diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/GameContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 24 |
1 files changed, 21 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 446f4a67..df7bdc59 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -76,7 +76,11 @@ namespace StardewModdingAPI.Framework.ContentManagers // custom asset from a loader string locale = this.GetLocale(); IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); - AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info); + AssetOperationGroup? operations = this.Coordinator.GetAssetOperations +#if SMAPI_DEPRECATED + <T> +#endif + (info); if (operations?.LoadOperations.Count > 0) { if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error)) @@ -129,7 +133,11 @@ namespace StardewModdingAPI.Framework.ContentManagers data = this.AssetsBeingLoaded.Track(assetName.Name, () => { IAssetInfo info = new AssetInfo(assetName.LocaleCode, assetName, typeof(T), this.AssertAndNormalizeAssetName); - AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info); + AssetOperationGroup? operations = this.Coordinator.GetAssetOperations +#if SMAPI_DEPRECATED + <T> +#endif + (info); IAssetData asset = this.ApplyLoader<T>(info, operations?.LoadOperations) ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, useCache), this.AssertAndNormalizeAssetName, this.Reflection); @@ -294,7 +302,11 @@ namespace StardewModdingAPI.Framework.ContentManagers ? $"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 avoid {nameof(AssetLoadPriority)}.{nameof(AssetLoadPriority.Exclusive)} and {nameof(IAssetLoader)} if possible to avoid conflicts.)"; + error = $"{errorPhrase}. An asset can't be loaded multiple times, so SMAPI will use the default asset instead. Uninstall one of the mods to fix this. (Message for modders: you should avoid {nameof(AssetLoadPriority)}.{nameof(AssetLoadPriority.Exclusive)}" +#if SMAPI_DEPRECATED + + " and {nameof(IAssetLoader)}" +#endif + + " if possible to avoid conflicts.)"; return false; } @@ -349,6 +361,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // handle mismatch if (loadedMap.TileSheets.Count <= vanillaSheet.Index || loadedMap.TileSheets[vanillaSheet.Index].Id != vanillaSheet.Id) { +#if SMAPI_DEPRECATED // only show warning if not farm map // This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting. bool isFarmMap = info.Name.IsEquivalentTo("Maps/Farm") || info.Name.IsEquivalentTo("Maps/Farm_Combat") || info.Name.IsEquivalentTo("Maps/Farm_Fishing") || info.Name.IsEquivalentTo("Maps/Farm_Foraging") || info.Name.IsEquivalentTo("Maps/Farm_FourCorners") || info.Name.IsEquivalentTo("Maps/Farm_Island") || info.Name.IsEquivalentTo("Maps/Farm_Mining"); @@ -361,7 +374,12 @@ namespace StardewModdingAPI.Framework.ContentManagers mod.LogAsMod($"SMAPI blocked a '{info.Name}' map load: {reason}", LogLevel.Error); return false; } + mod.LogAsMod($"SMAPI found an issue with a '{info.Name}' map load: {reason}", LogLevel.Warn); +#else + mod.LogAsMod($"SMAPI found an issue with a '{info.Name}' map load: {this.GetOnBehalfOfLabel(loader.OnBehalfOf, parenthetical: false) ?? "mod"} reordered the original tilesheets, which 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.", LogLevel.Error); + return false; +#endif } } } |