diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/GameContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 396 |
1 files changed, 166 insertions, 230 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index ab198076..083df454 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -1,13 +1,14 @@ using System; using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; using System.Globalization; using System.IO; using System.Linq; using System.Reflection; -using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Content; -using StardewModdingAPI.Framework.Exceptions; +using StardewModdingAPI.Framework.Deprecations; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Internal; @@ -24,16 +25,7 @@ namespace StardewModdingAPI.Framework.ContentManagers ** Fields *********/ /// <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 IList<ModLinked<IAssetLoader>> Loaders => this.Coordinator.Loaders; - - /// <summary>Interceptors which edit matching assets after they're loaded.</summary> - private IList<ModLinked<IAssetEditor>> Editors => this.Coordinator.Editors; - - /// <summary>Maps asset names to their localized form, like <c>LooseSprites\Billboard => LooseSprites\Billboard.fr-FR</c> (localized) or <c>Maps\AnimalShop => Maps\AnimalShop</c> (not localized).</summary> - private IDictionary<string, string> LocalizedAssetNames => LocalizedContentManager.localizedAssetNames; + private readonly ContextHash<string> AssetsBeingLoaded = new(); /// <summary>Whether the next load is the first for any game content manager.</summary> private static bool IsFirstLoad = true; @@ -41,6 +33,9 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>A callback to invoke the first time *any* game content manager loads an asset.</summary> private readonly Action OnLoadingFirstAsset; + /// <summary>A callback to invoke when an asset is fully loaded.</summary> + private readonly Action<BaseContentManager, IAssetName> OnAssetLoaded; + /********* ** Public methods @@ -55,15 +50,45 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="reflection">Simplifies access to private code.</param> /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param> /// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param> + /// <param name="onAssetLoaded">A callback to invoke when an asset is fully loaded.</param> /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> - public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations) + public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, bool aggressiveMemoryOptimizations) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations) { this.OnLoadingFirstAsset = onLoadingFirstAsset; + this.OnAssetLoaded = onAssetLoaded; } /// <inheritdoc /> - public override T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache) + public override bool DoesAssetExist<T>(IAssetName assetName) + { + if (base.DoesAssetExist<T>(assetName)) + return true; + + // vanilla asset + if (File.Exists(Path.Combine(this.RootDirectory, $"{assetName.Name}.xnb"))) + return true; + + // managed asset + if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string? contentManagerID, out IAssetName? relativePath)) + return this.Coordinator.DoesManagedAssetExist<T>(contentManagerID, relativePath); + + // custom asset from a loader + string locale = this.GetLocale(); + IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); + AssetLoadOperation[] loaders = this.GetLoaders<object>(info).ToArray(); + + if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error)) + { + this.Monitor.Log(error, LogLevel.Warn); + return false; + } + + return loaders.Any(); + } + + /// <inheritdoc /> + public override T LoadExact<T>(IAssetName assetName, bool useCache) { // raise first-load callback if (GameContentManager.IsFirstLoad) @@ -72,71 +97,45 @@ namespace StardewModdingAPI.Framework.ContentManagers this.OnLoadingFirstAsset(); } - // normalize asset name - assetName = this.AssertAndNormalizeAssetName(assetName); - if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage)) - return this.Load<T>(newAssetName, newLanguage, useCache); - // get from cache - if (useCache && this.IsLoaded(assetName, language)) - return this.RawLoad<T>(assetName, language, useCache: true); + if (useCache && this.IsLoaded(assetName)) + return this.RawLoad<T>(assetName, useCache: true); // get managed asset - if (this.Coordinator.TryParseManagedAssetKey(assetName, 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(assetName, managedAsset, language, useCache); + this.TrackAsset(assetName, managedAsset, useCache); return managedAsset; } // load asset T data; - if (this.AssetsBeingLoaded.Contains(assetName)) + if (this.AssetsBeingLoaded.Contains(assetName.Name)) { this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}"); - data = this.RawLoad<T>(assetName, language, useCache); + data = this.RawLoad<T>(assetName, useCache); } else { - data = this.AssetsBeingLoaded.Track(assetName, () => + data = this.AssetsBeingLoaded.Track(assetName.Name, () => { - string locale = this.GetLocale(language); - IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); + IAssetInfo info = new AssetInfo(assetName.LocaleCode, assetName, typeof(T), this.AssertAndNormalizeAssetName); IAssetData asset = this.ApplyLoader<T>(info) - ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, language, useCache), this.AssertAndNormalizeAssetName); + ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, useCache), this.AssertAndNormalizeAssetName, this.Reflection); asset = this.ApplyEditors<T>(info, asset); return (T)asset.Data; }); } - // update cache & return data - this.TrackAsset(assetName, data, language, useCache); - return data; - } + // update cache + this.TrackAsset(assetName, data, useCache); - /// <inheritdoc /> - public override void OnLocaleChanged() - { - base.OnLocaleChanged(); - - // find assets for which a translatable version was loaded - HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.OrdinalIgnoreCase); - foreach (string key in this.LocalizedAssetNames.Where(p => p.Key != p.Value).Select(p => p.Key)) - removeAssetNames.Add(this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) ? assetName : key); - - // invalidate translatable assets - string[] invalidated = this - .InvalidateCache((key, type) => - removeAssetNames.Contains(key) - || (this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) && removeAssetNames.Contains(assetName)) - ) - .Select(p => p.Key) - .OrderBy(p => p, StringComparer.OrdinalIgnoreCase) - .ToArray(); - if (invalidated.Any()) - this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change."); + // raise event & return data + this.OnAssetLoaded(this, assetName); + return data; } /// <inheritdoc /> @@ -149,231 +148,101 @@ 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) - { - // handle explicit language in asset name - { - if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage)) - { - this.TrackAsset(newAssetName, value, newLanguage, useCache); - return; - } - } - - // save to cache - // Note: even if the asset was loaded and cached right before this method was called, - // we need to fully re-inject it here for two reasons: - // 1. So we can look up an asset by its base or localized key (the game/XNA logic - // only caches by the most specific key). - // 2. Because a mod asset loader/editor may have changed the asset in a way that - // doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`. - if (useCache) - { - string translatedKey = $"{assetName}.{this.GetLocale(language)}"; - base.TrackAsset(assetName, value, language, useCache: true); - if (this.Cache.ContainsKey(translatedKey)) - base.TrackAsset(translatedKey, value, language, useCache: true); - - // track whether the injected asset is translatable for is-loaded lookups - if (this.Cache.ContainsKey(translatedKey)) - this.LocalizedAssetNames[assetName] = translatedKey; - else if (this.Cache.ContainsKey(assetName)) - this.LocalizedAssetNames[assetName] = assetName; - else - this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error); - } - } - - /// <summary>Load an asset file directly from the underlying content manager.</summary> - /// <typeparam name="T">The type of asset to load.</typeparam> - /// <param name="assetName">The normalized asset key.</param> - /// <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) + /// <summary>Load the initial asset from the registered 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) + where T : notnull { - try + // find matching loader + AssetLoadOperation? loader; { - // use cached key - if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey)) - return base.RawLoad<T>(cachedKey, useCache); + AssetLoadOperation[] loaders = this.GetLoaders<T>(info).OrderByDescending(p => p.Priority).ToArray(); - // try translated key - if (language != LocalizedContentManager.LanguageCode.en) + if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error)) { - string translatedKey = $"{assetName}.{this.GetLocale(language)}"; - try - { - T obj = base.RawLoad<T>(translatedKey, useCache); - this.LocalizedAssetNames[assetName] = translatedKey; - return obj; - } - catch (ContentLoadException) - { - this.LocalizedAssetNames[assetName] = assetName; - } + this.Monitor.Log(error, LogLevel.Warn); + return null; } - // try base asset - return base.RawLoad<T>(assetName, useCache); + loader = loaders.FirstOrDefault(); } - catch (ContentLoadException ex) when (ex.InnerException is FileNotFoundException innerEx && innerEx.InnerException == null) - { - throw new SContentLoadException($"Error loading \"{assetName}\": it isn't in the Content folder and no mod provided it."); - } - } - /// <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> - 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($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - return