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-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs396
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);
}
}
}