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-rw-r--r--src/SMAPI/Framework/ContentManagers/BaseContentManager.cs201
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs396
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs10
-rw-r--r--src/SMAPI/Framework/ContentManagers/IContentManager.cs37
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs273
5 files changed, 464 insertions, 453 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
index 5645c0fa..b2e3ec0f 100644
--- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
@@ -5,6 +5,7 @@ using System.Diagnostics.Contracts;
using System.Globalization;
using System.IO;
using System.Linq;
+using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
@@ -29,9 +30,15 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Encapsulates monitoring and logging.</summary>
protected readonly IMonitor Monitor;
+ /// <summary>Simplifies access to private code.</summary>
+ protected readonly Reflector Reflection;
+
/// <summary>Whether to enable more aggressive memory optimizations.</summary>
protected readonly bool AggressiveMemoryOptimizations;
+ /// <summary>Whether to automatically try resolving keys to a localized form if available.</summary>
+ protected bool TryLocalizeKeys = true;
+
/// <summary>Whether the content coordinator has been disposed.</summary>
private bool IsDisposed;
@@ -39,7 +46,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
private readonly Action<BaseContentManager> OnDisposing;
/// <summary>A list of disposable assets.</summary>
- private readonly List<WeakReference<IDisposable>> Disposables = new List<WeakReference<IDisposable>>();
+ private readonly List<WeakReference<IDisposable>> Disposables = new();
/// <summary>The disposable assets tracked by the base content manager.</summary>
/// <remarks>This should be kept empty to avoid keeping disposable assets referenced forever, which prevents garbage collection when they're unused. Disposable assets are tracked by <see cref="Disposables"/> instead, which avoids a hard reference.</remarks>
@@ -56,7 +63,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
public LanguageCode Language => this.GetCurrentLanguage();
/// <inheritdoc />
- public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
+ public string FullRootDirectory => Path.Combine(Constants.GamePath, this.RootDirectory);
/// <inheritdoc />
public bool IsNamespaced { get; }
@@ -82,51 +89,97 @@ namespace StardewModdingAPI.Framework.ContentManagers
// init
this.Name = name;
this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator));
- this.Cache = new ContentCache(this, reflection);
+ // ReSharper disable once VirtualMemberCallInConstructor -- LoadedAssets isn't overridden by SMAPI or Stardew Valley
+ this.Cache = new ContentCache(this.LoadedAssets);
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
+ this.Reflection = reflection;
this.OnDisposing = onDisposing;
this.IsNamespaced = isNamespaced;
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 override T Load<T>(string assetName)
+ public virtual bool DoesAssetExist<T>(IAssetName assetName)
+ where T : notnull
{
- return this.Load<T>(assetName, this.Language, useCache: true);
+ return this.Cache.ContainsKey(assetName.Name);
}
/// <inheritdoc />
- public override T Load<T>(string assetName, LanguageCode language)
+ [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 sealed override T LoadBase<T>(string assetName)
{
- return this.Load<T>(assetName, language, useCache: true);
+ return this.Load<T>(assetName, LanguageCode.en);
}
/// <inheritdoc />
- public abstract T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache);
-
- /// <inheritdoc />
- [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)
+ public sealed override T Load<T>(string assetName)
{
- return this.Load<T>(assetName, LanguageCode.en, useCache: true);
+ return this.Load<T>(assetName, this.Language);
}
/// <inheritdoc />
- public virtual void OnLocaleChanged() { }
+ public sealed override T Load<T>(string assetName, LanguageCode language)
+ {
+ assetName = this.PrenormalizeRawAssetName(assetName);
+ IAssetName parsedName = this.Coordinator.ParseAssetName(assetName, allowLocales: this.TryLocalizeKeys);
+ return this.LoadLocalized<T>(parsedName, language, useCache: true);
+ }
/// <inheritdoc />
- [Pure]
- public string NormalizePathSeparators(string path)
+ public T LoadLocalized<T>(IAssetName assetName, LanguageCode language, bool useCache)
+ where T : notnull
{
- return this.Cache.NormalizePathSeparators(path);
+ // ignore locale in English (or if disabled)
+ if (!this.TryLocalizeKeys || language == LocalizedContentManager.LanguageCode.en)
+ return this.LoadExact<T>(assetName, useCache: useCache);
+
+ // check for localized asset
+ if (!LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.Name, out _))
+ {
+ string localeCode = this.LanguageCodeString(language);
+ IAssetName localizedName = new AssetName(baseName: assetName.BaseName, localeCode: localeCode, languageCode: language);
+
+ try
+ {
+ T data = this.LoadExact<T>(localizedName, useCache: useCache);
+ LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
+ return data;
+ }
+ catch (ContentLoadException)
+ {
+ localizedName = new AssetName(assetName.BaseName + "_international", null, null);
+ try
+ {
+ T data = this.LoadExact<T>(localizedName, useCache: useCache);
+ LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
+ return data;
+ }
+ catch (ContentLoadException)
+ {
+ LocalizedContentManager.localizedAssetNames[assetName.Name] = assetName.Name;
+ }
+ }
+ }
+
+ // use cached key
+ string rawName = LocalizedContentManager.localizedAssetNames[assetName.Name];
+ if (assetName.Name != rawName)
+ assetName = this.Coordinator.ParseAssetName(rawName, allowLocales: this.TryLocalizeKeys);
+ return this.LoadExact<T>(assetName, useCache: useCache);
}
/// <inheritdoc />
+ 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.
