diff options
28 files changed, 339 insertions, 209 deletions
diff --git a/build/common.targets b/build/common.targets index a8dda9e0..44ee0caf 100644 --- a/build/common.targets +++ b/build/common.targets @@ -1,7 +1,7 @@ <Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup> <!--set general build properties --> - <Version>3.14.0</Version> + <Version>3.14.1</Version> <Product>SMAPI</Product> <LangVersion>latest</LangVersion> <AssemblySearchPaths>$(AssemblySearchPaths);{GAC}</AssemblySearchPaths> diff --git a/docs/release-notes.md b/docs/release-notes.md index 499c1d9b..82cf51db 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -1,6 +1,19 @@ ← [README](README.md) # Release notes +## 3.14.1 +Released 06 May 2022 for Stardew Valley 1.5.6 or later. + +* For players: + * Improved performance for mods still using the previous content API. + * Disabled case-insensitive file paths (introduced in 3.14.0) by default. + _You can enable them by editing `smapi-internal/config.json` if needed. They'll be re-enabled in an upcoming version after they're reworked a bit._ + * Removed experimental 'aggressive memory optimizations' option. + _This was disabled by default and is no longer needed in most cases. Memory usage will be better reduced by reworked asset propagation in the upcoming SMAPI 4.0.0._ + * Fixed 'content file was not found' error when the game tries to load unlocalized text from a localizable mod data asset in 3.14.0. + * Fixed error reading empty JSON files. These are now treated as if they didn't exist (matching pre-3.14.0 behavior). + * Updated compatibility list. + ## 3.14.0 Released 01 May 2022 for Stardew Valley 1.5.6 or later. See [release highlights](https://www.patreon.com/posts/65265507). diff --git a/src/SMAPI.Installer/InteractiveInstaller.cs b/src/SMAPI.Installer/InteractiveInstaller.cs index 5138173a..19cefd32 100644 --- a/src/SMAPI.Installer/InteractiveInstaller.cs +++ b/src/SMAPI.Installer/InteractiveInstaller.cs @@ -435,8 +435,8 @@ namespace StardewModdingApi.Installer { this.PrintDebug("Adding bundled mods..."); - ModFolder[] targetMods = toolkit.GetModFolders(paths.ModsPath).ToArray(); - foreach (ModFolder sourceMod in toolkit.GetModFolders(bundledModsDir.FullName)) + ModFolder[] targetMods = toolkit.GetModFolders(paths.ModsPath, useCaseInsensitiveFilePaths: true).ToArray(); + foreach (ModFolder sourceMod in toolkit.GetModFolders(bundledModsDir.FullName, useCaseInsensitiveFilePaths: true)) { // validate source mod if (sourceMod.Manifest == null) diff --git a/src/SMAPI.Mods.ConsoleCommands/manifest.json b/src/SMAPI.Mods.ConsoleCommands/manifest.json index 38945c5d..edbdd081 100644 --- a/src/SMAPI.Mods.ConsoleCommands/manifest.json +++ b/src/SMAPI.Mods.ConsoleCommands/manifest.json @@ -1,9 +1,9 @@ { "Name": "Console Commands", "Author": "SMAPI", - "Version": "3.14.0", + "Version": "3.14.1", "Description": "Adds SMAPI console commands that let you manipulate the game.", "UniqueID": "SMAPI.ConsoleCommands", "EntryDll": "ConsoleCommands.dll", - "MinimumApiVersion": "3.14.0" + "MinimumApiVersion": "3.14.1" } diff --git a/src/SMAPI.Mods.ErrorHandler/manifest.json b/src/SMAPI.Mods.ErrorHandler/manifest.json index c082bf75..af67453d 100644 --- a/src/SMAPI.Mods.ErrorHandler/manifest.json +++ b/src/SMAPI.Mods.ErrorHandler/manifest.json @@ -1,9 +1,9 @@ { "Name": "Error Handler", "Author": "SMAPI", - "Version": "3.14.0", + "Version": "3.14.1", "Description": "Handles some common vanilla errors to log more useful info or avoid breaking the game.", "UniqueID": "SMAPI.ErrorHandler", "EntryDll": "ErrorHandler.dll", - "MinimumApiVersion": "3.14.0" + "MinimumApiVersion": "3.14.1" } diff --git a/src/SMAPI.Mods.SaveBackup/manifest.json b/src/SMAPI.Mods.SaveBackup/manifest.json index 28bffa98..14b68cb4 100644 --- a/src/SMAPI.Mods.SaveBackup/manifest.json +++ b/src/SMAPI.Mods.SaveBackup/manifest.json @@ -1,9 +1,9 @@ { "Name": "Save Backup", "Author": "SMAPI", - "Version": "3.14.0", + "Version": "3.14.1", "Description": "Automatically backs up all your saves once per day into its folder.", "UniqueID": "SMAPI.SaveBackup", "EntryDll": "SaveBackup.dll", - "MinimumApiVersion": "3.14.0" + "MinimumApiVersion": "3.14.1" } diff --git a/src/SMAPI.Tests/Core/ModResolverTests.cs b/src/SMAPI.Tests/Core/ModResolverTests.cs index 6b2746f5..3dfc9461 100644 --- a/src/SMAPI.Tests/Core/ModResolverTests.cs +++ b/src/SMAPI.Tests/Core/ModResolverTests.cs @@ -12,6 +12,7 @@ using StardewModdingAPI.Toolkit; using StardewModdingAPI.Toolkit.Framework.ModData; using StardewModdingAPI.Toolkit.Framework.UpdateData; using StardewModdingAPI.Toolkit.Serialization.Models; +using StardewModdingAPI.Toolkit.Utilities.PathLookups; using SemanticVersion = StardewModdingAPI.SemanticVersion; namespace SMAPI.Tests.Core @@ -34,7 +35,7 @@ namespace SMAPI.Tests.Core Directory.CreateDirectory(rootFolder); // act - IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase()).ToArray(); + IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase(), useCaseInsensitiveFilePaths: true).ToArray(); // assert Assert.AreEqual(0, mods.Length, 0, $"Expected to find zero manifests, found {mods.Length} instead."); @@ -52,7 +53,7 @@ namespace SMAPI.Tests.Core Directory.CreateDirectory(modFolder); // act - IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase()).ToArray(); + IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase(), useCaseInsensitiveFilePaths: true).ToArray(); IModMetadata? mod = mods.FirstOrDefault(); // assert @@ -94,7 +95,7 @@ namespace SMAPI.Tests.Core File.WriteAllText(filename, JsonConvert.SerializeObject(original)); // act - IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase()).ToArray(); + IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase(), useCaseInsensitiveFilePaths: true).ToArray(); IModMetadata? mod = mods.FirstOrDefault(); // assert @@ -132,7 +133,7 @@ namespace SMAPI.Tests.Core [Test(Description = "Assert that validation doesn't fail if there are no mods installed.")] public void ValidateManifests_NoMods_DoesNothing() { - new ModResolver().ValidateManifests(Array.Empty<ModMetadata>(), apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false); + new ModResolver().ValidateManifests(Array.Empty<ModMetadata>(), apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false); } [Test(Description = "Assert that validation skips manifests that have already failed without calling any other properties.")] @@ -143,7 +144,7 @@ namespace SMAPI.Tests.Core mock.Setup(p => p.Status).Returns(ModMetadataStatus.Failed); // act - new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false); + new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false); // assert mock.VerifyGet(p => p.Status, Times.Once, "The validation did not check the manifest status."); @@ -160,7 +161,7 @@ namespace SMAPI.Tests.Core }); // act - new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false); + new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false); // assert mock.Verify(p => p.SetStatus(ModMetadataStatus.Failed, It.IsAny<ModFailReason>(), It.IsAny<string>(), It.IsAny<string>()), Times.Once, "The validation did not fail the metadata."); @@ -174,7 +175,7 @@ namespace SMAPI.Tests.Core mock.Setup(p => p.Manifest).Returns(this.GetManifest(minimumApiVersion: "1.1")); // act - new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false); + new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false); // assert mock.Verify(p => p.SetStatus(ModMetadataStatus.Failed, It.IsAny<ModFailReason>(), It.IsAny<string>(), It.IsAny<string>()), Times.Once, "The validation did not fail the metadata."); @@ -189,7 +190,7 @@ namespace SMAPI.Tests.Core Directory.CreateDirectory(directoryPath); // act - new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null); + new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance); // assert mock.Verify(p => p.SetStatus(ModMetadataStatus.Failed, It.IsAny<ModFailReason>(), It.IsAny<string>(), It.IsAny<string>()), Times.Once, "The validation did not fail the metadata."); @@ -206,7 +207,7 @@ namespace SMAPI.Tests.Core Mock<IModMetadata> modB = this.GetMetadata(this.GetManifest(id: "Mod A", name: "Mod B", version: "1.0"), allowStatusChange: true); // act - new ModResolver().ValidateManifests(new[] { modA.Object, modB.