diff options
Diffstat (limited to 'src/SMAPI/Framework/ModHelpers/ContentHelper.cs')
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/ContentHelper.cs | 215 |
1 files changed, 6 insertions, 209 deletions
diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs index 5c4c3bca..2d65f1f6 100644 --- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs @@ -9,12 +9,8 @@ using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.ContentManagers; using StardewModdingAPI.Framework.Exceptions; -using StardewModdingAPI.Toolkit.Utilities; using StardewValley; using xTile; -using xTile.Format; -using xTile.ObjectModel; -using xTile.Tiles; namespace StardewModdingAPI.Framework.ModHelpers { @@ -31,10 +27,7 @@ namespace StardewModdingAPI.Framework.ModHelpers private readonly IContentManager GameContentManager; /// <summary>A content manager for this mod which manages files from the mod's folder.</summary> - private readonly IContentManager ModContentManager; - - /// <summary>The absolute path to the mod folder.</summary> - private readonly string ModFolderPath; + private readonly ModContentManager ModContentManager; /// <summary>The friendly mod name for use in errors.</summary> private readonly string ModName; @@ -79,8 +72,7 @@ namespace StardewModdingAPI.Framework.ModHelpers { this.ContentCore = contentCore; this.GameContentManager = contentCore.CreateGameContentManager(this.ContentCore.GetManagedAssetPrefix(modID) + ".content"); - this.ModContentManager = contentCore.CreateModContentManager(this.ContentCore.GetManagedAssetPrefix(modID), rootDirectory: modFolderPath); - this.ModFolderPath = modFolderPath; + this.ModContentManager = contentCore.CreateModContentManager(this.ContentCore.GetManagedAssetPrefix(modID), modFolderPath, this.GameContentManager); this.ModName = modName; this.Monitor = monitor; } @@ -93,8 +85,6 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception> public T Load<T>(string key, ContentSource source = ContentSource.ModFolder) { - SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: {reasonPhrase}."); - try { this.AssertAndNormaliseAssetName(key); @@ -104,38 +94,10 @@ namespace StardewModdingAPI.Framework.ModHelpers return this.GameContentManager.Load<T>(key); case ContentSource.ModFolder: - // get file - FileInfo file = this.GetModFile(key); - if (!file.Exists) - throw GetContentError($"there's no matching file at path '{file.FullName}'."); - string internalKey = this.GetInternalModAssetKey(file); - - // try cache - if (this.ModContentManager.IsLoaded(internalKey)) - return this.ModContentManager.Load<T>(internalKey); - - // fix map tilesheets - if (file.Extension.ToLower() == ".tbin") - { - // validate - if (typeof(T) != typeof(Map)) - throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'."); - - // fetch & cache - FormatManager formatManager = FormatManager.Instance; - Map map = formatManager.LoadMap(file.FullName); - this.FixCustomTilesheetPaths(map, relativeMapPath: key); - - // inject map - this.ModContentManager.Inject(internalKey, map, this.CurrentLocaleConstant); - return (T)(object)map; - } - - // load through content manager - return this.ModContentManager.Load<T>(internalKey); + return this.ModContentManager.Load<T>(key); default: - throw GetContentError($"unknown content source '{source}'."); + throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: unknown content source '{source}'."); } } catch (Exception ex) when (!(ex is SContentLoadException)) @@ -164,8 +126,7 @@ namespace StardewModdingAPI.Framework.ModHelpers return this.GameContentManager.AssertAndNormaliseAssetName(key); case ContentSource.ModFolder: - FileInfo file = this.GetModFile(key); - return this.GetInternalModAssetKey(file); + return this.ModContentManager.GetInternalAssetKey(key); default: throw new NotSupportedException($"Unknown content source '{source}'."); @@ -201,6 +162,7 @@ namespace StardewModdingAPI.Framework.ModHelpers return this.ContentCore.InvalidateCache(predicate).Any(); } + /********* ** Private methods *********/ @@ -214,170 +176,5 @@ namespace StardewModdingAPI.Framework.ModHelpers if (Path.IsPathRooted(key)) throw new ArgumentException("The asset key must not be an absolute path."); } - - /// <summary>Get the internal key in the content cache for a mod asset.</summary> - /// <param name="modFile">The asset file.</param> - private string GetInternalModAssetKey(FileInfo modFile) - { - string relativePath = PathUtilities.GetRelativePath(this.ModFolderPath, modFile.FullName); - return Path.Combine(this.ModContentManager.Name, relativePath); - } - - /// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary> - /// <param name="map">The map whose tilesheets to fix.