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Diffstat (limited to 'src/SMAPI/Framework/ContentCore.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentCore.cs | 864 |
1 files changed, 864 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/ContentCore.cs b/src/SMAPI/Framework/ContentCore.cs new file mode 100644 index 00000000..85b8db8f --- /dev/null +++ b/src/SMAPI/Framework/ContentCore.cs @@ -0,0 +1,864 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using System.Diagnostics.Contracts; +using System.Globalization; +using System.IO; +using System.Linq; +using System.Reflection; +using System.Threading; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Content; +using StardewModdingAPI.Framework.Exceptions; +using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.Utilities; +using StardewModdingAPI.Metadata; +using StardewValley; + +namespace StardewModdingAPI.Framework +{ + /// <summary>A thread-safe content handler which loads assets with support for mod injection and editing.</summary> + /// <remarks> + /// This is the centralised content logic which manages all game assets. The game and mods don't use this class + /// directly; instead they use one of several <see cref="ContentManagerShim"/> instances, which proxy requests to + /// this class. That ensures that when the game disposes one content manager, the others can continue unaffected. + /// That notably requires this class to be thread-safe, since the content managers can be disposed asynchronously. + /// + /// Note that assets in the cache have two identifiers: the asset name (like "bundles") and key (like "bundles.pt-BR"). + /// For English and non-translatable assets, these have the same value. The underlying cache only knows about asset + /// keys, and the game and mods only know about asset names. The content manager handles resolving them. + /// </remarks> + internal class ContentCore : IDisposable + { + /********* + ** Properties + *********/ + /// <summary>The underlying content manager.</summary> + private readonly LocalizedContentManager Content; + + /// <summary>Encapsulates monitoring and logging.</summary> + private readonly IMonitor Monitor; + + /// <summary>The underlying asset cache.</summary> + private readonly ContentCache Cache; + + /// <summary>The locale codes used in asset keys indexed by enum value.</summary> + private readonly IDictionary<LocalizedContentManager.LanguageCode, string> Locales; + + /// <summary>The language enum values indexed by locale code.</summary> + private readonly IDictionary<string, LocalizedContentManager.LanguageCode> LanguageCodes; + + /// <summary>Provides metadata for core game assets.</summary> + private readonly CoreAssets CoreAssets; + + /// <summary>The assets currently being intercepted by <see cref="IAssetLoader"/> instances. This is used to prevent infinite loops when a loader loads a new asset.</summary> + private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>(); + + /// <summary>A lookup of the content managers which loaded each asset.</summary> + private readonly IDictionary<string, HashSet<ContentManager>> ContentManagersByAssetKey = new Dictionary<string, HashSet<ContentManager>>(); + + /// <summary>The path prefix for assets in mod folders.</summary> + private readonly string ModContentPrefix; + + /// <summary>A lock used to prevents concurrent changes to the cache while data is being read.</summary> + private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion); + + + /********* + ** Accessors + *********/ + /// <summary>The current language as a constant.</summary> + public LocalizedContentManager.LanguageCode Language => this.Content.GetCurrentLanguage(); + + /// <summary>Interceptors which provide the initial versions of matching assets.</summary> + public IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>(); + + /// <summary>Interceptors which edit matching assets after they're loaded.</summary> + public IDictionary<IModMetadata, IList<IAssetEditor>> Editors { get; } = new Dictionary<IModMetadata, IList<IAssetEditor>>(); + + /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> + public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.Content.RootDirectory); + + /********* + ** Public methods + *********/ + /**** + ** Constructor + ****/ + /// <summary>Construct an instance.</summary> + /// <param name="serviceProvider">The service provider to use to locate services.</param> + /// <param name="rootDirectory">The root directory to search for content.</param> + /// <param name="currentCulture">The current culture for which to localise content.</param> + /// <param name="languageCodeOverride">The current language code for which to localise content.