentCore = contentCore; - this.GameContentManager = contentCore.CreateGameContentManager(this.ContentCore.GetManagedAssetPrefix(modID) + ".content"); - this.ModContentManager = contentCore.CreateModContentManager(this.ContentCore.GetManagedAssetPrefix(modID), modFolderPath, this.GameContentManager); + this.GameContentManager = contentCore.CreateGameContentManager(managedAssetPrefix + ".content"); + this.ModContentManager = contentCore.CreateModContentManager(managedAssetPrefix, modName, modFolderPath, this.GameContentManager); this.ModName = modName; this.Monitor = monitor; } |