diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/GameContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 94 |
1 files changed, 37 insertions, 57 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index ab198076..0ca9e277 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -73,46 +73,46 @@ namespace StardewModdingAPI.Framework.ContentManagers } // normalize asset name - assetName = this.AssertAndNormalizeAssetName(assetName); - if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage)) - return this.Load<T>(newAssetName, newLanguage, useCache); + IAssetName parsedName = this.Coordinator.ParseAssetName(assetName); + if (parsedName.LanguageCode.HasValue) + return this.Load<T>(parsedName.BaseName, parsedName.LanguageCode.Value, useCache); // get from cache - if (useCache && this.IsLoaded(assetName, language)) - return this.RawLoad<T>(assetName, language, useCache: true); + if (useCache && this.IsLoaded(parsedName.Name, language)) + return this.RawLoad<T>(parsedName.Name, language, useCache: true); // get managed asset - if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath)) + if (this.Coordinator.TryParseManagedAssetKey(parsedName.Name, out string contentManagerID, out string relativePath)) { T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath); - this.TrackAsset(assetName, managedAsset, language, useCache); + this.TrackAsset(parsedName.Name, managedAsset, language, useCache); return managedAsset; } // load asset T data; - if (this.AssetsBeingLoaded.Contains(assetName)) + if (this.AssetsBeingLoaded.Contains(parsedName.Name)) { - this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); + this.Monitor.Log($"Broke loop while loading asset '{parsedName.Name}'.", LogLevel.Warn); this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}"); - data = this.RawLoad<T>(assetName, language, useCache); + data = this.RawLoad<T>(parsedName.Name, language, useCache); } else { - data = this.AssetsBeingLoaded.Track(assetName, () => + data = this.AssetsBeingLoaded.Track(parsedName.Name, () => { string locale = this.GetLocale(language); - IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); + IAssetInfo info = new AssetInfo(locale, parsedName, typeof(T), this.AssertAndNormalizeAssetName); IAssetData asset = this.ApplyLoader<T>(info) - ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, language, useCache), this.AssertAndNormalizeAssetName); + ?? new AssetDataForObject(info, this.RawLoad<T>(parsedName.Name, language, useCache), this.AssertAndNormalizeAssetName); asset = this.ApplyEditors<T>(info, asset); return (T)asset.Data; }); } // update cache & return data - this.TrackAsset(assetName, data, language, useCache); + this.TrackAsset(parsedName.Name, data, language, useCache); return data; } @@ -124,13 +124,16 @@ namespace StardewModdingAPI.Framework.ContentManagers // find assets for which a translatable version was loaded HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.OrdinalIgnoreCase); foreach (string key in this.LocalizedAssetNames.Where(p => p.Key != p.Value).Select(p => p.Key)) - removeAssetNames.Add(this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) ? assetName : key); + { + IAssetName assetName = this.Coordinator.ParseAssetName(key); + removeAssetNames.Add(assetName.BaseName); + } // invalidate translatable assets string[] invalidated = this .InvalidateCache((key, type) => removeAssetNames.Contains(key) - || (this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) && removeAssetNames.Contains(assetName)) + || removeAssetNames.Contains(this.Coordinator.ParseAssetName(key).BaseName) ) .Select(p => p.Key) .OrderBy(p => p, StringComparer.OrdinalIgnoreCase) @@ -168,9 +171,10 @@ namespace StardewModdingAPI.Framework.ContentManagers { // handle explicit language in asset name { - if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage)) + IAssetName parsedName = this.Coordinator.ParseAssetName(assetName); + if (parsedName.LanguageCode.HasValue) { - this.TrackAsset(newAssetName, value, newLanguage, useCache); + this.TrackAsset(parsedName.BaseName, value, parsedName.LanguageCode.Value, useCache); return; } } @@ -238,30 +242,6 @@ namespace StardewModdingAPI.Framework.ContentManagers } } - /// <summary>Parse an asset key that contains an explicit language into its asset name and language, if applicable.</summary> - /// <param name="rawAsset">The asset key to parse.</param> - /// <param name="assetName">The asset name without the language code.</param> - /// <param name="language">The language code removed from the asset name.</param> - /// <returns>Returns whether the asset key contains an explicit language and was successfully parsed.