</param> + /// <param name="monitor">Encapsulates monitoring and logging.</param> + /// <param name="reflection">Simplifies access to private code.</param> + public ContentCore(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection) + { + // init + this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); + this.Content = new LocalizedContentManager(serviceProvider, rootDirectory, currentCulture, languageCodeOverride); + this.Cache = new ContentCache(this.Content, reflection); + this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath); + + // get asset data + this.CoreAssets = new CoreAssets(this.NormaliseAssetName, reflection); + this.Locales = this.GetKeyLocales(reflection); + this.LanguageCodes = this.Locales.ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase); + } + + /// <summary>Get a new content manager which defers loading to the content core.</summary> + /// <param name="name">The content manager's name for logs (if any).</param> + /// <param name="rootDirectory">The root directory to search for content (or <c>null</c>. for the default)</param> + public ContentManagerShim CreateContentManager(string name, string rootDirectory = null) + { + return new ContentManagerShim(this, name, this.Content.ServiceProvider, rootDirectory ?? this.Content.RootDirectory, this.Content.CurrentCulture, this.Content.LanguageCodeOverride); + } + + /**** + ** Asset key/name handling + ****/ + /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary> + /// <param name="path">The file path to normalise.</param> + [Pure] + public string NormalisePathSeparators(string path) + { + return this.Cache.NormalisePathSeparators(path); + } + + /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> + /// <param name="assetName">The asset key.</param> + [Pure] + public string NormaliseAssetName(string assetName) + { + return this.Cache.NormaliseKey(assetName); + } + + /// <summary>Assert that the given key has a valid format.</summary> + /// <param name="key">The asset key to check.</param> + /// <exception cref="ArgumentException">The asset key is empty or contains invalid characters.</exception> + [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] + public void AssertValidAssetKeyFormat(string key) + { + if (string.IsNullOrWhiteSpace(key)) + throw new ArgumentException("The asset key or local path is empty."); + if (key.Intersect(Path.GetInvalidPathChars()).Any()) + throw new ArgumentException("The asset key or local path contains invalid characters."); + } + + /// <summary>Convert an absolute file path into a appropriate asset name.</summary> + /// <param name="absolutePath">The absolute path to the file.</param> + public string GetAssetNameFromFilePath(string absolutePath) + { +#if SMAPI_FOR_WINDOWS + // XNA doesn't allow absolute asset paths, so get a path relative to the content folder + return this.GetRelativePath(absolutePath); +#else + // MonoGame is weird about relative paths on Mac, but allows absolute paths + return absolutePath; +#endif + } + + /**** + ** Content loading + ****/ + /// <summary>Get the current content locale.</summary> + public string GetLocale() + { + return this.GetLocale(this.Content.GetCurrentLanguage()); + } + + /// <summary>The locale for a language.</summary> + /// <param name="language">The language.</param> + public string GetLocale(LocalizedContentManager.LanguageCode language) + { + return this.Locales[language]; + } + + /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + public bool IsLoaded(string assetName) + { + assetName = this.Cache.NormaliseKey(assetName); + return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName)); + } + + /// <summary>Get the cached asset keys.</summary> + public IEnumerable<string> GetAssetKeys() + { + return this.WithReadLock(() => + this.Cache.Keys + .Select(this.GetAssetName) + .Distinct() + ); + } + + /// <summary>Load an asset through the content pipeline. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary> + /// <typeparam name="T">The expected asset type.</typeparam> + /// <param name="assetName">The asset path relative to the content directory.</param> + /// <param name="instance">The content manager instance for which to load the asset.</param> + /// <param name="language">The language code for which to load content.</param> + /// <exception cref="ArgumentException">The <paramref name="assetName"/> is empty or contains invalid characters.