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-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs27
1 files changed, 6 insertions, 21 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index b7c15526..32195fff 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -54,7 +54,7 @@ namespace StardewModdingAPI.Framework
private bool IsDisposed;
/// <summary>A lock used to prevent asynchronous changes to the content manager list.</summary>
- /// <remarks>The game may adds content managers in asynchronous threads (e.g. when populating the load screen).</remarks>
+ /// <remarks>The game may add content managers in asynchronous threads (e.g. when populating the load screen).</remarks>
private readonly ReaderWriterLockSlim ContentManagerLock = new ReaderWriterLockSlim();
/// <summary>A cache of ordered tilesheet IDs used by vanilla maps.</summary>
@@ -207,26 +207,11 @@ 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()
{
- // 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.
-
- this.InvalidateCache(asset => true);
+ this.ContentManagerLock.InReadLock(() =>
+ {
+ foreach (IContentManager contentManager in this.ContentManagers)
+ contentManager.OnReturningToTitleScreen();
+ });
}
/// <summary>Get whether this asset is mapped to a mod folder.</summary>