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-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs186
1 files changed, 90 insertions, 96 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 6702f5e6..a24581a0 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -57,7 +57,7 @@ namespace StardewModdingAPI.Framework
private readonly Action<IList<IAssetName>> OnAssetsInvalidated;
/// <summary>Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</summary>
- private readonly Func<IAssetInfo, IList<AssetOperationGroup>> RequestAssetOperations;
+ private readonly Func<IAssetInfo, AssetOperationGroup?> RequestAssetOperations;
/// <summary>The loaded content managers (including the <see cref="MainContentManager"/>).</summary>
private readonly List<IContentManager> ContentManagers = new();
@@ -79,15 +79,15 @@ namespace StardewModdingAPI.Framework
private Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>> LocaleCodes;
/// <summary>The cached asset load/edit operations to apply, indexed by asset name.</summary>
- private readonly TickCacheDictionary<IAssetName, IList<AssetOperationGroup>> AssetOperationsByKey = new();
+ private readonly TickCacheDictionary<IAssetName, AssetOperationGroup?> AssetOperationsByKey = new();
/// <summary>A cache of asset operation groups created for legacy <see cref="IAssetLoader"/> implementations.</summary>
[Obsolete("This only exists to support legacy code and will be removed in SMAPI 4.0.0.")]
- private readonly Dictionary<IAssetLoader, Dictionary<Type, AssetOperationGroup>> LegacyLoaderCache = new(ReferenceEqualityComparer.Instance);
+ private readonly Dictionary<IAssetLoader, Dictionary<Type, AssetLoadOperation>> LegacyLoaderCache = new(ReferenceEqualityComparer.Instance);
/// <summary>A cache of asset operation groups created for legacy <see cref="IAssetEditor"/> implementations.</summary>
[Obsolete("This only exists to support legacy code and will be removed in SMAPI 4.0.0.")]
- private readonly Dictionary<IAssetEditor, Dictionary<Type, AssetOperationGroup>> LegacyEditorCache = new(ReferenceEqualityComparer.Instance);
+ private readonly Dictionary<IAssetEditor, Dictionary<Type, AssetEditOperation>> LegacyEditorCache = new(ReferenceEqualityComparer.Instance);
/*********
@@ -126,7 +126,7 @@ namespace StardewModdingAPI.Framework
/// <param name="getFileLookup">Get a file 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, Func<string, IFileLookup> getFileLookup, 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, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations)
{
this.GetFileLookup = getFileLookup;
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
@@ -449,16 +449,12 @@ namespace StardewModdingAPI.Framework
/// <summary>Get the asset load and edit operations to apply to a given asset if it's (re)loaded now.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The asset info to load or edit.</param>
- public IList<AssetOperationGroup> GetAssetOperations<T>(IAssetInfo info)
+ public AssetOperationGroup? GetAssetOperations<T>(IAssetInfo info)
where T : notnull
{
return this.AssetOperationsByKey.GetOrSet(
info.Name,
-#pragma warning disable CS0612, CS0618 // deprecated code
- () => this.Editors.Count > 0 || this.Loaders.Count > 0
- ? this.GetAssetOperationsIncludingLegacyWithoutCache<T>(info).ToArray()
-#pragma warning restore CS0612, CS0618
- : this.RequestAssetOperations(info)
+ () => this.GetAssetOperationsWithoutCache<T>(info)
);
}
@@ -584,41 +580,40 @@ namespace StardewModdingAPI.Framework
/// <summary>Get the asset load and edit operations to apply to a given asset if it's (re)loaded now, ignoring the <see cref="AssetOperationsByKey"/> cache.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The asset info to load or edit.</param>
- [Obsolete("This only exists to support legacy code and will be removed in SMAPI 4.0.0.")]