</exception> + /// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception> + public T Load<T>(string assetName, ContentManager instance +#if STARDEW_VALLEY_1_3 + , LocalizedContentManager.LanguageCode language +#endif + ) + { + // normalise asset key + this.AssertValidAssetKeyFormat(assetName); + assetName = this.NormaliseAssetName(assetName); + + // load game content + if (!assetName.StartsWith(this.ModContentPrefix)) +#if STARDEW_VALLEY_1_3 + return this.LoadImpl<T>(assetName, instance, language); +#else + return this.LoadImpl<T>(assetName, instance); +#endif + + // load mod content + SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}"); + try + { + return this.WithWriteLock(() => + { + // try cache + if (this.IsLoaded(assetName)) +#if STARDEW_VALLEY_1_3 + return this.LoadImpl<T>(assetName, instance, language); +#else + return this.LoadImpl<T>(assetName, instance); +#endif + + // get file + FileInfo file = this.GetModFile(assetName); + if (!file.Exists) + throw GetContentError("the specified path doesn't exist."); + + // load content + switch (file.Extension.ToLower()) + { + // XNB file + case ".xnb": +#if STARDEW_VALLEY_1_3 + return this.LoadImpl<T>(assetName, instance, language); +#else + return this.LoadImpl<T>(assetName, instance); +#endif + + // unpacked map + case ".tbin": + throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper."); + + // unpacked image + case ".png": + // validate + if (typeof(T) != typeof(Texture2D)) + throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); + + // fetch & cache + using (FileStream stream = File.OpenRead(file.FullName)) + { + Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); + texture = this.PremultiplyTransparency(texture); + this.InjectWithoutLock(assetName, texture, instance); + return (T)(object)texture; + } + + default: + throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'."); + } + }); + } + catch (Exception ex) when (!(ex is SContentLoadException)) + { + if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib") + throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher."); + throw new SContentLoadException($"The content manager failed loading content asset '{assetName}'.", ex); + } + } + + /// <summary>Inject an asset into the cache.</summary> + /// <typeparam name="T">The type of asset to inject.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + /// <param name="value">The asset value.</param> + /// <param name="instance">The content manager instance for which to load the asset.</param> + public void Inject<T>(string assetName, T value, ContentManager instance) + { + this.WithWriteLock(() => this.InjectWithoutLock(assetName, value, instance)); + } + + /**** + ** Cache invalidation + ****/ + /// <summary>Purge assets from the cache that match one of the interceptors.</summary> + /// <param name="editors">The asset editors for which to purge matching assets.</param> + /// <param name="loaders">The asset loaders for which to purge matching assets.</param> + /// <returns>Returns whether any cache entries were invalidated.</returns> + public bool InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders) + { + if (!editors.Any() && !loaders.Any()) + return false; + + // get CanEdit/Load methods + MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit)); + MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad)); + if (canEdit == null || canLoad == null) + throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen + + // invalidate matching keys + return this.InvalidateCache(asset => + { + // check loaders + MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType); + if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset }))) + return true; + + // check editors + MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType); + return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset })); + }); + } + + /// <summary>Purge matched assets from the cache.</summary> + /// <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 whether any cache entries were invalidated.</returns> + public bool InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false) + { + string locale = this.GetLocale(); + return this.InvalidateCache((assetName, type) => + { + IAssetInfo info = new AssetInfo(locale, assetName, type, this.NormaliseAssetName); + return predicate(info); + }); + } + + /// <summary>Purge matched assets from the cache.</summary> + /// <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 whether any cache entries were invalidated.