diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/GameContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 88 |
1 files changed, 43 insertions, 45 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 0ca9e277..9f686f97 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -63,7 +63,7 @@ namespace StardewModdingAPI.Framework.ContentManagers } /// <inheritdoc /> - public override T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache) + public override T Load<T>(IAssetName assetName, LanguageCode language, bool useCache) { // raise first-load callback if (GameContentManager.IsFirstLoad) @@ -73,50 +73,63 @@ namespace StardewModdingAPI.Framework.ContentManagers } // normalize asset name - IAssetName parsedName = this.Coordinator.ParseAssetName(assetName); - if (parsedName.LanguageCode.HasValue) - return this.Load<T>(parsedName.BaseName, parsedName.LanguageCode.Value, useCache); + if (assetName.LanguageCode.HasValue) + return this.Load<T>(this.Coordinator.ParseAssetName(assetName.BaseName), assetName.LanguageCode.Value, useCache); // get from cache - if (useCache && this.IsLoaded(parsedName.Name, language)) - return this.RawLoad<T>(parsedName.Name, language, useCache: true); + if (useCache && this.IsLoaded(assetName, language)) + return this.RawLoad<T>(assetName, language, useCache: true); // get managed asset - if (this.Coordinator.TryParseManagedAssetKey(parsedName.Name, out string contentManagerID, out string relativePath)) + if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath)) { T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath); - this.TrackAsset(parsedName.Name, managedAsset, language, useCache); + this.TrackAsset(assetName, managedAsset, language, useCache); return managedAsset; } // load asset T data; - if (this.AssetsBeingLoaded.Contains(parsedName.Name)) + if (this.AssetsBeingLoaded.Contains(assetName.Name)) { - this.Monitor.Log($"Broke loop while loading asset '{parsedName.Name}'.", LogLevel.Warn); + this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}"); - data = this.RawLoad<T>(parsedName.Name, language, useCache); + data = this.RawLoad<T>(assetName, language, useCache); } else { - data = this.AssetsBeingLoaded.Track(parsedName.Name, () => + data = this.AssetsBeingLoaded.Track(assetName.Name, () => { string locale = this.GetLocale(language); - IAssetInfo info = new AssetInfo(locale, parsedName, typeof(T), this.AssertAndNormalizeAssetName); + IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); IAssetData asset = this.ApplyLoader<T>(info) - ?? new AssetDataForObject(info, this.RawLoad<T>(parsedName.Name, language, useCache), this.AssertAndNormalizeAssetName); + ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, language, useCache), this.AssertAndNormalizeAssetName); asset = this.ApplyEditors<T>(info, asset); return (T)asset.Data; }); } // update cache & return data - this.TrackAsset(parsedName.Name, data, language, useCache); + this.TrackAsset(assetName, data, language, useCache); return data; } /// <inheritdoc /> + public override bool IsLoaded(IAssetName assetName, LanguageCode language) + { + string cachedKey = null; + bool localized = + language != LanguageCode.en + && !this.Coordinator.IsManagedAssetKey(assetName) + && this.LocalizedAssetNames.TryGetValue(assetName.Name, out cachedKey); + + return localized + ? this.Cache.ContainsKey(cachedKey) + : this.Cache.ContainsKey(assetName.Name); + } + + /// <inheritdoc /> public override void OnLocaleChanged() { base.OnLocaleChanged(); @@ -153,28 +166,13 @@ namespace StardewModdingAPI.Framework.ContentManagers ** Private methods *********/ /// <inheritdoc /> - protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language) - { - string cachedKey = null; - bool localized = - language != LocalizedContentManager.LanguageCode.en - && !this.Coordinator.IsManagedAssetKey(normalizedAssetName) - && this.LocalizedAssetNames.TryGetValue(normalizedAssetName, out cachedKey); - - return localized - ? this.Cache.ContainsKey(cachedKey) - : this.Cache.ContainsKey(normalizedAssetName); - } - - /// <inheritdoc /> - protected override void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache) + protected override void TrackAsset<T>(IAssetName assetName, T value, LanguageCode language, bool useCache) { // handle explicit language in asset name { - IAssetName parsedName = this.Coordinator.ParseAssetName(assetName); - if (parsedName.LanguageCode.HasValue) + if (assetName.LanguageCode.HasValue) { - this.TrackAsset(parsedName.BaseName, value, parsedName.LanguageCode.Value, useCache); + this.TrackAsset(this.Coordinator.ParseAssetName(assetName.BaseName), value, assetName.LanguageCode.Value, useCache); return; } } @@ -188,16 +186,16 @@ namespace StardewModdingAPI.Framework.ContentManagers // doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`. if (useCache) { - string translatedKey = $"{assetName}.{this.GetLocale(language)}"; + IAssetName translatedKey = new AssetName(assetName.Name, this.GetLocale(language), language); base.TrackAsset(assetName, value, language, useCache: true); - if (this.Cache.ContainsKey(translatedKey)) + if (this.Cache.ContainsKey(translatedKey.Name)) base.TrackAsset(translatedKey, value, language, useCache: true); // track whether the injected asset is translatable for is-loaded lookups - if (this.Cache.ContainsKey(translatedKey)) - this.LocalizedAssetNames[assetName] = translatedKey; - else if (this.Cache.ContainsKey(assetName)) - this.LocalizedAssetNames[assetName] = assetName; + if (this.Cache.ContainsKey(translatedKey.Name)) + this.LocalizedAssetNames[assetName.Name] = translatedKey.Name; + else if (this.Cache.ContainsKey(assetName.Name)) + this.LocalizedAssetNames[assetName.Name] = assetName.Name; else this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error); } @@ -209,32 +207,32 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="language">The language code for which to load content.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> /// <remarks>Derived from <see cref="LocalizedContentManager.Load{T}(string, LocalizedContentManager.LanguageCode)"/>.</remarks> - private T RawLoad<T>(string assetName, LanguageCode language, bool useCache) + private T RawLoad<T>(IAssetName assetName, LanguageCode language, bool useCache) { try { // use cached key - if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey)) + if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName.Name, out string cachedKey)) return base.RawLoad<T>(cachedKey, useCache); // try translated key - if (language != LocalizedContentManager.LanguageCode.en) + if (language != LanguageCode.en) { string translatedKey = $"{assetName}.{this.GetLocale(language)}"; try { T obj = base.RawLoad<T>(translatedKey, useCache); - this.LocalizedAssetNames[assetName] = translatedKey; + this.LocalizedAssetNames[assetName.Name] = translatedKey; return obj; } catch (ContentLoadException) { - this.LocalizedAssetNames[assetName] = assetName; + this.LocalizedAssetNames[assetName.Name] = assetName.Name; } } // try base asset - return base.RawLoad<T>(assetName, useCache); + return base.RawLoad<T>(assetName.Name, useCache); } catch (ContentLoadException ex) when (ex.InnerException is FileNotFoundException innerEx && innerEx.InnerException == null) { |