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-rw-r--r--src/SMAPI/Framework/ContentManagers/BaseContentManager.cs168
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs178
-rw-r--r--src/SMAPI/Framework/ContentManagers/IContentManager.cs36
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs330
4 files changed, 527 insertions, 185 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
index 7821e454..5283340e 100644
--- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
@@ -38,6 +38,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>The language enum values indexed by locale code.</summary>
protected IDictionary<string, LanguageCode> LanguageCodes { get; }
+ /// <summary>A list of disposable assets.</summary>
+ private readonly List<WeakReference<IDisposable>> Disposables = new List<WeakReference<IDisposable>>();
+
/*********
** Accessors
@@ -51,8 +54,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
- /// <summary>Whether this content manager is for a mod folder.</summary>
- public bool IsModContentManager { get; }
+ /// <summary>Whether this content manager can be targeted by managed asset keys (e.g. to load assets from a mod folder).</summary>
+ public bool IsNamespaced { get; }
/*********
@@ -62,13 +65,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</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>
+ /// <param name="currentCulture">The current culture for which to localize content.</param>
/// <param name="coordinator">The central coordinator which manages content managers.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <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="isModFolder">Whether this content manager is for a mod folder.</param>
- protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, bool isModFolder)
+ /// <param name="isNamespaced">Whether this content manager handles managed asset keys (e.g. to load assets from a mod folder).</param>
+ protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, bool isNamespaced)
: base(serviceProvider, rootDirectory, currentCulture)
{
// init
@@ -77,7 +80,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
this.Cache = new ContentCache(this, reflection);
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.OnDisposing = onDisposing;
- this.IsModContentManager = isModFolder;
+ this.IsNamespaced = isNamespaced;
// get asset data
this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
@@ -88,69 +91,50 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
public override T Load<T>(string assetName)
{
- return this.Load<T>(assetName, LocalizedContentManager.CurrentLanguageCode);
+ return this.Load<T>(assetName, this.Language, useCache: true);
}
- /// <summary>Load the base asset without localisation.</summary>
+ /// <summary>Load an asset that has been processed by the content pipeline.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- public override T LoadBase<T>(string assetName)
+ /// <param name="language">The language code for which to load content.</param>
+ public override T Load<T>(string assetName, LanguageCode language)
{
- return this.Load<T>(assetName, LanguageCode.en);
+ return this.Load<T>(assetName, language, useCache: true);
}
- /// <summary>Inject an asset into the cache.</summary>
- /// <typeparam name="T">The type of asset to inject.</typeparam>
+ /// <summary>Load an asset that has been processed by the content pipeline.</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- /// <param name="value">The asset value.</param>
- public void Inject<T>(string assetName, T value)
- {
- assetName = this.AssertAndNormaliseAssetName(assetName);
- this.Cache[assetName] = value;
-
- }
+ /// <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>
+ public abstract T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache);
- /// <summary>Get a copy of the given asset if supported.</summary>
- /// <typeparam name="T">The asset type.</typeparam>
- /// <param name="asset">The asset to clone.</param>
- public T CloneIfPossible<T>(T asset)
+ /// <summary>Load the base asset without localization.</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")]
+ public override T LoadBase<T>(string assetName)
{
- switch (asset as object)
- {
- case Texture2D source:
- {
- int[] pixels = new int[source.Width * source.Height];
- source.GetData(pixels);
-
- Texture2D clone = new Texture2D(source.GraphicsDevice, source.Width, source.Height);
- clone.SetData(pixels);
- return (T)(object)clone;
- }
-
- case Dictionary<string, string> source:
- return (T)(object)new Dictionary<string, string>(source);
-
- case Dictionary<int, string> source:
- return (T)(object)new Dictionary<int, string>(source);
-
- default:
- return asset;
- }
+ return this.Load<T>(assetName, LanguageCode.en, useCache: true);
}
- /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="AssertAndNormaliseAssetName"/> instead.</summary>
- /// <param name="path">The file path to normalise.</param>
+ /// <summary>Perform any cleanup needed when the locale changes.</summary>
+ public virtual void OnLocaleChanged() { }
+
+ /// <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]
- public string NormalisePathSeparators(string path)
+ public string NormalizePathSeparators(string path)
{
- return this.Cache.NormalisePathSeparators(path);
+ return this.Cache.NormalizePathSeparators(path);
}
- /// <summary>Assert that the given key has a valid format and return a normalised form consistent with the underlying cache.</summary>
+ /// <summary>Assert that the given key has a valid format and return a normalized form consistent with the underlying cache.</summary>
/// <param name="assetName">The asset key to check.</param>
/// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception>
[SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
- public string AssertAndNormaliseAssetName(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.
