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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-11-02 01:34:21 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-11-02 01:34:21 -0400 |
commit | a6071feaf84518c436fba0d148e3ea7d547663da (patch) | |
tree | bf19e8a2f69075b860ce6b2ef32a1ee2be3308a6 /src | |
parent | e0b72374cd14298aacc6f71dc391fdc9814be37c (diff) | |
download | SMAPI-a6071feaf84518c436fba0d148e3ea7d547663da.tar.gz SMAPI-a6071feaf84518c436fba0d148e3ea7d547663da.tar.bz2 SMAPI-a6071feaf84518c436fba0d148e3ea7d547663da.zip |
fix custom asset loads failing on Linux/Mac (#383)
Diffstat (limited to 'src')
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/ContentHelper.cs | 22 | ||||
-rw-r--r-- | src/SMAPI/Framework/SContentManager.cs | 52 |
2 files changed, 28 insertions, 46 deletions
diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs index be9594ee..7665eb78 100644 --- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs @@ -26,9 +26,6 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <summary>The absolute path to the mod folder.</summary> private readonly string ModFolderPath; - /// <summary>The path to the mod's folder, relative to the game's content folder (e.g. "../Mods/ModName").</summary> - private readonly string ModFolderPathFromContent; - /// <summary>The friendly mod name for use in errors.</summary> private readonly string ModName; @@ -73,7 +70,6 @@ namespace StardewModdingAPI.Framework.ModHelpers this.ContentManager = contentManager; this.ModFolderPath = modFolderPath; this.ModName = modName; - this.ModFolderPathFromContent = this.ContentManager.GetRelativePath(modFolderPath); this.Monitor = monitor; } @@ -102,7 +98,7 @@ namespace StardewModdingAPI.Framework.ModHelpers throw GetContentError($"there's no matching file at path '{file.FullName}'."); // get asset path - string assetName = this.GetModAssetPath(key, file.FullName); + string assetName = this.ContentManager.GetAssetNameFromFilePath(file.FullName); // try cache if (this.ContentManager.IsLoaded(assetName)) @@ -151,7 +147,7 @@ namespace StardewModdingAPI.Framework.ModHelpers case ContentSource.ModFolder: FileInfo file = this.GetModFile(key); - return this.ContentManager.NormaliseAssetName(this.GetModAssetPath(key, file.FullName)); + return this.ContentManager.NormaliseAssetName(this.ContentManager.GetAssetNameFromFilePath(file.FullName)); default: throw new NotSupportedException($"Unknown content source '{source}'."); @@ -356,19 +352,5 @@ namespace StardewModdingAPI.Framework.ModHelpers // get file return new FileInfo(path); } - - /// <summary>Get the asset path which loads a mod folder through a content manager.</summary> - /// <param name="localPath">The file path relative to the mod's folder.</param> - /// <param name="absolutePath">The absolute file path.</param> - private string GetModAssetPath(string localPath, string absolutePath) - { -#if SMAPI_FOR_WINDOWS - // XNA doesn't allow absolute asset paths, so get a path relative to the content folder - return Path.Combine(this.ModFolderPathFromContent, localPath); -#else - // MonoGame is weird about relative paths on Mac, but allows absolute paths - return absolutePath; -#endif - } } } diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs index a755a6df..524b2d17 100644 --- a/src/SMAPI/Framework/SContentManager.cs +++ b/src/SMAPI/Framework/SContentManager.cs @@ -102,7 +102,7 @@ namespace StardewModdingAPI.Framework this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.Cache = new ContentCache(this, reflection, SContentManager.PossiblePathSeparators, SContentManager.PreferredPathSeparator); this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode"); - this.ModContentPrefix = this.GetRelativePath(Constants.ModPath); + this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath); // get asset data this.CoreAssets = new CoreAssets(this.NormaliseAssetName); @@ -140,19 +140,17 @@ namespace StardewModdingAPI.Framework throw new ArgumentException("The asset key or local path contains invalid characters."); } - /// <summary>Get a directory path relative to the content root.</summary> - /// <param name="targetPath">The target file path.</param> - public string GetRelativePath(string targetPath) + /// <summary>Convert an absolute file path into a appropriate asset name.</summary> + /// <param name="absolutePath">The absolute path to the file.</param> + public string GetAssetNameFromFilePath(string absolutePath) { - // convert to URIs - Uri from = new Uri(this.FullRootDirectory + "/"); - Uri to = new Uri(targetPath + "/"); - if (from.Scheme != to.Scheme) - throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'."); - - // get relative path - return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString()) - .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform +#if SMAPI_FOR_WINDOWS + // XNA doesn't allow absolute asset paths, so get a path relative to the content folder + return this.GetRelativePath(absolutePath); +#else + // MonoGame is weird about relative paths on Mac, but allows absolute paths + return absolutePath; +#endif } /**** @@ -395,6 +393,21 @@ namespace StardewModdingAPI.Framework /**** ** Asset name/key handling ****/ + /// <summary>Get a directory or file path relative to the content root.</summary> + /// <param name="targetPath">The target file path.</param> + private string GetRelativePath(string targetPath) + { + // convert to URIs + Uri from = new Uri(this.FullRootDirectory + "/"); + Uri to = new Uri(targetPath + "/"); + if (from.Scheme != to.Scheme) + throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'."); + + // get relative path + return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString()) + .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform + } + /// <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) @@ -551,19 +564,6 @@ namespace StardewModdingAPI.Framework return file; } - /// <summary>Get a file from the game's content folder.</summary> - /// <param name="key">The asset key.</param> - private FileInfo GetContentFolderFile(string key) - { - // get file path - string path = Path.Combine(this.FullRootDirectory, key); - if (!path.EndsWith(".xnb")) - path += ".xnb"; - - // get file - return new FileInfo(path); - } - /// <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> |