diff options
-rw-r--r-- | docs/release-notes.md | 1 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 44 |
2 files changed, 27 insertions, 18 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md index ab120994..f330c677 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -4,6 +4,7 @@ ## Upcoming release * For players: * Added more progress updates in the log during startup. + * Simplified common asset load error message. * Fixed crash loading mods with corrupted translation files. * For mod authors: diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 63cd1759..38bcf153 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Globalization; +using System.IO; using System.Linq; using System.Reflection; using Microsoft.Xna.Framework.Content; @@ -205,28 +206,35 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <remarks>Derived from <see cref="LocalizedContentManager.Load{T}(string, LocalizedContentManager.LanguageCode)"/>.</remarks> private T RawLoad<T>(string assetName, LanguageCode language, bool useCache) { - // use cached key - if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey)) - return base.RawLoad<T>(cachedKey, useCache); - - // try translated key - if (language != LocalizedContentManager.LanguageCode.en) + try { - string translatedKey = $"{assetName}.{this.GetLocale(language)}"; - try - { - T obj = base.RawLoad<T>(translatedKey, useCache); - this.LocalizedAssetNames[assetName] = translatedKey; - return obj; - } - catch (ContentLoadException) + // use cached key + if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey)) + return base.RawLoad<T>(cachedKey, useCache); + + // try translated key + if (language != LocalizedContentManager.LanguageCode.en) { - this.LocalizedAssetNames[assetName] = assetName; + string translatedKey = $"{assetName}.{this.GetLocale(language)}"; + try + { + T obj = base.RawLoad<T>(translatedKey, useCache); + this.LocalizedAssetNames[assetName] = translatedKey; + return obj; + } + catch (ContentLoadException) + { + this.LocalizedAssetNames[assetName] = assetName; + } } - } - // try base asset - return base.RawLoad<T>(assetName, useCache); + // try base asset + return base.RawLoad<T>(assetName, useCache); + } + catch (ContentLoadException ex) when (ex.InnerException is FileNotFoundException innerEx && innerEx.InnerException == null) + { + throw new SContentLoadException($"Error loading \"{assetName}\": it isn't in the Content folder and no mod provided it."); + } } /// <summary>Parse an asset key that contains an explicit language into its asset name and language, if applicable.</summary> |