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false); + new ModResolver().ValidateManifests(new[] { modA.Object, modB.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false); // assert modA.Verify(p => p.SetStatus(ModMetadataStatus.Failed, ModFailReason.Duplicate, It.IsAny<string>(), It.IsAny<string>()), Times.AtLeastOnce, "The validation did not fail the first mod with a unique ID."); @@ -232,7 +233,7 @@ namespace SMAPI.Tests.Core mock.Setup(p => p.DirectoryPath).Returns(modFolder); // act - new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null); + new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance); // assert // if Moq doesn't throw a method-not-setup exception, the validation didn't override the status. diff --git a/src/SMAPI.Toolkit/Framework/ModScanning/ModScanner.cs b/src/SMAPI.Toolkit/Framework/ModScanning/ModScanner.cs index 24485620..aa4c3338 100644 --- a/src/SMAPI.Toolkit/Framework/ModScanning/ModScanner.cs +++ b/src/SMAPI.Toolkit/Framework/ModScanning/ModScanner.cs @@ -5,7 +5,7 @@ using System.Linq; using System.Text.RegularExpressions; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Serialization.Models; -using StardewModdingAPI.Toolkit.Utilities; +using StardewModdingAPI.Toolkit.Utilities.PathLookups; namespace StardewModdingAPI.Toolkit.Framework.ModScanning { @@ -95,19 +95,20 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning /// <summary>Extract information about all mods in the given folder.</summary> /// <param name="rootPath">The root folder containing mods.</param> - public IEnumerable<ModFolder> GetModFolders(string rootPath) + /// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param> + public IEnumerable<ModFolder> GetModFolders(string rootPath, bool useCaseInsensitiveFilePaths) { DirectoryInfo root = new(rootPath); - return this.GetModFolders(root, root); + return this.GetModFolders(root, root, useCaseInsensitiveFilePaths); } /// <summary>Extract information about all mods in the given folder.</summary> /// <param name="rootPath">The root folder containing mods. Only the <paramref name="modPath"/> will be searched, but this field allows it to be treated as a potential mod folder of its own.</param> /// <param name="modPath">The mod path to search.</param> - // /// <param name="tryConsolidateMod">If the folder contains multiple XNB mods, treat them as subfolders of a single mod. This is useful when reading a single mod archive, as opposed to a mods folder.</param> - public IEnumerable<ModFolder> GetModFolders(string rootPath, string modPath) + /// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param> + public IEnumerable<ModFolder> GetModFolders(string rootPath, string modPath, bool useCaseInsensitiveFilePaths) { - return this.GetModFolders(root: new DirectoryInfo(rootPath), folder: new DirectoryInfo(modPath)); + return this.GetModFolders(root: new DirectoryInfo(rootPath), folder: new DirectoryInfo(modPath), useCaseInsensitiveFilePaths: useCaseInsensitiveFilePaths); } /// <summary>Extract information from a mod folder.</summary> @@ -195,7 +196,8 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning /// <summary>Recursively extract information about all mods in the given folder.</summary> /// <param name="root">The root mod folder.</param> /// <param name="folder">The folder to search for mods.</param> - private IEnumerable<ModFolder> GetModFolders(DirectoryInfo root, DirectoryInfo folder) + /// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param> + private IEnumerable<ModFolder> GetModFolders(DirectoryInfo root, DirectoryInfo folder, bool useCaseInsensitiveFilePaths) { bool isRoot = folder.FullName == root.FullName; @@ -214,7 +216,7 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning // find mods in subfolders if (this.IsModSearchFolder(root, folder)) { - IEnumerable<ModFolder> subfolders = folder.EnumerateDirectories().SelectMany(sub => this.GetModFolders(root, sub)); + IEnumerable<ModFolder> subfolders = folder.EnumerateDirectories().SelectMany(sub => this.GetModFolders(root, sub, useCaseInsensitiveFilePaths)); if (!isRoot) subfolders = this.TryConsolidate(root, folder, subfolders.ToArray()); foreach (ModFolder subfolder in subfolders) diff --git a/src/SMAPI.Toolkit/ModToolkit.cs b/src/SMAPI.Toolkit/ModToolkit.cs index 51f6fa24..ce14b057 100644 --- a/src/SMAPI.Toolkit/ModToolkit.cs +++ b/src/SMAPI.Toolkit/ModToolkit.cs @@ -72,17 +72,19 @@ namespace StardewModdingAPI.Toolkit /// <summary>Extract information about all mods in the given folder.</summary> /// <param name="rootPath">The root folder containing mods.</param> - public IEnumerable<ModFolder> GetModFolders(string rootPath) + /// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param> + public IEnumerable<ModFolder> GetModFolders(string rootPath, bool useCaseInsensitiveFilePaths) { - return new ModScanner(this.JsonHelper).GetModFolders(rootPath); + return new ModScanner(this.JsonHelper).GetModFolders(rootPath, useCaseInsensitiveFilePaths); } /// <summary>Extract information about all mods in the given folder.</summary> /// <param name="rootPath">The root folder containing mods. Only the <paramref name="modPath"/> will be searched, but this field allows it to be treated as a potential mod folder of its own.</param> /// <param name="modPath">The mod path to search.</param> - public IEnumerable<ModFolder> GetModFolders(string rootPath, string modPath) + /// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param> + public IEnumerable<ModFolder> GetModFolders(string rootPath, string modPath, bool useCaseInsensitiveFilePaths) { - return new ModScanner(this.JsonHelper).GetModFolders(rootPath, modPath); + return new ModScanner(this.JsonHelper).GetModFolders(rootPath, modPath, useCaseInsensitiveFilePaths); } /// <summary>Get an update URL for an update key (if valid).</summary> diff --git a/src/SMAPI.Toolkit/Serialization/JsonHelper.cs b/src/SMAPI.Toolkit/Serialization/JsonHelper.cs index 3c9308f2..1a003c51 100644 --- a/src/SMAPI.Toolkit/Serialization/JsonHelper.cs +++ b/src/SMAPI.Toolkit/Serialization/JsonHelper.cs @@ -108,12 +108,11 @@ namespace StardewModdingAPI.Toolkit.Serialization /// <summary>Deserialize JSON text if possible.</summary> /// <typeparam name="TModel">The model type.</typeparam> /// <param name="json">The raw JSON text.</param> - public TModel Deserialize<TModel>(string json) + public TModel? Deserialize<TModel>(string json) { try { - return JsonConvert.DeserializeObject<TModel>(json, this.JsonSettings) - ?? throw new InvalidOperationException($"Couldn't deserialize model type '{typeof(TModel)}' from empty or null JSON."); + return JsonConvert.DeserializeObject<TModel>(json, this.JsonSettings); } catch (JsonReaderException) { diff --git a/src/SMAPI.Toolkit/Utilities/CaseInsensitivePathLookup.cs b/src/SMAPI.Toolkit/Utilities/PathLookups/CaseInsensitivePathLookup.cs index 12fad008..9cc00737 100644 --- a/src/SMAPI.Toolkit/Utilities/CaseInsensitivePathLookup.cs +++ b/src/SMAPI.Toolkit/Utilities/PathLookups/CaseInsensitivePathLookup.cs @@ -2,10 +2,10 @@ using System; using System.Collections.Generic; using System.IO; -namespace StardewModdingAPI.Toolkit.Utilities +namespace StardewModdingAPI.Toolkit.Utilities.PathLookups { - /// <summary>Provides an API for case-insensitive relative path lookups within a root directory.</summary> - internal class CaseInsensitivePathLookup + /// <summary>An API for case-insensitive relative path lookups within a root directory.