@@ -159,7 +143,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
if (assetName.Intersect(Path.GetInvalidPathChars()).Any())
throw new SContentLoadException("The asset key or local path contains invalid characters.");
- return this.Cache.NormaliseKey(assetName);
+ return this.Cache.NormalizeKey(assetName);
}
/****
@@ -182,8 +166,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
public bool IsLoaded(string assetName)
{
- assetName = this.Cache.NormaliseKey(assetName);
- return this.IsNormalisedKeyLoaded(assetName);
+ assetName = this.Cache.NormalizeKey(assetName);
+ return this.IsNormalizedKeyLoaded(assetName);
}
/// <summary>Get the cached asset keys.</summary>
@@ -225,11 +209,28 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="isDisposing">Whether the content manager is being disposed (rather than finalized).</param>
protected override void Dispose(bool isDisposing)
{
+ // ignore if disposed
if (this.IsDisposed)
return;
this.IsDisposed = true;
+ // dispose uncached assets
+ foreach (WeakReference<IDisposable> reference in this.Disposables)
+ {
+ if (reference.TryGetTarget(out IDisposable disposable))
+ {
+ try
+ {
+ disposable.Dispose();
+ }
+ catch { /* ignore dispose errors */ }
+ }
+ }
+ this.Disposables.Clear();
+
+ // raise event
this.OnDisposing(this);
+
base.Dispose(isDisposing);
}
@@ -246,32 +247,40 @@ namespace StardewModdingAPI.Framework.ContentManagers
/*********
** Private methods
*********/
- /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
- private IDictionary<LanguageCode, string> GetKeyLocales()
+ /// <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="useCache">Whether to read/write the loaded asset to the asset cache.</param>
+ protected virtual T RawLoad<T>(string assetName, bool useCache)
{
- // create locale => code map
- IDictionary<LanguageCode, string> map = new Dictionary<LanguageCode, string>();
- foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode)))
- map[code] = this.GetLocale(code);
-
- return map;
+ return useCache
+ ? base.LoadBase<T>(assetName)
+ : base.ReadAsset<T>(assetName, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable)));
}
- /// <summary>Get the asset name from a cache key.</summary>
- /// <param name="cacheKey">The input cache key.</param>
- private string GetAssetName(string cacheKey)
+ /// <summary>Inject an asset into the cache.</summary>
+ /// <typeparam name="T">The type of asset to inject.</typeparam>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ /// <param name="value">The asset value.</param>
+ /// <param name="language">The language code for which to inject the asset.</param>
+ protected virtual void Inject<T>(string assetName, T value, LanguageCode language)
{
- this.ParseCacheKey(cacheKey, out string assetName, out string _);
- return assetName;
+ // track asset key
+ if (value is Texture2D texture)
+ texture.Name = assetName;
+
+ // cache asset
+ assetName = this.AssertAndNormalizeAssetName(assetName);
+ this.Cache[assetName] = value;
}
/// <summary>Parse a cache key into its component parts.</summary>
/// <param name="cacheKey">The input cache key.</param>
/// <param name="assetName">The original asset name.</param>
- /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param>
+ /// <param name="localeCode">The asset locale code (or <c>null</c> if not localized).</param>
protected void ParseCacheKey(string cacheKey, out string assetName, out string localeCode)
{
- // handle localised key
+ // handle localized key
if (!string.IsNullOrWhiteSpace(cacheKey))
{
int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture);
@@ -293,7 +302,26 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <summary>Get whether an asset has already been loaded.</summary>
- /// <param name="normalisedAssetName">The normalised asset name.</param>
- protected abstract bool IsNormalisedKeyLoaded(string normalisedAssetName);
