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Diffstat (limited to 'src/SMAPI/Framework/ModHelpers/ContentHelper.cs')
-rw-r--r--src/SMAPI/Framework/ModHelpers/ContentHelper.cs215
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);
- }
}
}