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diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
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+using System;
+using System.Collections.Generic;
+using System.Globalization;
+using System.Linq;
+using StardewModdingAPI.Framework.Content;
+using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Framework.Utilities;
+using StardewValley;
+
+namespace StardewModdingAPI.Framework.ContentManagers
+{
+ /// <summary>A content manager which handles reading files from the game content folder with support for interception.</summary>
+ internal class GameContentManager : BaseContentManager
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <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>Interceptors which provide the initial versions of matching assets.</summary>
+ private IDictionary<IModMetadata, IList<IAssetLoader>> Loaders => this.Coordinator.Loaders;
+
+ /// <summary>Interceptors which edit matching assets after they're loaded.</summary>
+ private IDictionary<IModMetadata, IList<IAssetEditor>> Editors => this.Coordinator.Editors;
+
+ /// <summary>A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded.</summary>
+ private readonly IDictionary<string, bool> IsLocalisableLookup;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
+ /// <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="coordinator">The central coordinator which manages content managers.</param>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="reflection">Simplifies access to private code.</param>
+ /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
+ public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing)
+ : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: false)
+ {
+ this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue();
+ }
+
+ /// <summary>Load an asset that has been processed by the content pipeline.</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="language">The language code for which to load content.</param>
+ public override T Load<T>(string assetName, LanguageCode language)
+ {
+ assetName = this.AssertAndNormaliseAssetName(assetName);
+
+ // get from cache
+ if (this.IsLoaded(assetName))
+ return base.Load<T>(assetName, language);
+
+ // get managed asset
+ if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
+ {
+ T managedAsset = this.Coordinator.LoadAndCloneManagedAsset<T>(assetName, contentManagerID, relativePath, language);
+ this.Inject(assetName, managedAsset);
+ return managedAsset;
+ }
+
+ // 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 = base.Load<T>(assetName, language);
+ }
+ else
+ {
+ data = this.AssetsBeingLoaded.Track(assetName, () =>
+ {
+ string locale = this.GetLocale(language);
+ IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormaliseAssetName);
+ IAssetData asset =
+ this.ApplyLoader<T>(info)
+ ?? new AssetDataForObject(info, base.Load<T>(assetName, language), this.AssertAndNormaliseAssetName);
+ asset = this.ApplyEditors<T>(info, asset);
+ return (T)asset.Data;
+ });
+ }
+
+ // update cache & return data
+ this.Inject(assetName, data);
+ return data;
+ }
+
+ /// <summary>Create a new content manager for temporary use.</summary>
+ public override LocalizedContentManager CreateTemporary()
+ {
+ return this.Coordinator.CreateGameContentManager("(temporary)");
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get whether an asset has already been loaded.</summary>
+ /// <param name="normalisedAssetName">The normalised asset name.</param>
+ protected override bool IsNormalisedKeyLoaded(string normalisedAssetName)
+ {
+ // default English
+ if (this.Language == LocalizedContentManager.LanguageCode.en || this.Coordinator.IsManagedAssetKey(normalisedAssetName))
+ return this.Cache.ContainsKey(normalisedAssetName);
+
+ // translated
+ string localeKey = $"{normalisedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}";
+ if (this.IsLocalisableLookup.TryGetValue(localeKey, out bool localisable))
+ {
+ return localisable
+ ? this.Cache.ContainsKey(localeKey)
+ : this.Cache.ContainsKey(normalisedAssetName);
+ }
+
+ // not loaded yet
+ return false;
+ }
+
+ /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary>
+ /// <param name="info">The basic asset metadata.</param>
+ /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>
+ private IAssetData ApplyLoader<T>(IAssetInfo info)
+ {
+ // find matching loaders
+ var loaders = this.GetInterceptors(this.Loaders)
+ .Where(entry =>
+ {
+ try
+ {
+ return entry.Value.CanLoad<T>(info);
+ }
+ catch (Exception ex)
+ {
+ entry.Key.LogAsMod($"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.AssertAndNormaliseAssetName);
+ }
+
+ /// <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.AssertAndNormaliseAssetName);
+
+ // 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);
+ }
+ }
+ }
+}