- private IEnumerable<AssetOperationGroup> GetAssetOperationsIncludingLegacyWithoutCache<T>(IAssetInfo info)
+ private AssetOperationGroup? GetAssetOperationsWithoutCache<T>(IAssetInfo info)
where T : notnull
{
- IAssetInfo legacyInfo = this.GetLegacyAssetInfo(info);
-
// new content API
- foreach (AssetOperationGroup group in this.RequestAssetOperations(info))
- yield return group;
+ AssetOperationGroup? group = this.RequestAssetOperations(info);
// legacy load operations
- foreach (ModLinked<IAssetLoader> loader in this.Loaders)
+#pragma warning disable CS0612, CS0618 // deprecated code
+ if (this.Editors.Count > 0 || this.Loaders.Count > 0)
{
- // check if loader applies
- try
+ IAssetInfo legacyInfo = this.GetLegacyAssetInfo(info);
+
+ foreach (ModLinked<IAssetLoader> loader in this.Loaders)
{
- if (!loader.Data.CanLoad<T>(legacyInfo))
+ // check if loader applies
+ try
+ {
+ if (!loader.Data.CanLoad<T>(legacyInfo))
+ continue;
+ }
+ catch (Exception ex)
+ {
+ loader.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
- }
- catch (Exception ex)
- {
- loader.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- continue;
- }
+ }
- // add operation
- yield return this.GetOrCreateLegacyOperationGroup(
- cache: this.LegacyLoaderCache,
- editor: loader.Data,
- dataType: info.DataType,
- createGroup: () => new AssetOperationGroup(
- Mod: loader.Mod,
- LoadOperations: new[]
- {
- new AssetLoadOperation(
+ // add operation
+ group ??= new AssetOperationGroup(new List<AssetLoadOperation>(), new List<AssetEditOperation>());
+ group.LoadOperations.Add(
+ this.GetOrCreateLegacyOperation(
+ cache: this.LegacyLoaderCache,
+ editor: loader.Data,
+ dataType: info.DataType,
+ create: () => new AssetLoadOperation(
Mod: loader.Mod,
OnBehalfOf: null,
Priority: AssetLoadPriority.Exclusive,
@@ -626,59 +621,54 @@ namespace StardewModdingAPI.Framework
this.GetLegacyAssetInfo(assetInfo)
)
)
- },
- EditOperations: Array.Empty<AssetEditOperation>()
- )
- );
- }
+ )
+ );
+ }
- // legacy edit operations
- foreach (var editor in this.Editors)
- {
- // check if editor applies
- try
+ // legacy edit operations
+ foreach (var editor in this.Editors)
{
- if (!editor.Data.CanEdit<T>(legacyInfo))
+ // check if editor applies
+ try
+ {
+ if (!editor.Data.CanEdit<T>(legacyInfo))
+ continue;
+ }
+ catch (Exception ex)
+ {
+ editor.Mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
- }
- catch (Exception ex)
- {
- editor.Mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- continue;
- }
+ }
- // HACK
- //
- // If two editors have the same priority, they're applied in registration order (so
- // whichever was registered first is applied first). Mods often depend on this
- // behavior, like Json Assets registering its interceptors before Content Patcher.
- //
- // Unfortunately the old & new content APIs have separate lists, so new-API
- // interceptors always ran before old-API interceptors with the same priority,
- // regardless of the registration order *between* APIs. Since the new API works in
- // a fundamentally different way (i.e. loads/edits are defined on asset request
- // instead of by registering a global 'editor' or 'loader' class), there's no way
- // to track registration order between them.
- //
- // Until we drop the old content API in SMAPI 4.0.0, this sets the priority for
- // specific legacy editors to maintain compatibility.
- AssetEditPriority priority = editor.Data.GetType().FullName switch
- {
- "JsonAssets.Framework.ContentInjector1" => AssetEditPriority.Default - 1, // must be applied before Content Patcher
- _ => AssetEditPriority.Default
- };
-
- // add operation
- 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(
+ // HACK
+ //
+ // If two editors have the same priority, they're applied in registration order (so
+ // whichever was registered first is applied first). Mods often depend on this
+ // behavior, like Json Assets registering its interceptors before Content Patcher.
+ //
+ // Unfortunately the old & new content APIs have separate lists, so new-API
+ // interceptors always ran before old-API interceptors with the same priority,
+ // regardless of the registration order *between* APIs. Since the new API works in
+ // a fundamentally different way (i.e. loads/edits are defined on asset request
+ // instead of by registering a global 'editor' or 'loader' class), there's no way
+ // to track registration order between them.
+ //
+ // Until we drop the old content API in SMAPI 4.0.0, this sets the priority for
+ // specific legacy editors to maintain compatibility.
+ AssetEditPriority priority = editor.Data.GetType().FullName switch
+ {
+ "JsonAssets.Framework.ContentInjector1" => AssetEditPriority.Default - 1, // must be applied before Content Patcher
+ _ => AssetEditPriority.Default
+ };
+
+ // add operation
+ group ??= new AssetOperationGroup(new List<AssetLoadOperation>(), new List<AssetEditOperation>());
+ group.EditOperations.Add(
+ this.GetOrCreateLegacyOperation(
+ cache: this.LegacyEditorCache,
+ editor: editor.Data,
+ dataType: info.DataType,
+ create: () => new AssetEditOperation(
Mod: editor.Mod,
OnBehalfOf: null,
Priority: priority,
@@ -686,28 +676,32 @@ namespace StardewModdingAPI.Framework
this.GetLegacyAssetData(assetData)
)
)
- }
- )
- );
+ )
+ );
+ }
}
+#pragma warning restore CS0612, CS0618
+
+ return group;
}
/// <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>
+ /// <typeparam name="TOperation">The operation model type.</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)
+ /// <param name="create">Create the asset operation group if it's not cached yet.</param>
+ private TOperation GetOrCreateLegacyOperation<TInterceptor, TOperation>(Dictionary<TInterceptor, Dictionary<Type, TOperation>> cache, TInterceptor editor, Type dataType, Func<TOperation> create)
where TInterceptor : class
{
- if (!cache.TryGetValue(editor, out Dictionary<Type, AssetOperationGroup>? cacheByType))
- cache[editor] = cacheByType = new Dictionary<Type, AssetOperationGroup>();
+ if (!cache.TryGetValue(editor, out Dictionary<Type, TOperation>? cacheByType))
+ cache[editor] = cacheByType = new Dictionary<Type, TOperation>();
- if (!cacheByType.TryGetValue(dataType, out AssetOperationGroup? group))
- cacheByType[dataType] = group = createGroup();
+ if (!cacheByType.TryGetValue(dataType, out TOperation? operation))
+ cacheByType[dataType] = operation = create();
- return group;
+ return operation;
}
/// <summary>Get an asset info compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary>