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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-18 20:02:12 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-18 20:02:12 -0400
commitcb11f1e2ca907cf9d99d5ff76c40b2d0b2957ceb (patch)
tree2ffa2589196ecdea910eb0a683b0e9a8e2df9e50 /src
parent3a161a30a7faa2d69ebe08938cd68f43921b4a81 (diff)
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re-add internal content manager for asset propagation
This will be used by the new asset propagation in SMAPI 4.0 & Stardew Valley 1.6.
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs17
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs8
2 files changed, 23 insertions, 2 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 2b13f57a..da8f0da9 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -151,8 +151,23 @@ namespace StardewModdingAPI.Framework
onAssetLoaded: onAssetLoaded
)
);
+
+ var contentManagerForAssetPropagation = new GameContentManagerForAssetPropagation(
+ name: nameof(GameContentManagerForAssetPropagation),
+ serviceProvider: serviceProvider,
+ rootDirectory: rootDirectory,
+ currentCulture: currentCulture,
+ coordinator: this,
+ monitor: monitor,
+ reflection: reflection,
+ onDisposing: this.OnDisposing,
+ onLoadingFirstAsset: onLoadingFirstAsset,
+ onAssetLoaded: onAssetLoaded
+ );
+ this.ContentManagers.Add(contentManagerForAssetPropagation);
+
this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory);
- this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true));
+ this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true));
this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>()));
}
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index e014f9a9..6cb5a73a 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -5,6 +5,7 @@ using System.IO;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
+using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Toolkit.Utilities;
@@ -32,6 +33,9 @@ namespace StardewModdingAPI.Metadata
/// <summary>The main content manager through which to reload assets.</summary>
private readonly LocalizedContentManager MainContentManager;
+ /// <summary>An internal content manager used only for asset propagation. See remarks on <see cref="GameContentManagerForAssetPropagation"/>.</summary>
+ private readonly GameContentManagerForAssetPropagation DisposableContentManager;
+
/// <summary>Writes messages to the console.</summary>
private readonly IMonitor Monitor;
@@ -60,12 +64,14 @@ namespace StardewModdingAPI.Metadata
*********/
/// <summary>Initialize the core asset data.</summary>
/// <param name="mainContent">The main content manager through which to reload assets.</param>
+ /// <param name="disposableContent">An internal content manager used only for asset propagation.</param>
/// <param name="monitor">Writes messages to the console.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="parseAssetName">Parse a raw asset name.</param>
- public CoreAssetPropagator(LocalizedContentManager mainContent, IMonitor monitor, Reflector reflection, Func<string, IAssetName> parseAssetName)
+ public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, Func<string, IAssetName> parseAssetName)
{
this.MainContentManager = mainContent;
+ this.DisposableContentManager = disposableContent;
this.Monitor = monitor;
this.Reflection = reflection;
this.ParseAssetName = parseAssetName;