</returns> - private bool TryParseExplicitLanguageAssetKey(string rawAsset, out string assetName, out LanguageCode language) - { - if (string.IsNullOrWhiteSpace(rawAsset)) - throw new SContentLoadException("The asset key is empty."); - - // extract language code - int splitIndex = rawAsset.LastIndexOf('.'); - if (splitIndex != -1 && this.Coordinator.TryGetLanguageEnum(rawAsset.Substring(splitIndex + 1), out language)) - { - assetName = rawAsset.Substring(0, splitIndex); - return true; - } - - // no explicit language code found - assetName = rawAsset; - language = this.Language; - return false; - } - /// <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> @@ -277,7 +257,7 @@ namespace StardewModdingAPI.Framework.ContentManagers } catch (Exception ex) { - entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return false; } }) @@ -289,7 +269,7 @@ namespace StardewModdingAPI.Framework.ContentManagers if (loaders.Length > 1) { string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray(); - this.Monitor.Log($"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); + this.Monitor.Log($"Multiple mods want to provide the '{info.Name}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); return null; } @@ -300,11 +280,11 @@ namespace StardewModdingAPI.Framework.ContentManagers try { data = loader.Load<T>(info); - this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); + this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.Name}'.", LogLevel.Trace); } catch (Exception ex) { - mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + mod.LogAsMod($"Mod crashed when loading asset '{info.Name}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return null; } @@ -349,7 +329,7 @@ namespace StardewModdingAPI.Framework.ContentManagers } catch (Exception ex) { - mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } @@ -358,22 +338,22 @@ namespace StardewModdingAPI.Framework.ContentManagers try { editor.Edit<T>(asset); - this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}."); + this.Monitor.Log($"{mod.DisplayName} edited {info.Name}."); } catch (Exception ex) { - mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + mod.LogAsMod($"Mod crashed when editing asset '{info.Name}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit if (asset.Data == null) { - mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); + mod.LogAsMod($"Mod incorrectly set asset '{info.Name}' to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } else if (!(asset.Data is T)) { - mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); + mod.LogAsMod($"Mod incorrectly set asset '{asset.Name}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } } @@ -393,21 +373,21 @@ namespace StardewModdingAPI.Framework.ContentManagers // can't load a null asset if (data == null) { - mod.LogAsMod($"SMAPI blocked asset replacement for '{info.AssetName}': mod incorrectly set asset to a null value.", LogLevel.Error); + mod.LogAsMod($"SMAPI blocked asset replacement for '{info.Name}': mod incorrectly set asset to a null value.", LogLevel.Error); return false; } // when replacing a map, the vanilla tilesheets must have the same order and IDs if (data is Map loadedMap) { - TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.AssetName); + TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.Name.Name); foreach (TilesheetReference vanillaSheet in vanillaTilesheetRefs) { // add missing tilesheet if (loadedMap.GetTileSheet(vanillaSheet.Id) == null) { mod.Monitor.LogOnce("SMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.", LogLevel.Warn); - this.Monitor.Log($"Fixed broken map replacement: {mod.DisplayName} loaded '{info.AssetName}' without a required tilesheet (id: {vanillaSheet.Id}, source: {vanillaSheet.ImageSource})."); + this.Monitor.Log($"Fixed broken map replacement: {mod.DisplayName} loaded '{info.Name}' without a required tilesheet (id: {vanillaSheet.Id}, source: {vanillaSheet.ImageSource})."); loadedMap.AddTileSheet(new TileSheet(vanillaSheet.Id, loadedMap, vanillaSheet.ImageSource, vanillaSheet.SheetSize, vanillaSheet.TileSize)); } @@ -417,17 +397,17 @@ namespace StardewModdingAPI.Framework.ContentManagers { // only show warning if not farm map // This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting. - bool isFarmMap = info.AssetNameEquals("Maps/Farm") || info.AssetNameEquals("Maps/Farm_Combat") || info.AssetNameEquals("Maps/Farm_Fishing") || info.AssetNameEquals("Maps/Farm_Foraging") || info.AssetNameEquals("Maps/Farm_FourCorners") || info.AssetNameEquals("Maps/Farm_Island") || info.AssetNameEquals("Maps/Farm_Mining"); + bool isFarmMap = info.Name.IsEquivalentTo("Maps/Farm") || info.Name.IsEquivalentTo("Maps/Farm_Combat") || info.Name.IsEquivalentTo("Maps/Farm_Fishing") || info.Name.IsEquivalentTo("Maps/Farm_Foraging") || info.Name.IsEquivalentTo("Maps/Farm_FourCorners") || info.Name.IsEquivalentTo("Maps/Farm_Island") || info.Name.IsEquivalentTo("Maps/Farm_Mining"); string reason = $"mod reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\nTechnical details for mod author: Expected order: {string.Join(", ", vanillaTilesheetRefs.Select(p => p.Id))}. See https://stardewvalleywiki.com/Modding:Maps#Tilesheet_order for help."; SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval); if (isFarmMap) { - mod.LogAsMod($"SMAPI blocked '{info.AssetName}' map load: {reason}", LogLevel.Error); + mod.LogAsMod($"SMAPI blocked '{info.Name}' map load: {reason}", LogLevel.Error); return false; } - mod.LogAsMod($"SMAPI found an issue with '{info.AssetName}' map load: {reason}", LogLevel.Warn); + mod.LogAsMod($"SMAPI found an issue with '{info.Name}' map load: {reason}", LogLevel.Warn); } } } |