false; - } - }) - .ToArray(); - - // validate loaders - if (!loaders.Any()) + // no loader found + if (loader == null) return null; - if (loaders.Length > 1) - { - string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray(); - this.Monitor.Log($"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); - return null; - } // fetch asset from loader - IModMetadata mod = loaders[0].Mod; - IAssetLoader loader = loaders[0].Data; + IModMetadata mod = loader.Mod; T data; try { - data = loader.Load<T>(info); - this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); + data = (T)loader.GetData(info); + this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.Name}'{this.GetOnBehalfOfLabel(loader.OnBehalfOf)}."); } 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}'{this.GetOnBehalfOfLabel(loader.OnBehalfOf)}. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return null; } // return matched asset - return this.TryFixAndValidateLoadedAsset(info, data, mod) - ? new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName) + return this.TryFixAndValidateLoadedAsset(info, data, loader) + ? new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName, this.Reflection) : null; } - /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> + /// <summary>Apply any 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) + where T : notnull { - IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName); + IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName, this.Reflection); // special case: if the asset was loaded with a more general type like 'object', call editors with the actual type instead. { Type actualType = asset.Data.GetType(); - Type actualOpenType = actualType.IsGenericType ? actualType.GetGenericTypeDefinition() : null; + Type? actualOpenType = actualType.IsGenericType ? actualType.GetGenericTypeDefinition() : null; if (typeof(T) != actualType && (actualOpenType == typeof(Dictionary<,>) || actualOpenType == typeof(List<>) || actualType == typeof(Texture2D) || actualType == typeof(Map))) { return (IAssetData)this.GetType() - .GetMethod(nameof(this.ApplyEditors), BindingFlags.NonPublic | BindingFlags.Instance) + .GetMethod(nameof(this.ApplyEditors), BindingFlags.NonPublic | BindingFlags.Instance)! .MakeGenericMethod(actualType) - .Invoke(this, new object[] { info, asset }); + .Invoke(this, new object[] { info, asset })!; } } // edit asset - foreach (var entry in this.Editors) + AssetEditOperation[] editors = this.GetEditors<T>(info).OrderBy(p => p.Priority).ToArray(); + foreach (AssetEditOperation editor in editors) { - // check for match - IModMetadata mod = entry.Mod; - IAssetEditor editor = entry.Data; - try - { - if (!editor.CanEdit<T>(info)) - continue; - } - catch (Exception ex) - { - mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - continue; - } + IModMetadata mod = editor.Mod; // try edit object prevAsset = asset.Data; try { - editor.Edit<T>(asset); - this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}."); + editor.ApplyEdit(asset); + this.Monitor.Log($"{mod.DisplayName} edited {info.Name}{this.GetOnBehalfOfLabel(editor.OnBehalfOf)}."); } catch (Exception ex) { - mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + mod.LogAsMod($"Mod crashed when editing asset '{info.Name}'{this.GetOnBehalfOfLabel(editor.OnBehalfOf)}, which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit + // ReSharper disable once ConditionIsAlwaysTrueOrFalse -- it's only guaranteed non-null after this method if (asset.Data == null) { - mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); + mod.LogAsMod($"Mod incorrectly set asset '{info.Name}'{this.GetOnBehalfOfLabel(editor.OnBehalfOf)} to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } - else if (!(asset.Data is T)) + else if (asset.Data is not T) { - mod.LogAsMod($"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}'{this.GetOnBehalfOfLabel(editor.OnBehalfOf)} to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } } @@ -382,32 +251,99 @@ namespace StardewModdingAPI.Framework.ContentManagers return asset; } + /// <summary>Get the asset loaders which handle an asset.</summary> + /// <typeparam name="T">The asset type.</typeparam> + /// <param name="info">The basic asset metadata.</param> + private IEnumerable<AssetLoadOperation> GetLoaders<T>(IAssetInfo info) + where T : notnull + { + return this.Coordinator + .GetAssetOperations<T>(info) + .SelectMany(p => p.LoadOperations); + } + + /// <summary>Get the asset editors to apply to an asset.</summary> + /// <typeparam name="T">The asset type.</typeparam> + /// <param name="info">The basic asset metadata.</param> + private IEnumerable<AssetEditOperation> GetEditors<T>(IAssetInfo info) + where T : notnull + { + return this.Coordinator + .GetAssetOperations<T>(info) + .SelectMany(p => p.EditOperations); + } + + /// <summary>Assert that at most one loader will be applied to an asset.