</summary> + internal class CaseInsensitivePathLookup : IFilePathLookup { /********* ** Fields @@ -32,24 +32,19 @@ namespace StardewModdingAPI.Toolkit.Utilities this.RelativePathCache = new(() => this.GetRelativePathCache(searchOption)); } - /// <summary>Get the exact capitalization for a given relative file path.</summary> - /// <param name="relativePath">The relative path.</param> - /// <remarks>Returns the resolved path in file path format, else the normalized <paramref name="relativePath"/>.</remarks> + /// <inheritdoc /> public string GetFilePath(string relativePath) { return this.GetImpl(PathUtilities.NormalizePath(relativePath)); } - /// <summary>Get the exact capitalization for a given asset name.</summary> - /// <param name="relativePath">The relative path.</param> - /// <remarks>Returns the resolved path in asset name format, else the normalized <paramref name="relativePath"/>.</remarks> + /// <inheritdoc /> public string GetAssetName(string relativePath) { return this.GetImpl(PathUtilities.NormalizeAssetName(relativePath)); } - /// <summary>Add a relative path that was just created by a SMAPI API.</summary> - /// <param name="relativePath">The relative path. This must already be normalized in asset name or file path format.</param> + /// <inheritdoc /> public void Add(string relativePath) { // skip if cache isn't created yet (no need to add files manually in that case) diff --git a/src/SMAPI.Toolkit/Utilities/PathLookups/IFilePathLookup.cs b/src/SMAPI.Toolkit/Utilities/PathLookups/IFilePathLookup.cs new file mode 100644 index 00000000..678e1383 --- /dev/null +++ b/src/SMAPI.Toolkit/Utilities/PathLookups/IFilePathLookup.cs @@ -0,0 +1,20 @@ +namespace StardewModdingAPI.Toolkit.Utilities.PathLookups +{ + /// <summary>An API for relative path lookups within a root directory.</summary> + internal interface IFilePathLookup + { + /// <summary>Get the actual path for a given relative file path.</summary> + /// <param name="relativePath">The relative path.</param> + /// <remarks>Returns the resolved path in file path format, else the normalized <paramref name="relativePath"/>.</remarks> + string GetFilePath(string relativePath); + + /// <summary>Get the actual path for a given asset name.</summary> + /// <param name="relativePath">The relative path.</param> + /// <remarks>Returns the resolved path in asset name format, else the normalized <paramref name="relativePath"/>.</remarks> + string GetAssetName(string relativePath); + + /// <summary>Add a relative path that was just created by a SMAPI API.</summary> + /// <param name="relativePath">The relative path. This must already be normalized in asset name or file path format.</param> + void Add(string relativePath); + } +} diff --git a/src/SMAPI.Toolkit/Utilities/PathLookups/MinimalPathLookup.cs b/src/SMAPI.Toolkit/Utilities/PathLookups/MinimalPathLookup.cs new file mode 100644 index 00000000..2cf14704 --- /dev/null +++ b/src/SMAPI.Toolkit/Utilities/PathLookups/MinimalPathLookup.cs @@ -0,0 +1,31 @@ +namespace StardewModdingAPI.Toolkit.Utilities.PathLookups +{ + /// <summary>An API for relative path lookups within a root directory with minimal preprocessing.</summary> + internal class MinimalPathLookup : IFilePathLookup + { + /********* + ** Accessors + *********/ + /// <summary>A singleton instance for reuse.</summary> + public static readonly MinimalPathLookup Instance = new(); + + + /********* + ** Public methods + *********/ + /// <inheritdoc /> + public string GetFilePath(string relativePath) + { + return PathUtilities.NormalizePath(relativePath); + } + + /// <inheritdoc /> + public string GetAssetName(string relativePath) + { + return PathUtilities.NormalizeAssetName(relativePath); + } + + /// <inheritdoc /> + public void Add(string relativePath) { } + } +} diff --git a/src/SMAPI.Web/wwwroot/SMAPI.metadata.json b/src/SMAPI.Web/wwwroot/SMAPI.metadata.json index 75a3f8c7..53c9db82 100644 --- a/src/SMAPI.Web/wwwroot/SMAPI.metadata.json +++ b/src/SMAPI.Web/wwwroot/SMAPI.metadata.json @@ -168,6 +168,15 @@ }, /********* + ** Broke in SMAPI 3.14.0 + *********/ + "Dynamic Game Assets": { + "ID": "spacechase0.DynamicGameAssets", + "~1.4.1 | Status": "AssumeBroken", + "~1.4.1 | StatusReasonDetails": "causes runtime errors fixed in Dynamic Game Assets 1.4.2" + }, + + /********* ** Broke in SDV 1.5.5 *********/ "Animated Portrait Framework": { diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs index f5da286a..b1a9cc82 100644 --- a/src/SMAPI/Constants.cs +++ b/src/SMAPI/Constants.cs @@ -50,7 +50,7 @@ namespace StardewModdingAPI internal static int? LogScreenId { get; set; } /// <summary>SMAPI's current raw semantic version.</summary> - internal static string RawApiVersion = "3.14.0"; + internal static string RawApiVersion = "3.14.1"; } /// <summary>Contains SMAPI's constants and assumptions.</summary> diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 84fff250..4f52d57e 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -16,6 +16,7 @@ using StardewModdingAPI.Internal; using StardewModdingAPI.Metadata; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; +using StardewModdingAPI.Toolkit.Utilities.PathLookups; using StardewValley; using StardewValley.GameData; using xTile; @@ -31,8 +32,8 @@ namespace StardewModdingAPI.Framework /// <summary>An asset key prefix for assets from SMAPI mod folders.</summary> private readonly string ManagedPrefix = "SMAPI"; - /// <summary>Whether to enable more aggressive memory optimizations.</summary> - private readonly bool AggressiveMemoryOptimizations; + /// <summary>Get a file path lookup for the given directory.</summary> + private readonly Func<string, IFilePathLookup> GetFilePathLookup; /// <summary>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; @@ -80,6 +81,14 @@ namespace StardewModdingAPI.Framework /// <summary>The cached asset load/edit operations to apply, indexed by asset name.</summary> private readonly TickCacheDictionary<IAssetName, AssetOperationGroup[]> AssetOperationsByKey = new(); + /// <summary>A cache of asset operation groups created for legacy <see cref="IAssetLoader"/> implementations.</summary> + [Obsolete] + private readonly Dictionary<IAssetLoader, Dictionary<Type, AssetOperationGroup>> LegacyLoaderCache = new(ReferenceEqualityComparer.Instance); + + /// <summary>A cache of asset operation groups created for legacy <see cref="IAssetEditor"/> implementations.</summary> + [Obsolete] + private readonly Dictionary<IAssetEditor, Dictionary<Type, AssetOperationGroup>> LegacyEditorCache = new(ReferenceEqualityComparer.Instance); + /********* ** Accessors @@ -114,12 +123,12 @@ namespace StardewModdingAPI.Framework /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> /// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param> /// <param name="onAssetLoaded">A callback to invoke when an asset is fully loaded.</param> - /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> + /// <param name="getFilePathLookup">Get a file path lookup for the given directory.