+ /// <param name="normalizedAssetName">The normalized asset name.</param>
+ protected abstract bool IsNormalizedKeyLoaded(string normalizedAssetName);
+
+ /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
+ private IDictionary<LanguageCode, string> GetKeyLocales()
+ {
+ // create locale => code map
+ IDictionary<LanguageCode, string> map = new Dictionary<LanguageCode, string>();
+ foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode)))
+ map[code] = this.GetLocale(code);
+
+ return map;
+ }
+
+ /// <summary>Get the asset name from a cache key.</summary>
+ /// <param name="cacheKey">The input cache key.</param>
+ private string GetAssetName(string cacheKey)
+ {
+ this.ParseCacheKey(cacheKey, out string assetName, out string _);
+ return assetName;
+ }
}
}
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index ee940cc7..0b563555 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
+using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
@@ -25,8 +26,14 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
private IDictionary<IModMetadata, IList<IAssetEditor>> Editors => this.Coordinator.Editors;
- /// <summary>A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded.</summary>
- private readonly IDictionary<string, bool> IsLocalisableLookup;
+ /// <summary>A lookup which indicates whether the asset is localizable (i.e. the filename contains the locale), if previously loaded.</summary>
+ private readonly IDictionary<string, bool> IsLocalizableLookup;
+
+ /// <summary>Whether the next load is the first for any game content manager.</summary>
+ private static bool IsFirstLoad = true;
+
+ /// <summary>A callback to invoke the first time *any* game content manager loads an asset.</summary>
+ private readonly Action OnLoadingFirstAsset;
/*********
@@ -36,37 +43,48 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</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>
+ /// <param name="currentCulture">The current culture for which to localize content.</param>
/// <param name="coordinator">The central coordinator which manages content managers.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
- public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing)
- : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: false)
+ /// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param>
+ public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset)
+ : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false)
{
- this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue();
+ this.IsLocalizableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue();
+ this.OnLoadingFirstAsset = onLoadingFirstAsset;
}
/// <summary>Load an asset that has been processed by the content pipeline.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="language">The language code for which to load content.</param>
- public override T Load<T>(string assetName, LanguageCode language)
+ /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
+ public override T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache)
{
- // normalise asset name
- assetName = this.AssertAndNormaliseAssetName(assetName);
+ // raise first-load callback
+ if (GameContentManager.IsFirstLoad)
+ {
+ GameContentManager.IsFirstLoad = false;
+ 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);
+ return this.Load<T>(newAssetName, newLanguage, useCache);
// get from cache
- if (this.IsLoaded(assetName))
- return base.Load<T>(assetName, language);
+ if (useCache && this.IsLoaded(assetName))
+ return this.RawLoad<T>(assetName, language, useCache: true);
// get managed asset
if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
{
- T managedAsset = this.Coordinator.LoadAndCloneManagedAsset<T>(assetName, contentManagerID, relativePath, language);
- this.Inject(assetName, managedAsset);
+ T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath);
