summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
diff options
context:
space:
mode:
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/ModContentManager.cs')
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs185
1 files changed, 179 insertions, 6 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 1df7d107..45303f6b 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -1,12 +1,19 @@
using System;
using System.Globalization;
using System.IO;
+using System.Linq;
using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Serialisation;
+using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
+using xTile;
+using xTile.Format;
+using xTile.ObjectModel;
+using xTile.Tiles;
namespace StardewModdingAPI.Framework.ContentManagers
{
@@ -19,12 +26,16 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
private readonly JsonHelper JsonHelper;
+ /// <summary>The game content manager used for map tilesheets not provided by the mod.</summary>
+ private readonly IContentManager GameContentManager;
+
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
+ /// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</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>
@@ -33,9 +44,10 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
- public ModContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing)
+ public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: true)
{
+ this.GameContentManager = gameContentManager;
this.JsonHelper = jsonHelper;
}
@@ -47,11 +59,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
{
assetName = this.AssertAndNormaliseAssetName(assetName);
- // get from cache
+ // get managed asset
if (this.IsLoaded(assetName))
return base.Load<T>(assetName, language);
-
- // get managed asset
if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
{
if (contentManagerID != this.Name)
@@ -64,7 +74,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
return this.LoadManagedAsset<T>(assetName, contentManagerID, relativePath, language);
}
- throw new NotSupportedException("Can't load content folder asset from a mod content manager.");
+ // get local asset
+ string internalKey = this.GetInternalAssetKey(assetName);
+ if (this.IsLoaded(internalKey))
+ return base.Load<T>(internalKey, language);
+ return this.LoadManagedAsset<T>(internalKey, this.Name, assetName, this.Language);
}
/// <summary>Create a new content manager for temporary use.</summary>
@@ -73,6 +87,16 @@ namespace StardewModdingAPI.Framework.ContentManagers
throw new NotSupportedException("Can't create a temporary mod content manager.");
}
+ /// <summary>Get the underlying key in the game's content cache for an asset. This does not validate whether the asset exists.</summary>
+ /// <param name="key">The local path to a content file relative to the mod folder.</param>
+ /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
+ public string GetInternalAssetKey(string key)
+ {
+ FileInfo file = this.GetModFile(key);
+ string relativePath = PathUtilities.GetRelativePath(this.RootDirectory, file.FullName);
+ return Path.Combine(this.Name, relativePath);
+ }
+
/*********
** Private methods
@@ -133,7 +157,18 @@ namespace StardewModdingAPI.Framework.ContentManagers
// unpacked map
case ".tbin":
- throw GetContentError($"can't read unpacked map file directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper.");
+ // validate
+ if (typeof(T) != typeof(Map))
+ throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
+
+ // fetch & cache
+ FormatManager formatManager = FormatManager.Instance;
+ Map map = formatManager.LoadMap(file.FullName);
+ this.FixCustomTilesheetPaths(map, relativeMapPath: relativePath);
+
+ // inject map
+ this.Inject(internalKey, map, this.Language);
+ return (T)(object)map;
default:
throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.json', '.png', '.tbin', or '.xnb'.");
@@ -186,5 +221,143 @@ namespace StardewModdingAPI.Framework.ContentManagers
texture.SetData(data);
return texture;
}
+
+ /// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary>
+ /// <param name="map">The map whose tilesheets to fix.</param>
+ /// <param name="relativeMapPath">The relative map path within the mod folder.</param>
+ /// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception>
+ /// <remarks>
+ /// The game's logic for tilesheets in <see cref="Game1.setGraphicsForSeason"/> is a bit specialised. It boils
+ /// down to this:
+ /// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded
+ /// as-is relative to the <c>Content</c> folder.
+ /// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix.
+ ///
+ /// That logic doesn't work well in our case, mainly because we have no location metadata at this point.