</param> /// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param> /// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param> - public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, bool aggressiveMemoryOptimizations, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, IList<AssetOperationGroup>> requestAssetOperations) + public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFilePathLookup> getFilePathLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, IList<AssetOperationGroup>> requestAssetOperations) { - this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations; + this.GetFilePathLookup = getFilePathLookup; this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.Reflection = reflection; this.JsonHelper = jsonHelper; @@ -139,26 +148,11 @@ namespace StardewModdingAPI.Framework reflection: reflection, onDisposing: this.OnDisposing, onLoadingFirstAsset: onLoadingFirstAsset, - onAssetLoaded: onAssetLoaded, - aggressiveMemoryOptimizations: aggressiveMemoryOptimizations + 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, - aggressiveMemoryOptimizations: aggressiveMemoryOptimizations - ); - this.ContentManagers.Add(contentManagerForAssetPropagation); this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory); - this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, aggressiveMemoryOptimizations, name => this.ParseAssetName(name, allowLocales: true)); + this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true)); this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>())); } @@ -178,8 +172,7 @@ namespace StardewModdingAPI.Framework reflection: this.Reflection, onDisposing: this.OnDisposing, onLoadingFirstAsset: this.OnLoadingFirstAsset, - onAssetLoaded: this.OnAssetLoaded, - aggressiveMemoryOptimizations: this.AggressiveMemoryOptimizations + onAssetLoaded: this.OnAssetLoaded ); this.ContentManagers.Add(manager); return manager; @@ -207,8 +200,7 @@ namespace StardewModdingAPI.Framework reflection: this.Reflection, jsonHelper: this.JsonHelper, onDisposing: this.OnDisposing, - aggressiveMemoryOptimizations: this.AggressiveMemoryOptimizations, - relativePathCache: CaseInsensitivePathLookup.GetCachedFor(rootDirectory) + relativePathLookup: this.GetFilePathLookup(rootDirectory) ); this.ContentManagers.Add(manager); return manager; @@ -614,20 +606,25 @@ namespace StardewModdingAPI.Framework } // add operation - yield return new AssetOperationGroup( - mod: loader.Mod, - loadOperations: new[] - { - new AssetLoadOperation( - mod: loader.Mod, - priority: AssetLoadPriority.Exclusive, - onBehalfOf: null, - getData: assetInfo => loader.Data.Load<T>( - this.GetLegacyAssetInfo(assetInfo) + yield return this.GetOrCreateLegacyOperationGroup( + cache: this.LegacyLoaderCache, + editor: loader.Data, + dataType: info.DataType, + createGroup: () => new AssetOperationGroup( + mod: loader.Mod, + loadOperations: new[] + { + new AssetLoadOperation( + mod: loader.Mod, + priority: AssetLoadPriority.Exclusive, + onBehalfOf: null, + getData: assetInfo => loader.Data.Load<T>( + this.GetLegacyAssetInfo(assetInfo) + ) ) - ) - }, - editOperations: Array.Empty<AssetEditOperation>() + }, + editOperations: Array.Empty<AssetEditOperation>() + ) ); } @@ -668,25 +665,48 @@ namespace StardewModdingAPI.Framework }; // add operation - yield return new AssetOperationGroup( - mod: editor.Mod, - loadOperations: Array.Empty<AssetLoadOperation>(), - editOperations: new[] - { - new AssetEditOperation( - mod: editor.Mod, - priority: priority, - onBehalfOf: null, - applyEdit: assetData => editor.Data.Edit<T>( - this.GetLegacyAssetData(assetData) + yield return this.GetOrCreateLegacyOperationGroup( + cache: this.LegacyEditorCache, + editor: editor.Data, + dataType: info.DataType, + createGroup: () => new AssetOperationGroup( + mod: editor.Mod, + loadOperations: Array.Empty<AssetLoadOperation>(), + editOperations: new[] + { + new AssetEditOperation( + mod: editor.Mod, + priority: priority, + onBehalfOf: null, + applyEdit: assetData => editor.Data.Edit<T>( + this.GetLegacyAssetData(assetData) + ) ) - ) - } + } + ) ); } #pragma warning restore CS0612, CS0618 } + /// <summary>Get a cached asset operation group for a legacy <see cref="IAssetLoader"/> or <see cref="IAssetEditor"/> instance, creating it if needed.</summary> + /// <typeparam name="TInterceptor">The editor type (one of <see cref="IAssetLoader"/> or <see cref="IAssetEditor"/>).</typeparam> + /// <param name="cache">The cached operation groups for the interceptor type.</param> + /// <param name="editor">The legacy asset interceptor.</param> + /// <param name="dataType">The asset data type.</param> + /// <param name="createGroup">Create the asset operation group if it's not cached yet.</param> + private AssetOperationGroup GetOrCreateLegacyOperationGroup<TInterceptor>(Dictionary<TInterceptor, Dictionary<Type, AssetOperationGroup>> cache, TInterceptor editor, Type dataType, Func<AssetOperationGroup> createGroup) + where TInterceptor : class + { + if (!cache.TryGetValue(editor, out Dictionary<Type, AssetOperationGroup>? cacheByType)) + cache[editor] = cacheByType = new Dictionary<Type, AssetOperationGroup>(); + + if (!cacheByType.TryGetValue(dataType, out AssetOperationGroup? group)) + cacheByType[dataType] = group = createGroup(); + + return group; + } + /// <summary>Get an asset info compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary> /// <param name="asset">The asset info.</param> private IAssetInfo GetLegacyAssetInfo(IAssetInfo asset) diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index b2e3ec0f..e4695588 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -11,7 +11,6 @@ using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewValley; -using xTile; namespace StardewModdingAPI.Framework.ContentManagers { @@ -33,9 +32,6 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Simplifies access to private code.</summary> protected readonly Reflector Reflection; - /// <summary>Whether to enable more aggressive memory optimizations.</summary> - protected readonly bool AggressiveMemoryOptimizations; - /// <summary>Whether to automatically try resolving keys to a localized form if available.</summary> protected bool TryLocalizeKeys = true; @@ -82,8 +78,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="reflection">Simplifies access to private code.</param> /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param> /// <param name="isNamespaced">Whether this content manager handles managed asset keys (e.g. to load assets from a mod folder).</param> - /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> - protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, bool isNamespaced, bool aggressiveMemoryOptimizations) + protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, bool isNamespaced) : base(serviceProvider, rootDirectory, currentCulture) { // init @@ -95,7 +90,6 @@ namespace StardewModdingAPI.Framework.ContentManagers this.Reflection = reflection; this.OnDisposing = onDisposing; this.IsNamespaced = isNamespaced; - this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations; // get asset data this.BaseDisposableReferences = reflection.GetField<List<IDisposable>?>(this, "disposableAssets").GetValue() @@ -117,6 +111,26 @@ namespace StardewModdingAPI.Framework.ContentManagers } /// <inheritdoc /> + [SuppressMessage("ReSharper", "ConditionIsAlwaysTrueOrFalse", Justification = "Copied as-is from game code")] + public sealed override string LoadBaseString(string path) + { + try + { + // copied as-is from LocalizedContentManager.LoadBaseString + // This is only changed to call this.Load instead of base.Load, to support mod assets + this.ParseStringPath(path, out string assetName, out string key); + Dictionary<string, string> strings = this.Load<Dictionary<string, string>>(assetName, LanguageCode.en); + return strings != null && strings.ContainsKey(key) + ? this.GetString(strings, key) + : path; + } + catch (Exception ex) + { + throw new InvalidOperationException($"Failed loading string path '{path}' from '{this.Name}'.", ex); + } + } + + /// <inheritdoc /> public sealed override T Load<T>(string assetName) { return this.Load<T>(assetName, this.Language); @@ -231,14 +245,6 @@ namespace StardewModdingAPI.Framework.ContentManagers removeAssets[baseAssetName] = asset; remove = true; } - - // dispose if safe - if (remove && this.AggressiveMemoryOptimizations) - { - if (asset is Map map) - map.DisposeTileSheets(Game1.mapDisplayDevice); - } - return remove; }, dispose); @@ -345,5 +351,34 @@ namespace StardewModdingAPI.Framework.ContentManagers // avoid hard disposable references; see remarks on the field this.BaseDisposableReferences.Clear(); } + + /**** + ** Private methods copied from the game code + ****/ +#pragma warning disable CS1574 // <see cref /> can't be resolved: the reference is valid but private + /// <summary>Parse a string path like <c>assetName:key</c>.