+ if (useCache)
+ this.Inject(assetName, managedAsset, language);
return managedAsset;
}
@@ -76,27 +94,50 @@ namespace StardewModdingAPI.Framework.ContentManagers
{
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}", LogLevel.Trace);
- data = base.Load<T>(assetName, language);
+ data = this.RawLoad<T>(assetName, language, useCache);
}
else
{
data = this.AssetsBeingLoaded.Track(assetName, () =>
{
string locale = this.GetLocale(language);
- IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormaliseAssetName);
+ IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
IAssetData asset =
this.ApplyLoader<T>(info)
- ?? new AssetDataForObject(info, base.Load<T>(assetName, language), this.AssertAndNormaliseAssetName);
+ ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, language, useCache), this.AssertAndNormalizeAssetName);
asset = this.ApplyEditors<T>(info, asset);
return (T)asset.Data;
});
}
// update cache & return data
- this.Inject(assetName, data);
+ this.Inject(assetName, data, language);
return data;
}
+ /// <summary>Perform any cleanup needed when the locale changes.</summary>
+ public override void OnLocaleChanged()
+ {
+ base.OnLocaleChanged();
+
+ // find assets for which a translatable version was loaded
+ HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
+ foreach (string key in this.IsLocalizableLookup.Where(p => 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.Item1)
+ .OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase)
+ .ToArray();
+ if (invalidated.Any())
+ this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change.", LogLevel.Trace);
+ }
+
/// <summary>Create a new content manager for temporary use.</summary>
public override LocalizedContentManager CreateTemporary()
{
@@ -108,30 +149,107 @@ namespace StardewModdingAPI.Framework.ContentManagers
** Private methods
*********/
/// <summary>Get whether an asset has already been loaded.</summary>
- /// <param name="normalisedAssetName">The normalised asset name.</param>
- protected override bool IsNormalisedKeyLoaded(string normalisedAssetName)
+ /// <param name="normalizedAssetName">The normalized asset name.</param>
+ protected override bool IsNormalizedKeyLoaded(string normalizedAssetName)
{
// default English
- if (this.Language == LocalizedContentManager.LanguageCode.en || this.Coordinator.IsManagedAssetKey(normalisedAssetName))
- return this.Cache.ContainsKey(normalisedAssetName);
+ if (this.Language == LocalizedContentManager.LanguageCode.en || this.Coordinator.IsManagedAssetKey(normalizedAssetName))
+ return this.Cache.ContainsKey(normalizedAssetName);
// translated
- string localeKey = $"{normalisedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}";
- if (this.IsLocalisableLookup.TryGetValue(localeKey, out bool localisable))
+ string keyWithLocale = $"{normalizedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}";
+ if (this.IsLocalizableLookup.TryGetValue(keyWithLocale, out bool localizable))
{
- return localisable
- ? this.Cache.ContainsKey(localeKey)
- : this.Cache.ContainsKey(normalisedAssetName);
+ return localizable
+ ? this.Cache.ContainsKey(keyWithLocale)
+ : this.Cache.ContainsKey(normalizedAssetName);
}
// not loaded yet
return false;
}
+ /// <summary>Inject an asset into the cache.</summary>
+ /// <typeparam name="T">The type of asset to inject.</typeparam>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ /// <param name="value">The asset value.</param>
+ /// <param name="language">The language code for which to inject the asset.</param>
+ protected override void Inject<T>(string assetName, T value, LanguageCode language)
+ {
+ // handle explicit language in asset name
+ {
+ if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage))
+ {
+ this.Inject(newAssetName, value, newLanguage);
+ 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`.
