diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/BaseContentManager.cs | 21 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/ModContentManager.cs | 21 |
2 files changed, 24 insertions, 18 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index f1ccab48..5ae5313d 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -1,5 +1,3 @@ -#nullable disable - using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; @@ -99,11 +97,13 @@ namespace StardewModdingAPI.Framework.ContentManagers this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations; // get asset data - this.BaseDisposableReferences = reflection.GetField<List<IDisposable>>(this, "disposableAssets").GetValue(); + this.BaseDisposableReferences = reflection.GetField<List<IDisposable>>(this, "disposableAssets").GetValue() + ?? throw new InvalidOperationException("Can't initialize content manager: the required 'disposableAssets' field wasn't found."); } /// <inheritdoc /> public virtual bool DoesAssetExist<T>(IAssetName assetName) + where T : notnull { return this.Cache.ContainsKey(assetName.Name); } @@ -131,6 +131,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <inheritdoc /> public T LoadLocalized<T>(IAssetName assetName, LanguageCode language, bool useCache) + where T : notnull { // ignore locale in English (or if disabled) if (!this.TryLocalizeKeys || language == LocalizedContentManager.LanguageCode.en) @@ -172,11 +173,12 @@ namespace StardewModdingAPI.Framework.ContentManagers } /// <inheritdoc /> - public abstract T LoadExact<T>(IAssetName assetName, bool useCache); + public abstract T LoadExact<T>(IAssetName assetName, bool useCache) + where T : notnull; /// <inheritdoc /> [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] - public string AssertAndNormalizeAssetName(string assetName) + public string AssertAndNormalizeAssetName(string? assetName) { // NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid // throwing other types like ArgumentException here. @@ -253,7 +255,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // dispose uncached assets foreach (WeakReference<IDisposable> reference in this.Disposables) { - if (reference.TryGetTarget(out IDisposable disposable)) + if (reference.TryGetTarget(out IDisposable? disposable)) { try { @@ -285,7 +287,8 @@ namespace StardewModdingAPI.Framework.ContentManagers *********/ /// <summary>Apply initial normalization to a raw asset name before it's parsed.</summary> /// <param name="assetName">The asset name to normalize.</param> - private string PrenormalizeRawAssetName(string assetName) + [return: NotNullIfNotNull("assetName")] + private string? PrenormalizeRawAssetName(string? assetName) { // trim assetName = assetName?.Trim(); @@ -301,7 +304,8 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Normalize path separators in a file path. For asset keys, see <see cref="AssertAndNormalizeAssetName"/> instead.</summary> /// <param name="path">The file path to normalize.</param> [Pure] - protected string NormalizePathSeparators(string path) + [return: NotNullIfNotNull("path")] + protected string? NormalizePathSeparators(string? path) { return this.Cache.NormalizePathSeparators(path); } @@ -323,6 +327,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="value">The asset value.</param> /// <param name="useCache">Whether to save the asset to the asset cache.</param> protected virtual void TrackAsset<T>(IAssetName assetName, T value, bool useCache) + where T : notnull { // track asset key if (value is Texture2D texture) diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 8051c296..f0f4bce9 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -1,5 +1,3 @@ -#nullable disable - using System; using System.Globalization; using System.IO; @@ -92,7 +90,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // resolve managed asset key { - if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath)) + if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string? contentManagerID, out IAssetName? relativePath)) { if (contentManagerID != this.Name) throw this.GetLoadError(assetName, "can't load a different mod's managed asset key through this mod content manager."); @@ -173,7 +171,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="file">The file to load.</param> private T LoadDataFile<T>(IAssetName assetName, FileInfo file) { - if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T asset)) + if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T? asset)) throw this.GetLoadError(assetName, "the JSON file is invalid."); // should never happen since we check for file existence before calling this method return asset; @@ -249,7 +247,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="assetName">The asset name that failed to load.</param> /// <param name="reasonPhrase">The reason the file couldn't be loaded.</param> /// <param name="exception">The underlying exception, if applicable.</param> - private SContentLoadException GetLoadError(IAssetName assetName, string reasonPhrase, Exception exception = null) + private SContentLoadException GetLoadError(IAssetName assetName, string reasonPhrase, Exception? exception = null) { return new($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}", exception); } @@ -338,13 +336,16 @@ namespace StardewModdingAPI.Framework.ContentManagers // load best match try { - if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out IAssetName assetName, out string error)) + if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out IAssetName? assetName, out string? error)) throw new SContentLoadException($"{errorPrefix} {error}"); - if (!assetName.IsEquivalentTo(tilesheet.ImageSource)) - this.Monitor.VerboseLog($" Mapped tilesheet '{tilesheet.ImageSource}' to '{assetName}'."); + if (assetName is not null) + { + if (!assetName.IsEquivalentTo(tilesheet.ImageSource)) + this.Monitor.VerboseLog($" Mapped tilesheet '{tilesheet.ImageSource}' to '{assetName}'."); - tilesheet.ImageSource = assetName.Name; + tilesheet.ImageSource = assetName.Name; + } } catch (Exception ex) when (ex is not SContentLoadException) { @@ -360,7 +361,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="error">A message indicating why the file couldn't be loaded.</param> /// <returns>Returns whether the asset name was found.</returns> /// <remarks>See remarks on <see cref="FixTilesheetPaths"/>.</remarks> - private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string relativePath, out IAssetName assetName, out string error) + private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string relativePath, out IAssetName? assetName, out string? error) { assetName = null; error = null; |