+ /// Instead we use a more heuristic approach: check relative to the map file first, then relative to
+ /// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a
+ /// seasonal variation and then an exact match.
+ ///
+ /// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference.
+ /// </remarks>
+ private void FixCustomTilesheetPaths(Map map, string relativeMapPath)
+ {
+ // get map info
+ if (!map.TileSheets.Any())
+ return;
+ relativeMapPath = this.AssertAndNormaliseAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators
+ string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder
+ bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null;
+
+ // fix tilesheets
+ foreach (TileSheet tilesheet in map.TileSheets)
+ {
+ string imageSource = tilesheet.ImageSource;
+
+ // validate tilesheet path
+ if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains(".."))
+ throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../).");
+
+ // get seasonal name (if applicable)
+ string seasonalImageSource = null;
+ if (isOutdoors && Context.IsSaveLoaded && Game1.currentSeason != null)
+ {
+ string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"The '{imageSource}' tilesheet couldn't be loaded: filename is unexpectedly null.");
+ bool hasSeasonalPrefix =
+ filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase)
+ || filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase)
+ || filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase)
+ || filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase);
+ if (hasSeasonalPrefix && !filename.StartsWith(Game1.currentSeason + "_"))
+ {
+ string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename, StringComparison.CurrentCultureIgnoreCase));
+ seasonalImageSource = $"{dirPath}{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}";
+ }
+ }
+
+ // load best match
+ try
+ {
+ string key =
+ this.GetTilesheetAssetName(relativeMapFolder, seasonalImageSource)
+ ?? this.GetTilesheetAssetName(relativeMapFolder, imageSource);
+ if (key != null)
+ {
+ tilesheet.ImageSource = key;
+ continue;
+ }
+ }
+ catch (Exception ex)
+ {
+ throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex);
+ }
+
+ // none found
+ throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.");
+ }
+ }
+
+ /// <summary>Get the actual asset name for a tilesheet.</summary>
+ /// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param>
+ /// <param name="imageSource">The tilesheet image source to load.</param>
+ /// <returns>Returns the asset name.</returns>
+ /// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks>
+ private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource)
+ {
+ if (imageSource == null)
+ return null;
+
+ // check relative to map file
+ {
+ string localKey = Path.Combine(modRelativeMapFolder, imageSource);
+ FileInfo localFile = this.GetModFile(localKey);
+ if (localFile.Exists)
+ return this.GetInternalAssetKey(localKey);
+ }
+
+ // check relative to content folder
+ {
+ foreach (string candidateKey in new[] { imageSource, Path.Combine("Maps", imageSource) })
+ {
+ string contentKey = candidateKey.EndsWith(".png")
+ ? candidateKey.Substring(0, candidateKey.Length - 4)
+ : candidateKey;
+
+ try
+ {
+ this.GameContentManager.Load<Texture2D>(contentKey);
+ return contentKey;
+ }
+ catch
+ {
+ // ignore file-not-found errors
+ // TODO: while it's useful to suppress an asset-not-found error here to avoid
+ // confusion, this is a pretty naive approach. Even if the file doesn't exist,
+ // the file may have been loaded through an IAssetLoader which failed. So even
+ // if the content file doesn't exist, that doesn't mean the error here is a
+ // content-not-found error. Unfortunately XNA doesn't provide a good way to
+ // detect the error type.
+ if (this.GetContentFolderFileExists(contentKey))
+ throw;
+ }
+ }
+ }
+
+ // not found
+ return null;
+ }
+
+ /// <summary>Get whether a file from the game's content folder exists.</summary>
+ /// <param name="key">The asset key.</param>
+ private bool GetContentFolderFileExists(string key)
+ {
+ // get file path
+ string path = Path.Combine(this.GameContentManager.FullRootDirectory, key);
+ if (!path.EndsWith(".xnb"))
+ path += ".xnb";
+
+ // get file
+ return new FileInfo(path).Exists;
+ }
}
}