@@ -154,19 +207,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
- public bool IsLoaded(string assetName, LanguageCode language)
+ public bool IsLoaded(IAssetName assetName)
{
- assetName = this.Cache.NormalizeKey(assetName);
- return this.IsNormalizedKeyLoaded(assetName, language);
+ return this.Cache.ContainsKey(assetName.Name);
}
- /// <inheritdoc />
- public IEnumerable<string> GetAssetKeys()
- {
- return this.Cache.Keys
- .Select(this.GetAssetName)
- .Distinct();
- }
/****
** Cache invalidation
@@ -177,13 +222,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
IDictionary<string, object> removeAssets = new Dictionary<string, object>(StringComparer.OrdinalIgnoreCase);
this.Cache.Remove((key, asset) =>
{
- this.ParseCacheKey(key, out string assetName, out _);
+ string baseAssetName = this.Coordinator.ParseAssetName(key, allowLocales: this.TryLocalizeKeys).BaseName;
// check if asset should be removed
- bool remove = removeAssets.ContainsKey(assetName);
- if (!remove && predicate(assetName, asset.GetType()))
+ bool remove = removeAssets.ContainsKey(baseAssetName);
+ if (!remove && predicate(baseAssetName, asset.GetType()))
{
- removeAssets[assetName] = asset;
+ removeAssets[baseAssetName] = asset;
remove = true;
}
@@ -211,7 +256,7 @@ 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
{
@@ -241,78 +286,64 @@ namespace StardewModdingAPI.Framework.ContentManagers
/*********
** Private methods
*********/
+ /// <summary>Apply initial normalization to a raw asset name before it's parsed.</summary>
+ /// <param name="assetName">The asset name to normalize.</param>
+ [return: NotNullIfNotNull("assetName")]
+ private string? PrenormalizeRawAssetName(string? assetName)
+ {
+ // trim
+ assetName = assetName?.Trim();
+
+ // For legacy reasons, mods can pass .xnb file extensions to the content pipeline which
+ // are then stripped. This will be re-added as needed when reading from raw files.