+ string keyWithLocale = $"{assetName}.{this.GetLocale(language)}";
+ base.Inject(assetName, value, language);
+ if (this.Cache.ContainsKey(keyWithLocale))
+ base.Inject(keyWithLocale, value, language);
+
+ // track whether the injected asset is translatable for is-loaded lookups
+ if (this.Cache.ContainsKey(keyWithLocale))
+ {
+ this.IsLocalizableLookup[assetName] = true;
+ this.IsLocalizableLookup[keyWithLocale] = true;
+ }
+ else if (this.Cache.ContainsKey(assetName))
+ {
+ this.IsLocalizableLookup[assetName] = false;
+ this.IsLocalizableLookup[keyWithLocale] = false;
+ }
+ else
+ this.Monitor.Log($"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)
+ {
+ // try translated asset
+ if (language != LocalizedContentManager.LanguageCode.en)
+ {
+ string translatedKey = $"{assetName}.{this.GetLocale(language)}";
+ if (!this.IsLocalizableLookup.TryGetValue(translatedKey, out bool isTranslatable) || isTranslatable)
+ {
+ try
+ {
+ T obj = base.RawLoad<T>(translatedKey, useCache);
+ this.IsLocalizableLookup[assetName] = true;
+ this.IsLocalizableLookup[translatedKey] = true;
+ return obj;
+ }
+ catch (ContentLoadException)
+ {
+ this.IsLocalizableLookup[assetName] = false;
+ this.IsLocalizableLookup[translatedKey] = false;
+ }
+ }
+ }
+
+ // try base asset
+ return base.RawLoad<T>(assetName, useCache);
+ }
+
/// <summary>Parse an asset key that contains an explicit language into its asset name and language, if applicable.</summary>
/// <param name="rawAsset">The asset key to parse.</param>
/// <param name="assetName">The asset name without the language code.</param>
/// <param name="language">The language code removed from the asset name.</param>
+ /// <returns>Returns whether the asset key contains an explicit language and was successfully parsed.</returns>
private bool TryParseExplicitLanguageAssetKey(string rawAsset, out string assetName, out LanguageCode language)
{
if (string.IsNullOrWhiteSpace(rawAsset))
@@ -188,7 +306,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
T data;
try
{
- data = this.CloneIfPossible(loader.Load<T>(info));
+ data = loader.Load<T>(info);
this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace);
}
catch (Exception ex)
@@ -205,7 +323,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
// return matched asset
- return new AssetDataForObject(info, data, this.AssertAndNormaliseAssetName);
+ return new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName);
}
/// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary>
@@ -214,7 +332,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="asset">The loaded asset.</param>
private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset)
{
- IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormaliseAssetName);
+ IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName);
// edit asset
foreach (var entry in this.GetInterceptors(this.Editors))
diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs
index 17618edd..12c01352 100644
--- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs
@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
-using System.Diagnostics.CodeAnalysis;
using System.Diagnostics.Contracts;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
@@ -23,8 +22,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
string FullRootDirectory { get; }
- /// <summary>Whether this content manager is for a mod folder.</summary>
- bool IsModContentManager { get; }
+ /// <summary>Whether this content manager can be targeted by managed asset keys (e.g. to load assets from a mod folder).</summary>
+ bool IsNamespaced { get; }
/*********
@@ -33,35 +32,22 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Load an asset that has been processed by the content pipeline.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- T Load<T>(string assetName);
-
- /// <summary>Load an asset that has been processed by the content pipeline.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="language">The language code for which to load content.</param>
- T Load<T>(string assetName, LocalizedContentManager.LanguageCode language);
-
- /// <summary>Inject an asset into the cache.</summary>
- /// <typeparam name="T">The type of asset to inject.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- /// <param name="value">The asset value.</param>
- void Inject<T>(string assetName, T value);
+ /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
+ T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache);
- /// <summary>Get a copy of the given asset if supported.</summary>
- /// <typeparam name="T">The asset type.</typeparam>
- /// <param name="asset">The asset to clone.</param>
- T CloneIfPossible<T>(T asset);
+ /// <summary>Perform any cleanup needed when the locale changes.</summary>
+ void OnLocaleChanged();
- /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="AssertAndNormaliseAssetName"/> instead.</summary>
- /// <param name="path">The file path to normalise.</param>