</summary> + /// <param name="path">The string path.</param> + /// <param name="assetName">The extracted asset name.</param> + /// <param name="key">The extracted entry key.</param> + /// <exception cref="ContentLoadException">The string path is not in a valid format.</exception> + /// <remarks>This is copied as-is from <see cref="LocalizedContentManager.parseStringPath"/>.</remarks> + private void ParseStringPath(string path, out string assetName, out string key) + { + int length = path.IndexOf(':'); + assetName = length != -1 ? path.Substring(0, length) : throw new ContentLoadException("Unable to parse string path: " + path); + key = path.Substring(length + 1, path.Length - length - 1); + } + + /// <summary>Get a string value from a dictionary asset.</summary> + /// <param name="strings">The asset to read.</param> + /// <param name="key">The string key to find.</param> + /// <remarks>This is copied as-is from <see cref="LocalizedContentManager.GetString"/>.</remarks> + private string GetString(Dictionary<string, string> strings, string key) + { + return strings.TryGetValue(key + ".desktop", out string? str) + ? str + : strings[key]; + } +#pragma warning restore CS1574 } } diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 083df454..c53040e1 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -51,9 +51,8 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param> /// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param> /// <param name="onAssetLoaded">A callback to invoke when an asset is fully loaded.</param> - /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> - public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, bool aggressiveMemoryOptimizations) - : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations) + public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded) + : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false) { this.OnLoadingFirstAsset = onLoadingFirstAsset; this.OnAssetLoaded = onAssetLoaded; diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs index 1b0e1016..5c574a1a 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs @@ -21,8 +21,8 @@ namespace StardewModdingAPI.Framework.ContentManagers ** Public methods *********/ /// <inheritdoc /> - public GameContentManagerForAssetPropagation(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, bool aggressiveMemoryOptimizations) - : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, onLoadingFirstAsset, onAssetLoaded, aggressiveMemoryOptimizations) { } + public GameContentManagerForAssetPropagation(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded) + : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, onLoadingFirstAsset, onAssetLoaded) { } /// <inheritdoc /> public override T LoadExact<T>(IAssetName assetName, bool useCache) diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 8f64c5a8..65dffd8b 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -10,6 +10,7 @@ using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; +using StardewModdingAPI.Toolkit.Utilities.PathLookups; using StardewValley; using xTile; using xTile.Format; @@ -32,8 +33,8 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>The game content manager used for map tilesheets not provided by the mod.</summary> private readonly IContentManager GameContentManager; - /// <summary>A case-insensitive lookup of relative paths within the <see cref="ContentManager.RootDirectory"/>.</summary> - private readonly CaseInsensitivePathLookup RelativePathCache; + /// <summary>A lookup for relative paths within the <see cref="ContentManager.RootDirectory"/>.</summary> + private readonly IFilePathLookup RelativePathLookup; /// <summary>If a map tilesheet's image source has no file extensions, the file extensions to check for in the local mod folder.</summary> private readonly string[] LocalTilesheetExtensions = { ".png", ".xnb" }; @@ -54,13 +55,12 @@ 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> - /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> - /// <param name="relativePathCache">A case-insensitive lookup of relative paths within the <paramref name="rootDirectory"/>.</param> - 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, bool aggressiveMemoryOptimizations, CaseInsensitivePathLookup relativePathCache) - : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations) + /// <param name="relativePathLookup">A lookup for relative paths within the <paramref name="rootDirectory"/>.</param> + 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, IFilePathLookup relativePathLookup) + : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true) { this.GameContentManager = gameContentManager; - this.RelativePathCache = relativePathCache; + this.RelativePathLookup = relativePathLookup; this.JsonHelper = jsonHelper; this.ModName = modName; @@ -257,7 +257,7 @@ namespace StardewModdingAPI.Framework.ContentManagers private FileInfo GetModFile(string path) { // map to case-insensitive path if needed - path = this.RelativePathCache.GetFilePath(path); + path = this.RelativePathLookup.GetFilePath(path); // try exact match FileInfo file = new(Path.Combine(this.FullRootDirectory, path)); diff --git a/src/SMAPI/Framework/ContentPack.cs b/src/SMAPI/Framework/ContentPack.cs index dde33c95..9503a0e6 100644 --- a/src/SMAPI/Framework/ContentPack.cs +++ b/src/SMAPI/Framework/ContentPack.cs @@ -3,6 +3,7 @@ using System.IO; using StardewModdingAPI.Framework.ModHelpers; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; +using StardewModdingAPI.Toolkit.Utilities.PathLookups; namespace StardewModdingAPI.Framework { @@ -15,8 +16,8 @@ namespace StardewModdingAPI.Framework /// <summary>Encapsulates SMAPI's JSON file parsing.</summary> private readonly JsonHelper JsonHelper; - /// <summary>A case-insensitive lookup of relative paths within the <see cref="DirectoryPath"/>.</summary> - private readonly CaseInsensitivePathLookup RelativePathCache; + /// <summary>A lookup for relative paths within the <see cref="DirectoryPath"/>.</summary> + private readonly IFilePathLookup RelativePathCache; /********* @@ -47,8 +48,8 @@ namespace StardewModdingAPI.Framework /// <param name="content">Provides an API for loading content assets from the content pack's folder.</param> /// <param name="translation">Provides translations stored in the content pack's <c>i18n</c> folder.</param> /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> - /// <param name="relativePathCache">A case-insensitive lookup of relative paths within the <paramref name="directoryPath"/>.</param> - public ContentPack(string directoryPath, IManifest manifest, IModContentHelper content, TranslationHelper translation, JsonHelper jsonHelper, CaseInsensitivePathLookup relativePathCache) + /// <param name="relativePathCache">A lookup for relative paths within the <paramref name="directoryPath"/>.</param> + public ContentPack(string directoryPath, IManifest manifest, IModContentHelper content, TranslationHelper translation, JsonHelper jsonHelper, IFilePathLookup relativePathCache) { this.DirectoryPath = directoryPath; this.Manifest = manifest; diff --git a/src/SMAPI/Framework/ModHelpers/ModContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ModContentHelper.cs index def0b728..74ea73de 100644 --- a/src/SMAPI/Framework/ModHelpers/ModContentHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ModContentHelper.cs @@ -4,7 +4,7 @@ using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.ContentManagers; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; -using StardewModdingAPI.Toolkit.Utilities; +using StardewModdingAPI.Toolkit.Utilities.PathLookups; namespace StardewModdingAPI.Framework.ModHelpers { @@ -23,8 +23,8 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <summary>The friendly mod name for use in errors.