+ if (assetName?.EndsWith(".xnb") == true)
+ assetName = assetName[..^".xnb".Length];
+
+ return assetName;
+ }
+
+ /// <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]
+ [return: NotNullIfNotNull("path")]
+ protected string? NormalizePathSeparators(string? path)
+ {
+ return this.Cache.NormalizePathSeparators(path);
+ }
+
/// <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)
+ protected virtual T RawLoad<T>(IAssetName assetName, bool useCache)
{
return useCache
- ? base.LoadBase<T>(assetName)
- : base.ReadAsset<T>(assetName, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable)));
+ ? base.LoadBase<T>(assetName.Name)
+ : this.ReadAsset<T>(assetName.Name, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable)));
}
/// <summary>Add tracking data to an asset and add it to 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>
/// <param name="useCache">Whether to save the asset to the asset cache.</param>
- protected virtual void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache)
+ protected virtual void TrackAsset<T>(IAssetName assetName, T value, bool useCache)
+ where T : notnull
{
// track asset key
if (value is Texture2D texture)
- texture.Name = assetName;
+ texture.Name = assetName.Name;
- // cache asset
+ // 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 because a mod 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)
- {
- assetName = this.AssertAndNormalizeAssetName(assetName);
- this.Cache[assetName] = value;
- }
+ this.Cache[assetName.Name] = value;
// avoid hard disposable references; see remarks on the field
this.BaseDisposableReferences.Clear();
}
-
- /// <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 localized).</param>
- protected void ParseCacheKey(string cacheKey, out string assetName, out string localeCode)
- {
- // handle localized key
- if (!string.IsNullOrWhiteSpace(cacheKey))
- {
- int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.Ordinal);
- if (lastSepIndex >= 0)
- {
- string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
- if (this.Coordinator.TryGetLanguageEnum(suffix, out _))
- {
- assetName = cacheKey.Substring(0, lastSepIndex);
- localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
- return;
- }
- }
- }
-
- // handle simple key
- assetName = cacheKey;
- localeCode = null;
- }
-
- /// <summary>Get whether an asset has already been loaded.</summary>
- /// <param name="normalizedAssetName">The normalized asset name.</param>
- /// <param name="language">The language to check.</param>
- protected abstract bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language);
-
- /// <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 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);
}
}
}
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs
index 61683ce6..1b0e1016 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs
@@ -21,13 +21,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
** Public methods
*********/
/// <inheritdoc />
- public GameContentManagerForAssetPropagation(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations)
- : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, onLoadingFirstAsset, aggressiveMemoryOptimizations) { }
+ public GameContentManagerForAssetPropagation(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, onLoadingFirstAsset, onAssetLoaded, aggressiveMemoryOptimizations) { }
/// <inheritdoc />
- public override T Load<T>(string assetName, LanguageCode language, bool useCache)
+ public override T LoadExact<T>(IAssetName assetName, bool useCache)
{
- T data = base.Load<T>(assetName, language, useCache);
+ T data = base.LoadExact<T>(assetName, useCache);
if (data is Texture2D texture)
texture.Tag = this.Tag;
@@ -37,7 +37,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Get whether a texture was loaded by this content manager.</summary>
/// <param name="texture">The texture to check.</param>
- public bool IsResponsibleFor(Texture2D texture)
+ public bool IsResponsibleFor(Texture2D? texture)
{
return
texture?.Tag is string tag
diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs
index d7963305..ac67cad5 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.Contracts;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewValley;
@@ -29,22 +28,31 @@ namespace StardewModdingAPI.Framework.ContentManagers
/*********
** Methods
*********/
- /// <summary>Load an asset that has been processed by the content pipeline.</summary>
+ /// <summary>Get whether an asset exists and can be loaded.</summary>
+ /// <typeparam name="T">The expected asset type.</typeparam>
+ /// <param name="assetName">The normalized asset name.</param>
+ bool DoesAssetExist<T>(IAssetName assetName)
+ where T: notnull;
+
+ /// <summary>Load an asset through the content pipeline, using a localized variant of the <paramref name="assetName"/> if available.</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="assetName">The asset name relative to the loader root directory.</param>
+ /// <param name="language">The language for which to load the asset.</param>
/// <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);
+ T LoadLocalized<T>(IAssetName assetName, LocalizedContentManager.LanguageCode language, bool useCache)
+ where T : notnull;
- /// <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 NormalizePathSeparators(string path);