</summary> + /// <param name="info">The basic asset metadata.</param> + /// <param name="loaders">The asset loaders to apply.</param> + /// <param name="error">The error message to show to the user, if the method returns false.</param> + /// <returns>Returns true if only one loader will apply, else false.</returns> + private bool AssertMaxOneRequiredLoader(IAssetInfo info, AssetLoadOperation[] loaders, [NotNullWhen(false)] out string? error) + { + AssetLoadOperation[] required = loaders.Where(p => p.Priority == AssetLoadPriority.Exclusive).ToArray(); + if (required.Length <= 1) + { + error = null; + return true; + } + + string[] loaderNames = required + .Select(p => p.Mod.DisplayName + this.GetOnBehalfOfLabel(p.OnBehalfOf)) + .OrderBy(p => p) + .Distinct() + .ToArray(); + string errorPhrase = loaderNames.Length > 1 + ? $"Multiple mods want to provide the '{info.Name}' asset: {string.Join(", ", loaderNames)}" + : $"The '{loaderNames[0]}' mod wants to provide the '{info.Name}' asset multiple times"; + + error = $"{errorPhrase}. An asset can't be loaded multiple times, so 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.)"; + return false; + } + + /// <summary>Get a parenthetical label for log messages for the content pack on whose behalf the action is being performed, if any.</summary> + /// <param name="onBehalfOf">The content pack on whose behalf the action is being performed.</param> + /// <param name="parenthetical">whether to format the label as a parenthetical shown after the mod name like <c> (for the 'X' content pack)</c>, instead of a standalone label like <c>the 'X' content pack</c>.</param> + /// <returns>Returns the on-behalf-of label if applicable, else <c>null</c>.</returns> + [return: NotNullIfNotNull("onBehalfOf")] + private string? GetOnBehalfOfLabel(IModMetadata? onBehalfOf, bool parenthetical = true) + { + if (onBehalfOf == null) + return null; + + return parenthetical + ? $" (for the '{onBehalfOf.Manifest.Name}' content pack)" + : $"the '{onBehalfOf.Manifest.Name}' content pack"; + } + /// <summary>Validate that an asset loaded by a mod is valid and won't cause issues, and fix issues if possible.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="data">The loaded asset data.</param> - /// <param name="mod">The mod which loaded the asset.</param> + /// <param name="loader">The loader which loaded the asset.</param> /// <returns>Returns whether the asset passed validation checks (after any fixes were applied).</returns> - private bool TryFixAndValidateLoadedAsset<T>(IAssetInfo info, T data, IModMetadata mod) + private bool TryFixAndValidateLoadedAsset<T>(IAssetInfo info, [NotNullWhen(true)] T? data, AssetLoadOperation loader) + where T : notnull { + IModMetadata mod = loader.Mod; + // can't load a null asset if (data == null) { - mod.LogAsMod($"SMAPI blocked asset replacement for '{info.AssetName}': mod incorrectly set asset to a null value.", LogLevel.Error); + mod.LogAsMod($"SMAPI blocked asset replacement for '{info.Name}': {this.GetOnBehalfOfLabel(loader.OnBehalfOf, parenthetical: false) ?? "mod"} incorrectly set asset to a null value.", LogLevel.Error); return false; } // when replacing a map, the vanilla tilesheets must have the same order and IDs if (data is Map loadedMap) { - TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.AssetName); + TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.Name.Name); foreach (TilesheetReference vanillaSheet in vanillaTilesheetRefs) { // add missing tilesheet if (loadedMap.GetTileSheet(vanillaSheet.Id) == null) { - mod.Monitor.LogOnce("SMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.", LogLevel.Warn); - this.Monitor.Log($"Fixed broken map replacement: {mod.DisplayName} loaded '{info.AssetName}' without a required tilesheet (id: {vanillaSheet.Id}, source: {vanillaSheet.ImageSource})."); + 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.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 +353,17 @@ 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."; + string reason = $"{this.GetOnBehalfOfLabel(loader.OnBehalfOf, parenthetical: false) ?? "mod"} reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\nTechnical details for mod author: Expected order: {string.Join(", ", vanillaTilesheetRefs.Select(p => p.Id))}. See https://stardewvalleywiki.com/Modding:Maps#Tilesheet_order for help."; SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval); if (isFarmMap) { - mod.LogAsMod($"SMAPI blocked '{info.AssetName}' map load: {reason}", LogLevel.Error); + mod.LogAsMod($"SMAPI blocked a '{info.Name}' map load: {reason}", LogLevel.Error); return false; } - mod.LogAsMod($"SMAPI found an issue with '{info.AssetName}' map load: {reason}", LogLevel.Warn); + mod.LogAsMod($"SMAPI found an issue with a '{info.Name}' map load: {reason}", LogLevel.Warn); } } } |