</returns> + public bool InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) + { + return this.WithWriteLock(() => + { + // invalidate matching keys + HashSet<string> removeKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); + HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); + this.Cache.Remove((key, type) => + { + this.ParseCacheKey(key, out string assetName, out _); + if (removeAssetNames.Contains(assetName) || predicate(assetName, type)) + { + removeAssetNames.Add(assetName); + removeKeys.Add(key); + return true; + } + return false; + }); + + // update reference tracking + foreach (string key in removeKeys) + this.ContentManagersByAssetKey.Remove(key); + + // reload core game assets + int reloaded = 0; + foreach (string key in removeAssetNames) + { + if (this.CoreAssets.ReloadForKey(Game1.content, key)) // use an intercepted content manager + reloaded++; + } + + // report result + if (removeKeys.Any()) + { + this.Monitor.Log($"Invalidated {removeAssetNames.Count} asset names: {string.Join(", ", removeKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); + return true; + } + this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); + return false; + }); + } + + /**** + ** Disposal + ****/ + /// <summary>Dispose assets for the given content manager shim.</summary> + /// <param name="shim">The content manager whose assets to dispose.</param> + internal void DisposeFor(ContentManagerShim shim) + { + this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace); + + this.WithWriteLock(() => + { + foreach (var entry in this.ContentManagersByAssetKey) + entry.Value.Remove(shim); + this.InvalidateCache((key, type) => !this.ContentManagersByAssetKey[key].Any(), dispose: true); + }); + } + + + /********* + ** Private methods + *********/ + /**** + ** Disposal + ****/ + /// <summary>Dispose held resources.</summary> + public void Dispose() + { + this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); + this.Content.Dispose(); + } + + /**** + ** Asset name/key handling + ****/ + /// <summary>Get a directory or file path relative to the content root.</summary> + /// <param name="targetPath">The target file path.</param> + private string GetRelativePath(string targetPath) + { + return PathUtilities.GetRelativePath(this.FullRootDirectory, targetPath); + } + + /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary> + /// <param name="reflection">Simplifies access to private game code.</param> + private IDictionary<LocalizedContentManager.LanguageCode, string> GetKeyLocales(Reflector reflection) + { +#if !STARDEW_VALLEY_1_3 + IReflectedField<LocalizedContentManager.LanguageCode> codeField = reflection.GetField<LocalizedContentManager.LanguageCode>(typeof(LocalizedContentManager), "_currentLangCode"); + LocalizedContentManager.LanguageCode previousCode = codeField.GetValue(); +#endif + string previousOverride = this.Content.LanguageCodeOverride; + + try + { + // temporarily disable language override + this.Content.LanguageCodeOverride = null; + + // create locale => code map + IReflectedMethod languageCodeString = reflection +#if STARDEW_VALLEY_1_3 + .GetMethod(this.Content, "languageCodeString"); +#else + .GetMethod(this.Content, "languageCode"); +#endif + IDictionary<LocalizedContentManager.LanguageCode, string> map = new Dictionary<LocalizedContentManager.LanguageCode, string>(); + foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode))) + { +#if STARDEW_VALLEY_1_3 + map[code] = languageCodeString.Invoke<string>(code); +#else + codeField.SetValue(code); + map[code] = languageCodeString.Invoke<string>(); +#endif + } + + return map; + } + finally + { + // restore previous settings + this.Content.LanguageCodeOverride = previousOverride; +#if !STARDEW_VALLEY_1_3 + codeField.SetValue(previousCode); +#endif + + } + } + + /// <summary>Get the asset name from a cache key.</summary> + /// <param name="cacheKey">The input cache key.</param> + private string GetAssetName(string cacheKey) + { + this.ParseCacheKey(cacheKey, out string assetName, out string _); + return assetName; + } + + /// <summary>Parse a cache key into its component parts.</summary> + /// <param name="cacheKey">The input cache key.</param> + /// <param name="assetName">The original asset name.</param> + /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param> + private void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) + { + // handle localised key + if (!string.IsNullOrWhiteSpace(cacheKey)) + { + int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture); + if (lastSepIndex >= 0) + { + string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); + if (this.LanguageCodes.ContainsKey(suffix)) + { + assetName = cacheKey.Substring(0, lastSepIndex); + localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); + return; + } + } + } + + // handle simple key + assetName = cacheKey; + localeCode = null; + } + + /**** + ** Cache handling + ****/ + /// <summary>Get whether an asset has already been loaded.</summary> + /// <param name="normalisedAssetName">The normalised asset name.</param> + private bool IsNormalisedKeyLoaded(string normalisedAssetName) + { + return this.Cache.ContainsKey(normalisedAssetName) + || this.Cache.ContainsKey($"{normalisedAssetName}.