+ /// <summary>Load an asset through the content pipeline, using the exact asset name without checking for localized variants.</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset name relative to the loader root directory.</param>
+ /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
+ T LoadExact<T>(IAssetName assetName, bool useCache)
+ where T : notnull;
/// <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>
- string AssertAndNormalizeAssetName(string assetName);
+ string AssertAndNormalizeAssetName(string? assetName);
/// <summary>Get the current content locale.</summary>
string GetLocale();
@@ -55,19 +63,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
/// <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.</param>
- bool IsLoaded(string assetName, LocalizedContentManager.LanguageCode language);
-
- /// <summary>Get the cached asset keys.</summary>
- IEnumerable<string> GetAssetKeys();
+ bool IsLoaded(IAssetName assetName);
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
/// <returns>Returns the invalidated asset names and instances.</returns>
IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false);
-
- /// <summary>Perform any cleanup needed when the locale changes.</summary>
- void OnLocaleChanged();
}
}
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index beb90a5d..8f64c5a8 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -32,8 +32,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <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;
+ /// <summary>A case-insensitive lookup of relative paths within the <see cref="ContentManager.RootDirectory"/>.</summary>
+ private readonly CaseInsensitivePathLookup RelativePathCache;
/// <summary>If a map tilesheet's image source has no file extensions, the file extensions to check for in the local mod folder.</summary>
private readonly string[] LocalTilesheetExtensions = { ".png", ".xnb" };
@@ -55,33 +55,31 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <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>
/// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
- public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, bool aggressiveMemoryOptimizations)
+ /// <param name="relativePathCache">A case-insensitive lookup of relative paths within the <paramref name="rootDirectory"/>.</param>
+ public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, bool aggressiveMemoryOptimizations, CaseInsensitivePathLookup relativePathCache)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations)
{
this.GameContentManager = gameContentManager;
+ this.RelativePathCache = relativePathCache;
this.JsonHelper = jsonHelper;
this.ModName = modName;
- }
- /// <inheritdoc />
- public override T Load<T>(string assetName)
- {
- return this.Load<T>(assetName, this.DefaultLanguage, useCache: false);
+ this.TryLocalizeKeys = false;
}
/// <inheritdoc />
- public override T Load<T>(string assetName, LanguageCode language)
+ public override bool DoesAssetExist<T>(IAssetName assetName)
{
- return this.Load<T>(assetName, language, useCache: false);
+ if (base.DoesAssetExist<T>(assetName))
+ return true;
+
+ FileInfo file = this.GetModFile(assetName.Name);
+ return file.Exists;
}
/// <inheritdoc />
- public override T Load<T>(string assetName, LanguageCode language, bool useCache)
+ public override T LoadExact<T>(IAssetName assetName, bool useCache)
{
- // normalize key
- bool isXnbFile = Path.GetExtension(assetName).ToLower() == ".xnb";
- assetName = this.AssertAndNormalizeAssetName(assetName);
-
// 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
@@ -90,106 +88,43 @@ namespace StardewModdingAPI.Framework.ContentManagers
if (useCache)
throw new InvalidOperationException("Mod content managers don't support asset caching.");
- // 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 (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
+ if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string? contentManagerID, out IAssetName? relativePath))
{
if (contentManagerID != this.Name)
- throw new SContentLoadException($"Can't load managed asset key '{assetName}' through content manager '{this.Name}' for a different mod.");
+ throw this.GetLoadError(assetName, "can't load a different mod's managed asset key through this mod content manager.");
assetName = relativePath;
}
}
// get local asset
- SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}");
T asset;
try
{
// get file
- FileInfo file = this.GetModFile(isXnbFile ? $"{assetName}.xnb" : assetName); // .xnb extension is stripped from asset names passed to the content manager
+ FileInfo file = this.GetModFile(assetName.Name);
if (!file.Exists)
- throw GetContentError("the specified path doesn't exist.");
+ throw this.GetLoadError(assetName, "the specified path doesn't exist.");
// load content
- switch (file.Extension.ToLower())
+ asset = file.Extension.ToLower() switch
{
- // XNB file
- case ".xnb":
- {
- asset = this.RawLoad<T>(assetName, useCache: false);
- if (asset is Map map)
- {
- map.assetPath = assetName;
- this.FixTilesheetPaths(map, relativeMapPath: assetName, fixEagerPathPrefixes: true);
- }
- }
- break;
-
- // unpacked Bitmap font
- case ".fnt":
- {
- string source = File.ReadAllText(file.FullName);