</summary> private readonly string ModName; - /// <summary>A case-insensitive lookup of relative paths within the <see cref="ContentManager.RootDirectory"/>.</summary> - private readonly CaseInsensitivePathLookup RelativePathCache; + /// <summary>A lookup for relative paths within the <see cref="ContentManager.RootDirectory"/>.</summary> + private readonly IFilePathLookup RelativePathLookup; /// <summary>Simplifies access to private code.</summary> private readonly Reflector Reflection; @@ -39,9 +39,9 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <param name="mod">The mod using this instance.</param> /// <param name="modName">The friendly mod name for use in errors.</param> /// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</param> - /// <param name="relativePathCache">A case-insensitive lookup of relative paths within the <paramref name="relativePathCache"/>.</param> + /// <param name="relativePathLookup">A lookup for relative paths within the <paramref name="relativePathLookup"/>.</param> /// <param name="reflection">Simplifies access to private code.</param> - public ModContentHelper(ContentCoordinator contentCore, string modFolderPath, IModMetadata mod, string modName, IContentManager gameContentManager, CaseInsensitivePathLookup relativePathCache, Reflector reflection) + public ModContentHelper(ContentCoordinator contentCore, string modFolderPath, IModMetadata mod, string modName, IContentManager gameContentManager, IFilePathLookup relativePathLookup, Reflector reflection) : base(mod) { string managedAssetPrefix = contentCore.GetManagedAssetPrefix(mod.Manifest.UniqueID); @@ -49,7 +49,7 @@ namespace StardewModdingAPI.Framework.ModHelpers this.ContentCore = contentCore; this.ModContentManager = contentCore.CreateModContentManager(managedAssetPrefix, modName, modFolderPath, gameContentManager); this.ModName = modName; - this.RelativePathCache = relativePathCache; + this.RelativePathLookup = relativePathLookup; this.Reflection = reflection; } @@ -57,7 +57,7 @@ namespace StardewModdingAPI.Framework.ModHelpers public T Load<T>(string relativePath) where T : notnull { - relativePath = this.RelativePathCache.GetAssetName(relativePath); + relativePath = this.RelativePathLookup.GetAssetName(relativePath); IAssetName assetName = this.ContentCore.ParseAssetName(relativePath, allowLocales: false); @@ -74,7 +74,7 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <inheritdoc /> public IAssetName GetInternalAssetName(string relativePath) { - relativePath = this.RelativePathCache.GetAssetName(relativePath); + relativePath = this.RelativePathLookup.GetAssetName(relativePath); return this.ModContentManager.GetInternalAssetKey(relativePath); } @@ -86,7 +86,7 @@ namespace StardewModdingAPI.Framework.ModHelpers throw new ArgumentNullException(nameof(data), "Can't get a patch helper for a null value."); relativePath = relativePath != null - ? this.RelativePathCache.GetAssetName(relativePath) + ? this.RelativePathLookup.GetAssetName(relativePath) : $"temp/{Guid.NewGuid():N}"; return new AssetDataForObject( diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index 74e7cb32..1b1fa04e 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -9,6 +9,7 @@ using StardewModdingAPI.Toolkit.Framework.ModScanning; using StardewModdingAPI.Toolkit.Framework.UpdateData; using StardewModdingAPI.Toolkit.Serialization.Models; using StardewModdingAPI.Toolkit.Utilities; +using StardewModdingAPI.Toolkit.Utilities.PathLookups; namespace StardewModdingAPI.Framework.ModLoading { @@ -22,10 +23,11 @@ namespace StardewModdingAPI.Framework.ModLoading /// <param name="toolkit">The mod toolkit.</param> /// <param name="rootPath">The root path to search for mods.</param> /// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param> + /// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param> /// <returns>Returns the manifests by relative folder.</returns> - public IEnumerable<IModMetadata> ReadManifests(ModToolkit toolkit, string rootPath, ModDatabase modDatabase) + public IEnumerable<IModMetadata> ReadManifests(ModToolkit toolkit, string rootPath, ModDatabase modDatabase, bool useCaseInsensitiveFilePaths) { - foreach (ModFolder folder in toolkit.GetModFolders(rootPath)) + foreach (ModFolder folder in toolkit.GetModFolders(rootPath, useCaseInsensitiveFilePaths)) { Manifest? manifest = folder.Manifest; @@ -56,10 +58,11 @@ namespace StardewModdingAPI.Framework.ModLoading /// <param name="mods">The mod manifests to validate.</param> /// <param name="apiVersion">The current SMAPI version.</param> /// <param name="getUpdateUrl">Get an update URL for an update key (if valid).</param> + /// <param name="getFilePathLookup">Get a file path lookup for the given directory.</param> /// <param name="validateFilesExist">Whether to validate that files referenced in the manifest (like <see cref="IManifest.EntryDll"/>) exist on disk. This can be disabled to only validate the manifest itself.</param> [SuppressMessage("ReSharper", "ConstantConditionalAccessQualifier", Justification = "Manifest values may be null before they're validated.")] [SuppressMessage("ReSharper", "ConditionIsAlwaysTrueOrFalse", Justification = "Manifest values may be null before they're validated.")] - public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion, Func<string, string?> getUpdateUrl, bool validateFilesExist = true) + public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion, Func<string, string?> getUpdateUrl, Func<string, IFilePathLookup> getFilePathLookup, bool validateFilesExist = true) { mods = mods.ToArray(); @@ -144,7 +147,8 @@ namespace StardewModdingAPI.Framework.ModLoading // file doesn't exist if (validateFilesExist) { - string fileName = CaseInsensitivePathLookup.GetCachedFor(mod.DirectoryPath).GetFilePath(mod.Manifest.EntryDll!); + IFilePathLookup pathLookup = getFilePathLookup(mod.DirectoryPath); + string fileName = pathLookup.GetFilePath(mod.Manifest.EntryDll!); if (!File.Exists(Path.Combine(mod.DirectoryPath, fileName))) { mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist."); diff --git a/src/SMAPI/Framework/Models/SConfig.cs b/src/SMAPI/Framework/Models/SConfig.cs index 1a43c1fc..80d0d9ba 100644 --- a/src/SMAPI/Framework/Models/SConfig.cs +++ b/src/SMAPI/Framework/Models/SConfig.cs @@ -22,8 +22,8 @@ namespace StardewModdingAPI.Framework.Models [nameof(VerboseLogging)] = false, [nameof(LogNetworkTraffic)] = false, [nameof(RewriteMods)] = true, - [nameof(AggressiveMemoryOptimizations)] = false, - [nameof(UsePintail)] = true + [nameof(UsePintail)] = true, + [nameof(UseCaseInsensitivePaths)] = false }; /// <summary>The default values for <see cref="SuppressUpdateChecks"/>, to log changes if different.</summary> @@ -62,12 +62,12 @@ namespace StardewModdingAPI.Framework.Models /// <summary>Whether SMAPI should rewrite mods for compatibility.</summary> public bool RewriteMods { get; } - /// <summary>Whether to enable more aggressive memory optimizations.</summary> - public bool AggressiveMemoryOptimizations { get; } - /// <summary>Whether to use the experimental Pintail API proxying library, instead of the original proxying built into SMAPI itself.</summary> public bool UsePintail { get; } + /// <summary>Whether to make SMAPI file APIs case-insensitive, even on Linux.</summary> + public bool UseCaseInsensitivePaths { get; } + /// <summary>Whether SMAPI should log network traffic. Best combined with <see cref="VerboseLogging"/>, which includes network metadata.</summary> public bool LogNetworkTraffic { get; } @@ -90,12 +90,12 @@ namespace StardewModdingAPI.Framework.Models /// <param name="webApiBaseUrl">The base URL for SMAPI's web API, used to perform update checks.</param> /// <param name="verboseLogging">Whether SMAPI should log more information about the game context.</param> /// <param name="rewriteMods">Whether SMAPI should rewrite mods for compatibility.