summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/ContentManagers
diff options
context:
space:
mode:
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers')
-rw-r--r--src/SMAPI/Framework/ContentManagers/BaseContentManager.cs3
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs24
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs27
3 files changed, 28 insertions, 26 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
index d7be0c37..54f8e2a2 100644
--- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
@@ -111,7 +111,6 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
- [SuppressMessage("ReSharper", "ConditionIsAlwaysTrueOrFalse", Justification = "Copied as-is from game code")]
public sealed override string LoadBaseString(string path)
{
try
@@ -119,7 +118,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// copied as-is from LocalizedContentManager.LoadBaseString
// This is only changed to call this.Load instead of base.Load, to support mod assets
this.ParseStringPath(path, out string assetName, out string key);
- Dictionary<string, string> strings = this.Load<Dictionary<string, string>>(assetName, LanguageCode.en);
+ Dictionary<string, string>? strings = this.Load<Dictionary<string, string>?>(assetName, LanguageCode.en);
return strings != null && strings.ContainsKey(key)
? this.GetString(strings, key)
: path;
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index 446f4a67..df7bdc59 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -76,7 +76,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
// custom asset from a loader
string locale = this.GetLocale();
IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
- AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info);
+ AssetOperationGroup? operations = this.Coordinator.GetAssetOperations
+#if SMAPI_DEPRECATED
+ <T>
+#endif
+ (info);
if (operations?.LoadOperations.Count > 0)
{
if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error))
@@ -129,7 +133,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
data = this.AssetsBeingLoaded.Track(assetName.Name, () =>
{
IAssetInfo info = new AssetInfo(assetName.LocaleCode, assetName, typeof(T), this.AssertAndNormalizeAssetName);
- AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info);
+ AssetOperationGroup? operations = this.Coordinator.GetAssetOperations
+#if SMAPI_DEPRECATED
+ <T>
+#endif
+ (info);
IAssetData asset =
this.ApplyLoader<T>(info, operations?.LoadOperations)
?? new AssetDataForObject(info, this.RawLoad<T>(assetName, useCache), this.AssertAndNormalizeAssetName, this.Reflection);
@@ -294,7 +302,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
? $"Multiple mods want to provide the '{info.Name}' asset: {string.Join(", ", loaderNames)}"
: $"The '{loaderNames[0]}' mod wants to provide the '{info.Name}' asset multiple times";
- error = $"{errorPhrase}. An asset can't be loaded multiple times, so SMAPI will use the default asset instead. Uninstall one of the mods to fix this. (Message for modders: you should avoid {nameof(AssetLoadPriority)}.{nameof(AssetLoadPriority.Exclusive)} and {nameof(IAssetLoader)} if possible to avoid conflicts.)";
+ error = $"{errorPhrase}. An asset can't be loaded multiple times, so SMAPI will use the default asset instead. Uninstall one of the mods to fix this. (Message for modders: you should avoid {nameof(AssetLoadPriority)}.{nameof(AssetLoadPriority.Exclusive)}"
+#if SMAPI_DEPRECATED
+ + " and {nameof(IAssetLoader)}"
+#endif
+ + " if possible to avoid conflicts.)";
return false;
}
@@ -349,6 +361,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// handle mismatch
if (loadedMap.TileSheets.Count <= vanillaSheet.Index || loadedMap.TileSheets[vanillaSheet.Index].Id != vanillaSheet.Id)
{
+#if SMAPI_DEPRECATED
// only show warning if not farm map
// This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting.
bool isFarmMap = info.Name.IsEquivalentTo("Maps/Farm") || info.Name.IsEquivalentTo("Maps/Farm_Combat") || info.Name.IsEquivalentTo("Maps/Farm_Fishing") || info.Name.IsEquivalentTo("Maps/Farm_Foraging") || info.Name.IsEquivalentTo("Maps/Farm_FourCorners") || info.Name.IsEquivalentTo("Maps/Farm_Island") || info.Name.IsEquivalentTo("Maps/Farm_Mining");
@@ -361,7 +374,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
mod.LogAsMod($"SMAPI blocked a '{info.Name}' map load: {reason}", LogLevel.Error);
return false;
}
+
mod.LogAsMod($"SMAPI found an issue with a '{info.Name}' map load: {reason}", LogLevel.Warn);
+#else
+ mod.LogAsMod($"SMAPI found an issue with a '{info.Name}' map load: {this.GetOnBehalfOfLabel(loader.OnBehalfOf, parenthetical: false) ?? "mod"} reordered the original tilesheets, which often causes crashes.\nTechnical details for mod author: Expected order: {string.Join(", ", vanillaTilesheetRefs.Select(p => p.Id))}. See https://stardewvalleywiki.com/Modding:Maps#Tilesheet_order for help.", LogLevel.Error);
+ return false;
+#endif
}
}
}
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 8c5d0f84..f3cf05d9 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -1,5 +1,4 @@
using System;
-using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
@@ -47,9 +46,6 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <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 static readonly string[] LocalTilesheetExtensions = { ".png", ".xnb" };
- /// <summary>A lookup of image file paths to whether they have PyTK scaling information.</summary>
- private static readonly Dictionary<string, bool> IsPyTkScaled = new(StringComparer.OrdinalIgnoreCase);
-
/*********
** Accessors
@@ -211,24 +207,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
{
if (ModContentManager.EnablePyTkLegacyMode)
{
- if (!ModContentManager.IsPyTkScaled.TryGetValue(file.FullName, out bool isScaled))
- {
- string? dirPath = file.DirectoryName;
- string fileName = $"{Path.GetFileNameWithoutExtension(file.Name)}.pytk.json";
-
- string path = dirPath is not null
- ? Path.Combine(dirPath, fileName)
- : fileName;
-
- ModContentManager.IsPyTkScaled[file.FullName] = isScaled = File.Exists(path);
- }
-
- asRawData = !isScaled;
- if (!asRawData)
- this.Monitor.LogOnce("Enabled compatibility mode for PyTK scaled textures. This won't cause any issues, but may impact performance.", LogLevel.Warn);
+ // PyTK intercepts Texture2D file loads to rescale them (e.g. for HD portraits),
+ // but doesn't support IRawTextureData loads yet. We can't just check if the
+ // current file has a '.pytk.json' rescale file though, since PyTK may still
+ // rescale it if the original asset or another edit gets rescaled.
+ asRawData = false;
+ this.Monitor.LogOnce("Enabled compatibility mode for PyTK 1.23.0 or earlier. This won't cause any issues, but may impact performance.", LogLevel.Warn);
}
- else
- asRawData = true;
}
// load