- asset = (T)(object)new XmlSource(source);
- }
- break;
-
- // unpacked data
- case ".json":
- {
- if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out asset))
- throw GetContentError("the JSON file is invalid."); // should never happen since we check for file existence above
- }
- break;
-
- // unpacked image
- case ".png":
- {
- // validate
- if (typeof(T) != typeof(Texture2D))
- throw GetContentError($"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);
- asset = (T)(object)texture;
- }
- break;
-
- // unpacked map
- case ".tbin":
- case ".tmx":
- {
- // validate
- if (typeof(T) != typeof(Map))
- throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
-
- // fetch & cache
- FormatManager formatManager = FormatManager.Instance;
- Map map = formatManager.LoadMap(file.FullName);
- map.assetPath = assetName;
- this.FixTilesheetPaths(map, relativeMapPath: assetName, fixEagerPathPrefixes: false);
- asset = (T)(object)map;
- }
- break;
-
- default:
- throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.fnt', '.json', '.png', '.tbin', or '.xnb'.");
- }
+ ".fnt" => this.LoadFont<T>(assetName, file),
+ ".json" => this.LoadDataFile<T>(assetName, file),
+ ".png" => this.LoadImageFile<T>(assetName, file),
+ ".tbin" or ".tmx" => this.LoadMapFile<T>(assetName, file),
+ ".xnb" => this.LoadXnbFile<T>(assetName),
+ _ => this.HandleUnknownFileType<T>(assetName, file)
+ };
}
- catch (Exception ex) when (!(ex is SContentLoadException))
+ catch (Exception ex) when (ex is not SContentLoadException)
{
- throw new SContentLoadException($"The content manager failed loading content asset '{assetName}' from {this.Name}.", ex);
+ throw this.GetLoadError(assetName, "an unexpected occurred.", ex);
}
// track & return asset
- this.TrackAsset(assetName, asset, language, useCache);
+ this.TrackAsset(assetName, asset, useCache: false);
return asset;
}
@@ -202,36 +137,137 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <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)
+ public IAssetName GetInternalAssetKey(string key)
{
FileInfo file = this.GetModFile(key);
- string relativePath = PathUtilities.GetRelativePath(this.RootDirectory, file.FullName);
- return Path.Combine(this.Name, relativePath);
+ string relativePath = Path.GetRelativePath(this.RootDirectory, file.FullName);
+ string internalKey = Path.Combine(this.Name, relativePath);
+
+ return this.Coordinator.ParseAssetName(internalKey, allowLocales: false);
}
/*********
** Private methods
*********/
- /// <inheritdoc />
- protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language)
+ /// <summary>Load an unpacked font file (<c>.fnt</c>).</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset name relative to the loader root directory.</param>
+ /// <param name="file">The file to load.</param>
+ private T LoadFont<T>(IAssetName assetName, FileInfo file)
{
- return this.Cache.ContainsKey(normalizedAssetName);
+ // validate
+ if (!typeof(T).IsAssignableFrom(typeof(XmlSource)))
+ throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(XmlSource)}'.");
+
+ // load
+ string source = File.ReadAllText(file.FullName);
+ return (T)(object)new XmlSource(source);
+ }
+
+ /// <summary>Load an unpacked data file (<c>.json</c>).</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset name relative to the loader root directory.</param>
+ /// <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))
+ throw this.GetLoadError(assetName, "the JSON file is invalid."); // should never happen since we check for file existence before calling this method
+
+ return asset;
+ }
+
+ /// <summary>Load an unpacked image file (<c>.json</c>).</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset name relative to the loader root directory.</param>
+ /// <param name="file">The file to load.</param>
+ private T LoadImageFile<T>(IAssetName assetName, FileInfo file)
+ {
+ // validate
+ if (typeof(T) != typeof(Texture2D))
+ throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
+
+ // load
+ using FileStream stream = File.OpenRead(file.FullName);
+ Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
+ texture = this.PremultiplyTransparency(texture);
+ return (T)(object)texture;
+ }
+
+ /// <summary>Load an unpacked image file (<c>.tbin</c> or <c>.tmx</c>).</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset name relative to the loader root directory.</param>
+ /// <param name="file">The file to load.</param>
+ private T LoadMapFile<T>(IAssetName assetName, FileInfo file)
+ {
+ // validate
+ if (typeof(T) != typeof(Map))
+ throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
+
+ // load
+ FormatManager formatManager = FormatManager.Instance;
+ Map map = formatManager.LoadMap(file.FullName);
+ map.assetPath = assetName.Name;
+ this.FixTilesheetPaths(map, relativeMapPath: assetName.Name, fixEagerPathPrefixes: false);
+ return (T)(object)map;
+ }
+
+ /// <summary>Load a packed file (<c>.xnb</c>).</summary>
+ /// <typeparam name="T">The type of asset to load.</typeparam>
+ /// <param name="assetName">The asset name relative to the loader root directory.</param>
+ private T LoadXnbFile<T>(IAssetName assetName)
+ {
+ // the underlying content manager adds a .xnb extension implicitly, so
+ // we need to strip it here to avoid trying to load a '.xnb.xnb' file.