</param> - /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> /// <param name="usePintail">Whether to use the experimental Pintail API proxying library, instead of the original proxying built into SMAPI itself.</param> + /// <param name="useCaseInsensitivePaths">>Whether to make SMAPI file APIs case-insensitive, even on Linux.</param> /// <param name="logNetworkTraffic">Whether SMAPI should log network traffic.</param> /// <param name="consoleColors">The colors to use for text written to the SMAPI console.</param> /// <param name="suppressUpdateChecks">The mod IDs SMAPI should ignore when performing update checks or validating update keys.</param> - public SConfig(bool developerMode, bool checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, bool verboseLogging, bool? rewriteMods, bool? aggressiveMemoryOptimizations, bool usePintail, bool logNetworkTraffic, ColorSchemeConfig consoleColors, string[]? suppressUpdateChecks) + public SConfig(bool developerMode, bool checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, bool verboseLogging, bool? rewriteMods, bool? usePintail, bool? useCaseInsensitivePaths, bool logNetworkTraffic, ColorSchemeConfig consoleColors, string[]? suppressUpdateChecks) { this.DeveloperMode = developerMode; this.CheckForUpdates = checkForUpdates; @@ -105,8 +105,8 @@ namespace StardewModdingAPI.Framework.Models this.WebApiBaseUrl = webApiBaseUrl; this.VerboseLogging = verboseLogging; this.RewriteMods = rewriteMods ?? (bool)SConfig.DefaultValues[nameof(SConfig.RewriteMods)]; - this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations ?? (bool)SConfig.DefaultValues[nameof(SConfig.AggressiveMemoryOptimizations)]; - this.UsePintail = usePintail; + this.UsePintail = usePintail ?? (bool)SConfig.DefaultValues[nameof(SConfig.UsePintail)]; + this.UseCaseInsensitivePaths = useCaseInsensitivePaths ?? (bool)SConfig.DefaultValues[nameof(SConfig.UseCaseInsensitivePaths)]; this.LogNetworkTraffic = logNetworkTraffic; this.ConsoleColors = consoleColors; this.SuppressUpdateChecks = suppressUpdateChecks ?? Array.Empty<string>(); diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index e64318a5..a9296d9b 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -43,6 +43,7 @@ using StardewModdingAPI.Toolkit.Framework.Clients.WebApi; using StardewModdingAPI.Toolkit.Framework.ModData; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; +using StardewModdingAPI.Toolkit.Utilities.PathLookups; using StardewModdingAPI.Utilities; using StardewValley; using StardewValley.Menus; @@ -396,7 +397,7 @@ namespace StardewModdingAPI.Framework } // load manifests - IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase).ToArray(); + IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase, useCaseInsensitiveFilePaths: this.Settings.UseCaseInsensitivePaths).ToArray(); // filter out ignored mods foreach (IModMetadata mod in mods.Where(p => p.IsIgnored)) @@ -404,7 +405,7 @@ namespace StardewModdingAPI.Framework mods = mods.Where(p => !p.IsIgnored).ToArray(); // load mods - resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl); + resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl, getFilePathLookup: this.GetFilePathLookup); mods = resolver.ProcessDependencies(mods, modDatabase).ToArray(); this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase); @@ -1252,7 +1253,7 @@ namespace StardewModdingAPI.Framework onLoadingFirstAsset: this.InitializeBeforeFirstAssetLoaded, onAssetLoaded: this.OnAssetLoaded, onAssetsInvalidated: this.OnAssetsInvalidated, - aggressiveMemoryOptimizations: this.Settings.AggressiveMemoryOptimizations, + getFilePathLookup: this.GetFilePathLookup, requestAssetOperations: this.RequestAssetOperations ); if (this.ContentCore.Language != this.Translator.LocaleEnum) @@ -1753,7 +1754,7 @@ namespace StardewModdingAPI.Framework if (mod.IsContentPack) { IMonitor monitor = this.LogManager.GetMonitor(mod.DisplayName); - CaseInsensitivePathLookup relativePathCache = CaseInsensitivePathLookup.GetCachedFor(mod.DirectoryPath); + IFilePathLookup relativePathCache = this.GetFilePathLookup(mod.DirectoryPath); GameContentHelper gameContentHelper = new(this.ContentCore, mod, mod.DisplayName, monitor, this.Reflection); IModContentHelper modContentHelper = new ModContentHelper(this.ContentCore, mod.DirectoryPath, mod, mod.DisplayName, gameContentHelper.GetUnderlyingContentManager(), relativePathCache, this.Reflection); TranslationHelper translationHelper = new(mod, contentCore.GetLocale(), contentCore.Language); @@ -1772,7 +1773,7 @@ namespace StardewModdingAPI.Framework // get mod info string assemblyPath = Path.Combine( mod.DirectoryPath, - CaseInsensitivePathLookup.GetCachedFor(mod.DirectoryPath).GetFilePath(manifest.EntryDll!) + this.GetFilePathLookup(mod.DirectoryPath).GetFilePath(manifest.EntryDll!) ); // load mod @@ -1838,7 +1839,7 @@ namespace StardewModdingAPI.Framework { IMonitor packMonitor = this.LogManager.GetMonitor(packManifest.Name); - CaseInsensitivePathLookup relativePathCache = CaseInsensitivePathLookup.GetCachedFor(packDirPath); + IFilePathLookup relativePathCache = this.GetFilePathLookup(packDirPath); GameContentHelper gameContentHelper = new(contentCore, mod, packManifest.Name, packMonitor, this.Reflection); IModContentHelper packContentHelper = new ModContentHelper(contentCore, packDirPath, mod, packManifest.Name, gameContentHelper.GetUnderlyingContentManager(), relativePathCache, this.Reflection); @@ -1852,12 +1853,12 @@ namespace StardewModdingAPI.Framework IModEvents events = new ModEvents(mod, this.EventManager); ICommandHelper commandHelper = new CommandHelper(mod, this.CommandManager); - CaseInsensitivePathLookup relativePathCache = CaseInsensitivePathLookup.GetCachedFor(mod.DirectoryPath); + IFilePathLookup relativePathLookup = this.GetFilePathLookup(mod.DirectoryPath); #pragma warning disable CS0612 // deprecated code ContentHelper contentHelper = new(contentCore, mod.DirectoryPath, mod, monitor, this.Reflection); #pragma warning restore CS0612 GameContentHelper gameContentHelper = new(contentCore, mod, mod.DisplayName, monitor, this.Reflection); - IModContentHelper modContentHelper = new ModContentHelper(contentCore, mod.DirectoryPath, mod, mod.DisplayName, gameContentHelper.GetUnderlyingContentManager(), relativePathCache, this.Reflection); + IModContentHelper modContentHelper = new ModContentHelper(contentCore, mod.DirectoryPath, mod, mod.DisplayName, gameContentHelper.GetUnderlyingContentManager(), relativePathLookup, this.Reflection); IContentPackHelper contentPackHelper = new ContentPackHelper(mod, new Lazy<IContentPack[]>(GetContentPacks), CreateFakeContentPack); IDataHelper dataHelper = new DataHelper(mod, mod.DirectoryPath, jsonHelper); IReflectionHelper reflectionHelper = new ReflectionHelper(mod, mod.DisplayName, this.Reflection); @@ -2035,6 +2036,15 @@ namespace StardewModdingAPI.Framework return translations; } + /// <summary>Get a file path lookup for the given directory.</summary> + /// <param name="rootDirectory">The root path to scan.</param> + private IFilePathLookup GetFilePathLookup(string rootDirectory) + { + return this.Settings.UseCaseInsensitivePaths + ? CaseInsensitivePathLookup.GetCachedFor(rootDirectory) + : MinimalPathLookup.Instance; + } + /// <summary>Get the map display device which applies SMAPI features like tile rotation to loaded maps.</summary> /// <remarks>This is separate to let mods like PyTK wrap it with their own functionality.