</param> - /// <param name="relativeMapPath">The relative map path within the mod folder.</param> - /// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception> - /// <remarks> - /// The game's logic for tilesheets in <see cref="Game1.setGraphicsForSeason"/> is a bit specialised. It boils - /// down to this: - /// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded - /// as-is relative to the <c>Content</c> folder. - /// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix. - /// - /// That logic doesn't work well in our case, mainly because we have no location metadata at this point. - /// Instead we use a more heuristic approach: check relative to the map file first, then relative to - /// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a - /// seasonal variation and then an exact match. - /// - /// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference. - /// </remarks> - private void FixCustomTilesheetPaths(Map map, string relativeMapPath) - { - // get map info - if (!map.TileSheets.Any()) - return; - relativeMapPath = this.ModContentManager.AssertAndNormaliseAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators - string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder - bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null; - - // fix tilesheets - foreach (TileSheet tilesheet in map.TileSheets) - { - string imageSource = tilesheet.ImageSource; - - // validate tilesheet path - if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains("..")) - throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../)."); - - // get seasonal name (if applicable) - string seasonalImageSource = null; - if (isOutdoors && Context.IsSaveLoaded && Game1.currentSeason != null) - { - string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"The '{imageSource}' tilesheet couldn't be loaded: filename is unexpectedly null."); - bool hasSeasonalPrefix = - filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase) - || filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase) - || filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase) - || filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase); - if (hasSeasonalPrefix && !filename.StartsWith(Game1.currentSeason + "_")) - { - string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename, StringComparison.CurrentCultureIgnoreCase)); - seasonalImageSource = $"{dirPath}{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}"; - } - } - - // load best match - try - { - string key = - this.GetTilesheetAssetName(relativeMapFolder, seasonalImageSource) - ?? this.GetTilesheetAssetName(relativeMapFolder, imageSource); - if (key != null) - { - tilesheet.ImageSource = key; - continue; - } - } - catch (Exception ex) - { - throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex); - } - - // none found - throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder."); - } - } - - /// <summary>Get the actual asset name for a tilesheet.</summary> - /// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param> - /// <param name="imageSource">The tilesheet image source to load.</param> - /// <returns>Returns the asset name.</returns> - /// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks> - private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource) - { - if (imageSource == null) - return null; - - // check relative to map file - { - string localKey = Path.Combine(modRelativeMapFolder, imageSource); - FileInfo localFile = this.GetModFile(localKey); - if (localFile.Exists) - return this.GetActualAssetKey(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.Load<Texture2D>(contentKey, ContentSource.GameContent); - 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.GetContentFolderFile(contentKey).Exists) - throw; - } - } - } - - // not found - return null; - } - - /// <summary>Get a file from the mod folder.</summary> - /// <param name="path">The asset path relative to the mod folder.</param> - private FileInfo GetModFile(string path) - { - // try exact match - path = Path.Combine(this.ModFolderPath, this.ModContentManager.NormalisePathSeparators(path)); - FileInfo file = new FileInfo(path); - - // try with default extension - if (!file.Exists && file.Extension.ToLower() != ".xnb") - { - FileInfo result = new FileInfo(path + ".xnb"); - if (result.Exists) - file = result; - } - - return file; - } - - /// <summary>Get a file from the game's content folder.</summary> - /// <param name="key">The asset key.</param> - private FileInfo GetContentFolderFile(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); - } } } |