+ /// <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]
- string NormalisePathSeparators(string path);
+ string NormalizePathSeparators(string path);
- /// <summary>Assert that the given key has a valid format and return a normalised form consistent with the underlying cache.</summary>
+ /// <summary>Assert that the given key has a valid format and return a normalized form consistent with the underlying cache.</summary>
/// <param name="assetName">The asset key to check.</param>
/// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception>
- [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
- string AssertAndNormaliseAssetName(string assetName);
+ string AssertAndNormalizeAssetName(string assetName);
/// <summary>Get the current content locale.</summary>
string GetLocale();
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 2c50ec04..90b86179 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.Serialization;
+using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
+using xTile;
+using xTile.Format;
+using xTile.ObjectModel;
+using xTile.Tiles;
namespace StardewModdingAPI.Framework.ContentManagers
{
@@ -19,84 +26,89 @@ 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;
+
+ /// <summary>The language code for language-agnostic mod assets.</summary>
+ private readonly LanguageCode DefaultLanguage = Constants.DefaultLanguage;
+
/*********
** 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>
+ /// <param name="currentCulture">The current culture for which to localize content.</param>
/// <param name="coordinator">The central coordinator which manages content managers.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <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)
- : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: true)
+ 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, isNamespaced: true)
{
+ this.GameContentManager = gameContentManager;
this.JsonHelper = jsonHelper;
}
/// <summary>Load an asset that has been processed by the content pipeline.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ public override T Load<T>(string assetName)
+ {
+ return this.Load<T>(assetName, this.DefaultLanguage, useCache: false);
+ }
+
+ /// <summary>Load an asset that has been processed by the content pipeline.</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="language">The language code for which to load content.</param>
public override T Load<T>(string assetName, LanguageCode language)
{
- assetName = this.AssertAndNormaliseAssetName(assetName);
+ return this.Load<T>(assetName, language, useCache: false);
+ }
+
+ /// <summary>Load an asset that has been processed by the content pipeline.</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</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>
+ public override T Load<T>(string assetName, LanguageCode language, bool useCache)
+ {
+ assetName = this.AssertAndNormalizeAssetName(assetName);
- // get from cache
- if (this.IsLoaded(assetName))
- return base.Load<T>(assetName, language);
+ // disable caching
+ // This is necessary to avoid assets being shared between content managers, which can
+ // cause changes to an asset through one content manager affecting the same asset in
+ // others (or even fresh content managers). See https://www.patreon.com/posts/27247161
+ // for more background info.
+ if (useCache)
+ throw new InvalidOperationException("Mod content managers don't support asset caching.");
- // get managed asset
- if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
+ // disable language handling
+ // Mod files don't support automatic translation logic, so this should never happen.
+ if (language != this.DefaultLanguage)
+ throw new InvalidOperationException("Localized assets aren't supported by the mod content manager.");
+
+ // resolve managed asset key
{
- if (contentManagerID != this.Name)
+ if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
{
- T data = this.Coordinator.LoadAndCloneManagedAsset<T>(assetName, contentManagerID, relativePath, language);
- this.Inject(assetName, data);
- return data;
+ if (contentManagerID != this.Name)
+ throw new SContentLoadException($"Can't load managed asset key '{assetName}' through content manager '{this.Name}' for a different mod.");
+ assetName = relativePath;
}
-
- return this.LoadManagedAsset<T>(assetName, contentManagerID, relativePath, language);
}
- throw new NotSupportedException("Can't load content folder asset from a mod content manager.");
- }
-
- /// <summary>Create a new content manager for temporary use.</summary>
- public override LocalizedContentManager CreateTemporary()
- {
- throw new NotSupportedException("Can't create a temporary mod content manager.");
- }
-
-
- /*********
- ** Private methods
- *********/
- /// <summary>Get whether an asset has already been loaded.</summary>
- /// <param name="normalisedAssetName">The normalised asset name.</param>
- protected override bool IsNormalisedKeyLoaded(string normalisedAssetName)