+ IAssetName loadName = assetName.Name.EndsWith(".xnb", StringComparison.OrdinalIgnoreCase)
+ ? this.Coordinator.ParseAssetName(assetName.Name[..^".xnb".Length], allowLocales: false)
+ : assetName;
+
+ // load asset
+ T asset = this.RawLoad<T>(loadName, useCache: false);
+ if (asset is Map map)
+ {
+ map.assetPath = loadName.Name;
+ this.FixTilesheetPaths(map, relativeMapPath: loadName.Name, fixEagerPathPrefixes: true);
+ }
+
+ return asset;
+ }
+
+ /// <summary>Handle a request to load a file type that isn't supported by SMAPI.</summary>
+ /// <typeparam name="T">The expected file type.</typeparam>
+ /// <param name="assetName">The asset name relative to the loader root directory.</param>
+ /// <param name="file">The file to load.</param>
+ private T HandleUnknownFileType<T>(IAssetName assetName, FileInfo file)
+ {
+ throw this.GetLoadError(assetName, $"unknown file extension '{file.Extension}'; must be one of '.fnt', '.json', '.png', '.tbin', '.tmx', or '.xnb'.");
+ }
+
+ /// <summary>Get an error which indicates that an asset couldn't be loaded.</summary>
+ /// <param name="assetName">The asset name that failed to load.</param>
+ /// <param name="reasonPhrase">The reason the file couldn't be loaded.</param>
+ /// <param name="exception">The underlying exception, if applicable.</param>
+ private SContentLoadException GetLoadError(IAssetName assetName, string reasonPhrase, Exception? exception = null)
+ {
+ return new($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}", exception);
}
/// <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)
{
+ // map to case-insensitive path if needed
+ path = this.RelativePathCache.GetFilePath(path);
+
// try exact match
- FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path));
+ FileInfo file = new(Path.Combine(this.FullRootDirectory, path));
// try with default extension
- if (!file.Exists && file.Extension == string.Empty)
+ if (!file.Exists)
{
foreach (string extension in this.LocalTilesheetExtensions)
{
- FileInfo result = new FileInfo(file.FullName + extension);
+ FileInfo result = new(file.FullName + extension);
if (result.Exists)
{
file = result;
@@ -252,16 +288,20 @@ namespace StardewModdingAPI.Framework.ContentManagers
// premultiply pixels
Color[] data = new Color[texture.Width * texture.Height];
texture.GetData(data);
+ bool changed = false;
for (int i = 0; i < data.Length; i++)
{
- var pixel = data[i];
- if (pixel.A == byte.MinValue || pixel.A == byte.MaxValue)
+ Color pixel = data[i];
+ if (pixel.A is (byte.MinValue or byte.MaxValue))
continue; // no need to change fully transparent/opaque pixels
data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4())
+ changed = true;
}
- texture.SetData(data);
+ if (changed)
+ texture.SetData(data);
+
return texture;
}
@@ -296,15 +336,18 @@ namespace StardewModdingAPI.Framework.ContentManagers
// load best match
try
{
- if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out string assetName, out string error))
+ if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out IAssetName? assetName, out string? error))
throw new SContentLoadException($"{errorPrefix} {error}");
- if (assetName != tilesheet.ImageSource)
- this.Monitor.VerboseLog($" Mapped tilesheet '{tilesheet.ImageSource}' to '{assetName}'.");
+ if (assetName is not null)
+ {
+ if (!assetName.IsEquivalentTo(tilesheet.ImageSource))
+ this.Monitor.VerboseLog($" Mapped tilesheet '{tilesheet.ImageSource}' to '{assetName}'.");
- tilesheet.ImageSource = assetName;
+ tilesheet.ImageSource = assetName.Name;
+ }
}
- catch (Exception ex) when (!(ex is SContentLoadException))
+ catch (Exception ex) when (ex is not SContentLoadException)
{
throw new SContentLoadException($"{errorPrefix} The tilesheet couldn't be loaded.", ex);
}
@@ -318,7 +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 string assetName, out string error)
+ private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string relativePath, out IAssetName? assetName, out string? error)
{
assetName = null;
error = null;
@@ -326,7 +369,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// nothing to do
if (string.IsNullOrWhiteSpace(relativePath))
{
- assetName = relativePath;
+ assetName = null;
return true;
}
@@ -350,10 +393,10 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
// get from game assets
- string contentKey = this.GetContentKeyForTilesheetImageSource(relativePath);
+ IAssetName contentKey = this.Coordinator.ParseAssetName(this.GetContentKeyForTilesheetImageSource(relativePath), allowLocales: false);
try
{
- this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
+ this.GameContentManager.LoadLocalized<Texture2D>(contentKey, this.GameContentManager.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
assetName = contentKey;
return true;
}
@@ -366,7 +409,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// 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))
+ if (this.GetContentFolderFileExists(contentKey.Name))
throw;
}