summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--docs/release-notes.md4
-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs24
-rw-r--r--src/SMAPI/Framework/ContentManagers/BaseContentManager.cs12
3 files changed, 30 insertions, 10 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index cd177f61..91ff0618 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -1,6 +1,10 @@
← [README](README.md)
# Release notes
+## Upcoming release
+* For players:
+ * Fixed error in split-screen mode when a mod provides a localized asset in one screen but not another.
+
## 3.14.5
Released 22 May 2022 for Stardew Valley 1.5.6 or later.
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index fc61b44b..cfeb35c8 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -15,8 +15,8 @@ using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Metadata;
using StardewModdingAPI.Toolkit.Serialization;
-using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
+using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.GameData;
using xTile;
@@ -110,6 +110,10 @@ namespace StardewModdingAPI.Framework
/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
public string FullRootDirectory { get; }
+ /// <summary>A lookup which tracks whether each given asset name has a localized form.</summary>
+ /// <remarks>This is a per-screen equivalent to the base game's <see cref="LocalizedContentManager.localizedAssetNames"/> field, since mods may provide different assets per-screen.</remarks>
+ public PerScreen<Dictionary<string, string>> LocalizedAssetNames { get; } = new(() => new());
+
/*********
** Public methods
@@ -245,6 +249,9 @@ namespace StardewModdingAPI.Framework
{
this.VanillaContentManager.Unload();
});
+
+ // forget localized flags (to match the logic in Game1.TranslateFields, which is called on language change)
+ this.LocalizedAssetNames.Value.Clear();
}
/// <summary>Clean up when the player is returning to the title screen.</summary>
@@ -275,6 +282,10 @@ namespace StardewModdingAPI.Framework
// their changes, the assets won't be found in the cache so no changes will be propagated.
if (LocalizedContentManager.CurrentLanguageCode != LocalizedContentManager.LanguageCode.en)
this.InvalidateCache((contentManager, _, _) => contentManager is GameContentManager);
+
+ // clear the localized assets lookup (to match the logic in Game1.CleanupReturningToTitle)
+ foreach ((_, Dictionary<string, string> localizedAssets) in this.LocalizedAssetNames.GetActiveValues())
+ localizedAssets.Clear();
}
/// <summary>Parse a raw asset name.</summary>
@@ -411,12 +422,15 @@ namespace StardewModdingAPI.Framework
// A mod might provide a localized variant of a normally non-localized asset (like
// `Maps/MovieTheater.fr-FR`). When the asset is invalidated, we need to recheck
// whether the asset is localized in case it stops providing it.
- foreach (IAssetName assetName in invalidatedAssets.Keys)
{
- LocalizedContentManager.localizedAssetNames.Remove(assetName.Name);
+ Dictionary<string, string> localizedAssetNames = this.LocalizedAssetNames.Value;
+ foreach (IAssetName assetName in invalidatedAssets.Keys)
+ {
+ localizedAssetNames.Remove(assetName.Name);
- if (LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.BaseName, out string? targetForBaseKey) && targetForBaseKey == assetName.Name)
- LocalizedContentManager.localizedAssetNames.Remove(assetName.BaseName);
+ if (localizedAssetNames.TryGetValue(assetName.BaseName, out string? targetForBaseKey) && targetForBaseKey == assetName.Name)
+ localizedAssetNames.Remove(assetName.BaseName);
+ }
}
// special case: maps may be loaded through a temporary content manager that's removed while the map is still in use.
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
index ddc02a8c..d7be0c37 100644
--- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
@@ -153,7 +153,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
return this.LoadExact<T>(assetName, useCache: useCache);
// check for localized asset
- if (!LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.Name, out _))
+ // ReSharper disable once LocalVariableHidesMember -- this is deliberate
+ Dictionary<string, string> localizedAssetNames = this.Coordinator.LocalizedAssetNames.Value;
+ if (!localizedAssetNames.TryGetValue(assetName.Name, out _))
{
string localeCode = this.LanguageCodeString(language);
IAssetName localizedName = new AssetName(baseName: assetName.BaseName, localeCode: localeCode, languageCode: language);
@@ -161,7 +163,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
try
{
T data = this.LoadExact<T>(localizedName, useCache: useCache);
- LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
+ localizedAssetNames[assetName.Name] = localizedName.Name;
return data;
}
catch (ContentLoadException)
@@ -170,18 +172,18 @@ namespace StardewModdingAPI.Framework.ContentManagers
try
{
T data = this.LoadExact<T>(localizedName, useCache: useCache);
- LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
+ localizedAssetNames[assetName.Name] = localizedName.Name;
return data;
}
catch (ContentLoadException)
{
- LocalizedContentManager.localizedAssetNames[assetName.Name] = assetName.Name;
+ localizedAssetNames[assetName.Name] = assetName.Name;
}
}
}
// use cached key
- string rawName = LocalizedContentManager.localizedAssetNames[assetName.Name];
+ string rawName = localizedAssetNames[assetName.Name];
if (assetName.Name != rawName)
assetName = this.Coordinator.ParseAssetName(rawName, allowLocales: this.TryLocalizeKeys);
return this.LoadExact<T>(assetName, useCache: useCache);