diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/GameContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 252 |
1 files changed, 252 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs new file mode 100644 index 00000000..cfedb5af --- /dev/null +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -0,0 +1,252 @@ +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); + } + } + } +} |