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Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/GameContentManager.cs')
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs58
1 files changed, 44 insertions, 14 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index 9f686f97..e7fb0c5f 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -63,6 +63,29 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
+ public override bool DoesAssetExist(IAssetName assetName)
+ {
+ if (base.DoesAssetExist(assetName))
+ return true;
+
+ // managed asset
+ if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
+ return this.Coordinator.DoesManagedAssetExist(contentManagerID, relativePath);
+
+ // else check for loaders
+ string locale = this.GetLocale();
+ IAssetInfo info = new AssetInfo(locale, assetName, typeof(object), this.AssertAndNormalizeAssetName);
+ ModLinked<IAssetLoader>[] loaders = this.GetLoaders<object>(info).ToArray();
+ if (loaders.Length > 1)
+ {
+ string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray();
+ this.Monitor.Log($"Multiple mods want to provide the '{info.Name}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn);
+ }
+
+ return loaders.Length == 1;
+ }
+
+ /// <inheritdoc />
public override T Load<T>(IAssetName assetName, LanguageCode language, bool useCache)
{
// raise first-load callback
@@ -246,20 +269,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
private IAssetData ApplyLoader<T>(IAssetInfo info)
{
// find matching loaders
- var loaders = this.Loaders
- .Where(entry =>
- {
- try
- {
- return entry.Data.CanLoad<T>(info);
- }
- catch (Exception ex)
- {
- entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- return false;
- }
- })
- .ToArray();
+ var loaders = this.GetLoaders<T>(info).ToArray();
// validate loaders
if (!loaders.Any())
@@ -360,6 +370,26 @@ namespace StardewModdingAPI.Framework.ContentManagers
return asset;
}
+ /// <summary>Get the asset loaders which handle the asset.</summary>
+ /// <typeparam name="T">The asset type.</typeparam>
+ /// <param name="info">The basic asset metadata.</param>
+ private IEnumerable<ModLinked<IAssetLoader>> GetLoaders<T>(IAssetInfo info)
+ {
+ return this.Loaders
+ .Where(entry =>
+ {
+ try
+ {
+ return entry.Data.CanLoad<T>(info);
+ }
+ catch (Exception ex)
+ {
+ 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;
+ }
+ });
+ }
+
/// <summary>Validate that an asset loaded by a mod is valid and won't cause issues, and fix issues if possible.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The basic asset metadata.</param>