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-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs69
1 files changed, 56 insertions, 13 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 32195fff..2920e670 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -4,6 +4,7 @@ using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.Linq;
+using System.Text;
using System.Threading;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Content;
@@ -207,11 +208,30 @@ namespace StardewModdingAPI.Framework
/// <remarks>This is called after the player returns to the title screen, but before <see cref="Game1.CleanupReturningToTitle"/> runs.</remarks>
public void OnReturningToTitleScreen()
{
- this.ContentManagerLock.InReadLock(() =>
- {
- foreach (IContentManager contentManager in this.ContentManagers)
- contentManager.OnReturningToTitleScreen();
- });
+ // The game clears LocalizedContentManager.localizedAssetNames after returning to the title screen. That
+ // causes an inconsistency in the SMAPI asset cache, which leads to an edge case where assets already
+ // provided by mods via IAssetLoader when playing in non-English are ignored.
+ //
+ // For example, let's say a mod provides the 'Data\mail' asset through IAssetLoader when playing in
+ // Portuguese. Here's the normal load process after it's loaded:
+ // 1. The game requests Data\mail.
+ // 2. SMAPI sees that it's already cached, and calls LoadRaw to bypass asset interception.
+ // 3. LoadRaw sees that there's a localized key mapping, and gets the mapped key.
+ // 4. In this case "Data\mail" is mapped to "Data\mail" since it was loaded by a mod, so it loads that
+ // asset.
+ //
+ // When the game clears localizedAssetNames, that process goes wrong in step 4:
+ // 3. LoadRaw sees that there's no localized key mapping *and* the locale is non-English, so it attempts
+ // to load from the localized key format.
+ // 4. In this case that's 'Data\mail.pt-BR', so it successfully loads that asset.
+ // 5. Since we've bypassed asset interception at this point, it's loaded directly from the base content
+ // manager without mod changes.
+ //
+ // To avoid issues, we just remove affected assets from the cache here so they'll be reloaded normally.
+ // Note that we *must* propagate changes here, otherwise when mods invalidate the cache later to reapply
+ // 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, key, type) => contentManager is GameContentManager);
}
/// <summary>Get whether this asset is mapped to a mod folder.</summary>
@@ -275,7 +295,7 @@ namespace StardewModdingAPI.Framework
public IEnumerable<string> InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false)
{
string locale = this.GetLocale();
- return this.InvalidateCache((assetName, type) =>
+ return this.InvalidateCache((contentManager, assetName, type) =>
{
IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormalizeAssetName);
return predicate(info);
@@ -286,7 +306,7 @@ namespace StardewModdingAPI.Framework
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
/// <returns>Returns the invalidated asset names.</returns>
- public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
+ public IEnumerable<string> InvalidateCache(Func<IContentManager, string, Type, bool> predicate, bool dispose = false)
{
// invalidate cache & track removed assets
IDictionary<string, Type> removedAssets = new Dictionary<string, Type>(StringComparer.OrdinalIgnoreCase);
@@ -295,7 +315,7 @@ namespace StardewModdingAPI.Framework
// cached assets
foreach (IContentManager contentManager in this.ContentManagers)
{
- foreach (var entry in contentManager.InvalidateCache(predicate, dispose))
+ foreach (var entry in contentManager.InvalidateCache((key, type) => predicate(contentManager, key, type), dispose))
{
if (!removedAssets.ContainsKey(entry.Key))
removedAssets[entry.Key] = entry.Value.GetType();
@@ -313,7 +333,7 @@ namespace StardewModdingAPI.Framework
// get map path
string mapPath = this.MainContentManager.AssertAndNormalizeAssetName(location.mapPath.Value);
- if (!removedAssets.ContainsKey(mapPath) && predicate(mapPath, typeof(Map)))
+ if (!removedAssets.ContainsKey(mapPath) && predicate(this.MainContentManager, mapPath, typeof(Map)))
removedAssets[mapPath] = typeof(Map);
}
}
@@ -322,11 +342,34 @@ namespace StardewModdingAPI.Framework
// reload core game assets
if (removedAssets.Any())
{
- IDictionary<string, bool> propagated = this.CoreAssets.Propagate(removedAssets.ToDictionary(p => p.Key, p => p.Value)); // use an intercepted content manager
- this.Monitor.Log($"Invalidated {removedAssets.Count} asset names ({string.Join(", ", removedAssets.Keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase))}); propagated {propagated.Count(p => p.Value)} core assets.", LogLevel.Trace);
+ // propagate changes to the game
+ this.CoreAssets.Propagate(
+ assets: removedAssets.ToDictionary(p => p.Key, p => p.Value),
+ ignoreWorld: Context.IsWorldFullyUnloaded,
+ out IDictionary<string, bool> propagated,
+ out bool updatedNpcWarps
+ );
+
+ // log summary
+ StringBuilder report = new StringBuilder();
+ {
+ string[] invalidatedKeys = removedAssets.Keys.ToArray();
+ string[] propagatedKeys = propagated.Where(p => p.Value).Select(p => p.Key).ToArray();
+
+ string FormatKeyList(IEnumerable<string> keys) => string.Join(", ", keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase));
+
+ report.AppendLine($"Invalidated {invalidatedKeys.Length} asset names ({FormatKeyList(invalidatedKeys)}).");
+ report.AppendLine(propagated.Count > 0
+ ? $"Propagated {propagatedKeys.Length} core assets ({FormatKeyList(propagatedKeys)})."
+ : "Propagated 0 core assets."
+ );
+ if (updatedNpcWarps)
+ report.AppendLine("Updated NPC pathfinding cache.");
+ }
+ this.Monitor.Log(report.ToString().TrimEnd());
}
else
- this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
+ this.Monitor.Log("Invalidated 0 cache entries.");
return removedAssets.Keys;
}
@@ -372,7 +415,7 @@ namespace StardewModdingAPI.Framework
return;
this.IsDisposed = true;
- this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.", LogLevel.Trace);
+ this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.");
foreach (IContentManager contentManager in this.ContentManagers)
contentManager.Dispose();
this.ContentManagers.Clear();