- {
- return this.Cache.ContainsKey(normalisedAssetName);
- }
-
- /// <summary>Load a managed mod asset.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="internalKey">The internal asset key.</param>
- /// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
- /// <param name="relativePath">The relative path within the mod folder.</param>
- /// <param name="language">The language code for which to load content.</param>
- private T LoadManagedAsset<T>(string internalKey, string contentManagerID, string relativePath, LanguageCode language)
- {
- SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{relativePath}' from {contentManagerID}: {reasonPhrase}");
+ // get local asset
+ SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}");
try
{
// get file
- FileInfo file = this.GetModFile(relativePath);
+ FileInfo file = this.GetModFile(assetName);
if (!file.Exists)
throw GetContentError("the specified path doesn't exist.");
@@ -105,35 +117,54 @@ namespace StardewModdingAPI.Framework.ContentManagers
{
// XNB file
case ".xnb":
- return base.Load<T>(relativePath, language);
+ {
+ T data = this.RawLoad<T>(assetName, useCache: false);
+ if (data is Map map)
+ {
+ this.NormalizeTilesheetPaths(map);
+ this.FixCustomTilesheetPaths(map, relativeMapPath: assetName);
+ }
+ return data;
+ }
// unpacked data
case ".json":
{
if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T data))
throw GetContentError("the JSON file is invalid."); // should never happen since we check for file existence above
-
return data;
}
// unpacked image
case ".png":
- // validate
- if (typeof(T) != typeof(Texture2D))
- throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
-
- // fetch & cache
- using (FileStream stream = File.OpenRead(file.FullName))
{
- Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
- texture = this.PremultiplyTransparency(texture);
- this.Inject(internalKey, texture);
- return (T)(object)texture;
+ // validate
+ if (typeof(T) != typeof(Texture2D))
+ throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
+
+ // fetch & cache
+ using (FileStream stream = File.OpenRead(file.FullName))
+ {
+ Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
+ texture = this.PremultiplyTransparency(texture);
+ return (T)(object)texture;
+ }
}
// unpacked map
case ".tbin":
- throw GetContentError($"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($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
+
+ // fetch & cache
+ FormatManager formatManager = FormatManager.Instance;
+ Map map = formatManager.LoadMap(file.FullName);
+ this.NormalizeTilesheetPaths(map);
+ this.FixCustomTilesheetPaths(map, relativeMapPath: assetName);
+ return (T)(object)map;
+ }
default:
throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.json', '.png', '.tbin', or '.xnb'.");
@@ -143,10 +174,37 @@ namespace StardewModdingAPI.Framework.ContentManagers
{
if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib")
throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher.");
- throw new SContentLoadException($"The content manager failed loading content asset '{relativePath}' from {contentManagerID}.", ex);
+ throw new SContentLoadException($"The content manager failed loading content asset '{assetName}' from {this.Name}.", ex);
}
}
+ /// <summary>Create a new content manager for temporary use.</summary>
+ public override LocalizedContentManager CreateTemporary()
+ {
+ 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
+ *********/
+ /// <summary>Get whether an asset has already been loaded.</summary>
+ /// <param name="normalizedAssetName">The normalized asset name.</param>
+ protected override bool IsNormalizedKeyLoaded(string normalizedAssetName)
+ {
+ return this.Cache.ContainsKey(normalizedAssetName);
+ }
+
/// <summary>Get a file from the mod folder.</summary>
/// <param name="path">The asset path relative to the content folder.</param>
private FileInfo GetModFile(string path)
@@ -182,9 +240,161 @@ namespace StardewModdingAPI.Framework.ContentManagers
Color[] data = new Color[texture.Width * texture.Height];
texture.GetData(data);
for (int i = 0; i < data.Length; i++)
+ {
+ if (data[i].A == 0)
+ continue; // no need to change fully transparent pixels
+
data[i] = Color.FromNonPremultiplied(data[i].ToVector4());
+ }
+
texture.SetData(data);
return texture;
}
+
+ /// <summary>Normalize map tilesheet paths for the current platform.</summary>
+ /// <param name="map">The map whose tilesheets to fix.</param>
+ private void NormalizeTilesheetPaths(Map map)
+ {
+ foreach (TileSheet tilesheet in map.TileSheets)
+ tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource);
+ }
+
+ /// <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 specialized. 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.AssertAndNormalizeAssetName(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, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
+ 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;
+ }
}
}