</remarks> private IDisplayDevice GetMapDisplayDevice() diff --git a/src/SMAPI/Framework/SMultiplayer.cs b/src/SMAPI/Framework/SMultiplayer.cs index e41e7edc..2badcbbf 100644 --- a/src/SMAPI/Framework/SMultiplayer.cs +++ b/src/SMAPI/Framework/SMultiplayer.cs @@ -9,6 +9,7 @@ using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Networking; using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Internal; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Utilities; using StardewValley; @@ -489,8 +490,8 @@ namespace StardewModdingAPI.Framework private RemoteContextModel? ReadContext(BinaryReader reader) { string data = reader.ReadString(); - RemoteContextModel model = this.JsonHelper.Deserialize<RemoteContextModel>(data); - return model.ApiVersion != null + RemoteContextModel? model = this.JsonHelper.Deserialize<RemoteContextModel>(data); + return model?.ApiVersion != null ? model : null; // no data available for vanilla players } @@ -499,13 +500,31 @@ namespace StardewModdingAPI.Framework /// <param name="message">The raw message to parse.</param> private void ReceiveModMessage(IncomingMessage message) { - // parse message + // read message JSON string json = message.Reader.ReadString(); - ModMessageModel model = this.JsonHelper.Deserialize<ModMessageModel>(json); - HashSet<long> playerIDs = new HashSet<long>(model.ToPlayerIDs ?? this.GetKnownPlayerIDs()); if (this.LogNetworkTraffic) this.Monitor.Log($"Received message: {json}."); + // deserialize model + ModMessageModel? model; + try + { + model = this.JsonHelper.Deserialize<ModMessageModel>(json); + if (model is null) + { + this.Monitor.Log($"Received invalid mod message from {message.FarmerID}.\nRaw message data: {json}"); + return; + } + } + catch (Exception ex) + { + this.Monitor.Log($"Received invalid mod message from {message.FarmerID}.\nRaw message data: {json}\nError details: {ex.GetLogSummary()}"); + return; + } + + // get player IDs + HashSet<long> playerIDs = new HashSet<long>(model.ToPlayerIDs ?? this.GetKnownPlayerIDs()); + // notify local mods if (playerIDs.Contains(Game1.player.UniqueMultiplayerID)) this.OnModMessageReceived(model); diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index 5dee2c4d..12b73515 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -5,7 +5,6 @@ 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; @@ -33,18 +32,12 @@ 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; /// <summary>Simplifies access to private game code.</summary> private readonly Reflector Reflection; - /// <summary>Whether to enable more aggressive memory optimizations.</summary> - private readonly bool AggressiveMemoryOptimizations; - /// <summary>Parse a raw asset name.</summary> private readonly Func<string, IAssetName> ParseAssetName; @@ -67,18 +60,14 @@ 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="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> /// <param name="parseAssetName">Parse a raw asset name.</param> - public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, bool aggressiveMemoryOptimizations, Func<string, IAssetName> parseAssetName) + public CoreAssetPropagator(LocalizedContentManager mainContent, IMonitor monitor, Reflector reflection, Func<string, IAssetName> parseAssetName) { this.MainContentManager = mainContent; - this.DisposableContentManager = disposableContent; this.Monitor = monitor; this.Reflection = reflection; - this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations; this.ParseAssetName = parseAssetName; } @@ -230,7 +219,7 @@ namespace StardewModdingAPI.Metadata ** Buildings ****/ case "buildings/houses": // Farm - Farm.houseTextures = this.LoadAndDisposeIfNeeded(Farm.houseTextures, key); + Farm.houseTextures = this.LoadTexture(key); return true; case "buildings/houses_paintmask": // Farm @@ -247,7 +236,7 @@ namespace StardewModdingAPI.Metadata ** Content\Characters\Farmer ****/ case "characters/farmer/accessories": // Game1.LoadContent - FarmerRenderer.accessoriesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.accessoriesTexture, key); + FarmerRenderer.accessoriesTexture = this.LoadTexture(key); return true; case "characters/farmer/farmer_base": // Farmer @@ -257,19 +246,19 @@ namespace StardewModdingAPI.Metadata return !ignoreWorld && this.ReloadPlayerSprites(assetName); case "characters/farmer/hairstyles": // Game1.LoadContent - FarmerRenderer.hairStylesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hairStylesTexture, key); + FarmerRenderer.hairStylesTexture = this.LoadTexture(key); return true; case "characters/farmer/hats": // Game1.LoadContent - FarmerRenderer.hatsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hatsTexture, key); + FarmerRenderer.hatsTexture = this.LoadTexture(key); return true; case "characters/farmer/pants": // Game1.LoadContent - FarmerRenderer.pantsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.pantsTexture, key); + FarmerRenderer.pantsTexture = this.LoadTexture(key); return true; case "characters/farmer/shirts": // Game1.LoadContent - FarmerRenderer.shirtsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.shirtsTexture, key); + FarmerRenderer.shirtsTexture = this.LoadTexture(key); return true; /**** @@ -905,9 +894,6 @@ namespace StardewModdingAPI.Metadata GameLocation location = locationInfo.Location; Vector2? playerPos = Game1.player?.Position; - if (this.AggressiveMemoryOptimizations) - location.map.DisposeTileSheets(Game1.mapDisplayDevice); - // reload map location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist location.reloadMap(); @@ -973,7 +959,7 @@ namespace StardewModdingAPI.Metadata // update sprite foreach (var target in characters) { - target.Npc.Sprite.spriteTexture = this.LoadAndDisposeIfNeeded(target.Npc.Sprite.spriteTexture, target.AssetName.BaseName); + target.Npc.Sprite.spriteTexture = this.LoadTexture(target.AssetName.BaseName); propagated[target.AssetName] = true; } } @@ -1012,7 +998,7 @@ namespace StardewModdingAPI.Metadata // update portrait foreach (var target in characters) { - target.Npc.Portrait = this.LoadAndDisposeIfNeeded(target.Npc.Portrait, target.AssetName.BaseName); + target.Npc.Portrait = this.LoadTexture(target.AssetName.BaseName); propagated[target.AssetName] = true; } } @@ -1284,25 +1270,10 @@ namespace StardewModdingAPI.Metadata : Array.Empty<string>(); } - /// <summary>Load a texture, and dispose the old one if <see cref="AggressiveMemoryOptimizations"/> is enabled and it's different from the new instance.</summary> - /// <param name="oldTexture">The previous texture to dispose.</param> + /// <summary>Load a texture from the main content manager.</summary> /// <param name="key">The asset key to load.</param> - private Texture2D LoadAndDisposeIfNeeded(Texture2D? oldTexture, string key) + private Texture2D LoadTexture(string key) { - // if aggressive memory optimizations are enabled, load the asset from the disposable - // content manager and dispose the old instance if needed. - if (this.AggressiveMemoryOptimizations) - { - GameContentManagerForAssetPropagation content = this.DisposableContentManager; - - Texture2D newTexture = content.Load<Texture2D>(key); - if (oldTexture?.IsDisposed == false && !object.ReferenceEquals(oldTexture, newTexture) && content.IsResponsibleFor(oldTexture)) - oldTexture.Dispose(); - - return newTexture; - } - - // else just (re)load it from the main content manager return this.MainContentManager.Load<Texture2D>(key); } diff --git a/src/SMAPI/SMAPI.config.json b/src/SMAPI/SMAPI.config.json index 065dfa8c..bdd6374a 100644 --- a/src/SMAPI/SMAPI.config.json +++ b/src/SMAPI/SMAPI.config.json @@ -40,11 +40,10 @@ copy all the settings, or you may cause bugs due to overridden changes in future "RewriteMods": true, /** - * Whether to enable more aggressive memory optimizations. - * If you get frequent 'OutOfMemoryException' errors, you can try enabling this to reduce their - * frequency. This may cause crashes for farmhands in multiplayer. + * Whether to make SMAPI file APIs case-insensitive, even on Linux. + * This is experimental, and the initial implementation may impact load times. */ - "AggressiveMemoryOptimizations": false, + "UseCaseInsensitivePaths": false, /** * Whether to use the experimental Pintail API proxying library, instead of the original |