{this.Locales[this.Content.GetCurrentLanguage()]}"); // translated asset + } + + /// <summary>Track that a content manager loaded an asset.</summary> + /// <param name="key">The asset key that was loaded.</param> + /// <param name="manager">The content manager that loaded the asset.</param> + private void TrackAssetLoader(string key, ContentManager manager) + { + if (!this.ContentManagersByAssetKey.TryGetValue(key, out HashSet<ContentManager> hash)) + hash = this.ContentManagersByAssetKey[key] = new HashSet<ContentManager>(); + hash.Add(manager); + } + + /**** + ** Content loading + ****/ + /// <summary>Load an asset name without heuristics to support mod content.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + /// <param name="instance">The content manager instance for which to load the asset.</param> + /// <param name="language">The language code for which to load content.</param> + private T LoadImpl<T>(string assetName, ContentManager instance +#if STARDEW_VALLEY_1_3 + , LocalizedContentManager.LanguageCode language +#endif + ) + { + return this.WithWriteLock(() => + { + // skip if already loaded + if (this.IsNormalisedKeyLoaded(assetName)) + { + this.TrackAssetLoader(assetName, instance); + return this.Content + +#if STARDEW_VALLEY_1_3 + .Load<T>(assetName, language); +#else + .Load<T>(assetName); +#endif + } + + // load asset + T data; + if (this.AssetsBeingLoaded.Contains(assetName)) + { + this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); + this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); + data = this.Content +#if STARDEW_VALLEY_1_3 + .Load<T>(assetName, language); +#else + .Load<T>(assetName); +#endif + } + else + { + data = this.AssetsBeingLoaded.Track(assetName, () => + { + string locale = +#if STARDEW_VALLEY_1_3 + this.GetLocale(language); +#else + this.GetLocale(); +#endif + IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.NormaliseAssetName); + IAssetData asset = this.ApplyLoader<T>(info) +#if STARDEW_VALLEY_1_3 + ?? new AssetDataForObject(info, this.Content.Load<T>(assetName, language), this.NormaliseAssetName); +#else + ?? new AssetDataForObject(info, this.Content.Load<T>(assetName), this.NormaliseAssetName); +#endif + asset = this.ApplyEditors<T>(info, asset); + return (T)asset.Data; + }); + } + + // update cache & return data + this.InjectWithoutLock(assetName, data, instance); + return data; + }); + } + + /// <summary>Inject an asset into the cache without acquiring a write lock. This should only be called from within a write lock.</summary> + /// <typeparam name="T">The type of asset to inject.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + /// <param name="value">The asset value.</param> + /// <param name="instance">The content manager instance for which to load the asset.</param> + private void InjectWithoutLock<T>(string assetName, T value, ContentManager instance) + { + assetName = this.NormaliseAssetName(assetName); + this.Cache[assetName] = value; + this.TrackAssetLoader(assetName, instance); + } + + /// <summary>Get a file from the mod folder.</summary> + /// <param name="path">The asset path relative to the content folder.</param> + private FileInfo GetModFile(string path) + { + // try exact match + FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path)); + + // try with default extension + if (!file.Exists && file.Extension.ToLower() != ".xnb") + { + FileInfo result = new FileInfo(file.FullName + ".xnb"); + if (result.Exists) + file = result; + } + + return file; + } + + /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary> + /// <param name="info">The basic asset metadata.</param> + /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns> + private IAssetData ApplyLoader<T>(IAssetInfo info) + { + // find matching loaders + var loaders = this.GetInterceptors(this.Loaders) + .Where(entry => + { + try + { + return entry.Value.CanLoad<T>(info); + } + catch (Exception ex) + { + entry.Key.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return false; + } + }) + .ToArray(); + + // validate loaders + if (!loaders.Any()) + return null; + if (loaders.Length > 1) + { + string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); + this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); + return null; + } + + // fetch asset from loader + IModMetadata mod = loaders[0].Key; + IAssetLoader loader = loaders[0].Value; + T data; + try + { + data = loader.Load<T>(info); + this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); + } + catch (Exception ex) + { + mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return null; + } + + // validate asset + if (data == null) + { + mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); + return null; + } + + // return matched asset + return new AssetDataForObject(info, data, this.NormaliseAssetName); + } + + /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> + /// <typeparam name="T">The asset type.</typeparam> + /// <param name="info">The basic asset metadata.</param> + /// <param name="asset">The loaded asset.</param> + private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset) + { + IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName); + + // edit asset + foreach (var entry in this.GetInterceptors(this.Editors)) + { + // check for match + IModMetadata mod = entry.Key; + IAssetEditor editor = entry.Value; + try + { + if (!editor.CanEdit<T>(info)) + continue; + } + catch (Exception ex) + { + mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } + + // try edit + object prevAsset = asset.Data; + try + { + editor.Edit<T>(asset); + this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace); + } + catch (Exception ex) + { + mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + } + + // validate edit + if (asset.Data == null) + { + mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + else if (!(asset.Data is T)) + { + mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + } + + // return result + return asset; + } + + /// <summary>Get all registered interceptors from a list.</summary> + private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries) + { + foreach (var entry in entries) + { + IModMetadata mod = entry.Key; + IList<T> interceptors = entry.Value; + + // registered editors + foreach (T interceptor in interceptors) + yield return new KeyValuePair<IModMetadata, T>(mod, interceptor); + } + } + + /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing.</summary> + /// <param name="texture">The texture to premultiply.</param> + /// <returns>Returns a premultiplied texture.</returns> + /// <remarks>Based on <a href="https://gist.github.com/Layoric/6255384">code by Layoric</a>.</remarks> + private Texture2D PremultiplyTransparency(Texture2D texture) + { + // validate + if (Context.IsInDrawLoop) + throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop."); + + // process texture + SpriteBatch spriteBatch = Game1.spriteBatch; + GraphicsDevice gpu = Game1.graphics.GraphicsDevice; + using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height)) + { + // create blank render target to premultiply + gpu.SetRenderTarget(renderTarget); + gpu.Clear(Color.Black); + + // multiply each color by the source alpha, and write just the color values into the final texture + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorDestinationBlend = Blend.Zero, + ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue, + AlphaDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.SourceAlpha, + ColorSourceBlend = Blend.SourceAlpha + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // copy the alpha values from the source texture into the final one without multiplying them + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorWriteChannels = ColorWriteChannels.Alpha, + AlphaDestinationBlend = Blend.Zero, + ColorDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.One, + ColorSourceBlend = Blend.One + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // release GPU + gpu.SetRenderTarget(null); + + // extract premultiplied data + Color[] data = new Color[texture.Width * texture.Height]; + renderTarget.GetData(data); + + // unset texture from GPU to regain control + gpu.Textures[0] = null; + + // update texture with premultiplied data + texture.SetData(data); + } + + return texture; + } + + /**** + ** Concurrency logic + ****/ + /// <summary>Acquire a read lock which prevents concurrent writes to the cache while it's open.</summary> + /// <typeparam name="T">The action's return value.</typeparam> + /// <param name="action">The action to perform.</param> + private T WithReadLock<T>(Func<T> action) + { + try + { + this.Lock.EnterReadLock(); + return action(); + } + finally + { + this.Lock.ExitReadLock(); + } + } + + /// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary> + /// <param name="action">The action to perform.</param> + private void WithWriteLock(Action action) + { + try + { + this.Lock.EnterWriteLock(); + action(); + } + finally + { + this.Lock.ExitWriteLock(); + } + } + + /// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary> + /// <typeparam name="T">The action's return value.</typeparam> + /// <param name="action">The action to perform.</param> + private T WithWriteLock<T>(Func<T> action) + { + try + { + this.Lock.EnterWriteLock(); + return action(); + } + finally + { + this.Lock.ExitWriteLock(); + } + } + } +} |