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-rw-r--r--src/SMAPI/Framework/ModHelpers/ContentHelper.cs229
-rw-r--r--src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs4
-rw-r--r--src/SMAPI/Framework/ModHelpers/DataHelper.cs12
-rw-r--r--src/SMAPI/Framework/ModHelpers/ModHelper.cs75
-rw-r--r--src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs24
-rw-r--r--src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs2
-rw-r--r--src/SMAPI/Framework/ModHelpers/TranslationHelper.cs87
7 files changed, 51 insertions, 382 deletions
diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
index 8b86fdeb..043ae376 100644
--- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
@@ -9,11 +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.Tiles;
namespace StardewModdingAPI.Framework.ModHelpers
{
@@ -30,10 +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;
@@ -78,8 +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;
}
@@ -92,49 +85,19 @@ 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($"{this.ModName} failed loading content asset '{key}' from {source}: {reasonPhrase}.");
-
try
{
- this.AssertAndNormaliseAssetName(key);
+ this.AssertAndNormalizeAssetName(key);
switch (source)
{
case ContentSource.GameContent:
- return this.GameContentManager.Load<T>(key);
+ return this.GameContentManager.Load<T>(key, this.CurrentLocaleConstant, useCache: false);
case ContentSource.ModFolder:
- // get file
- FileInfo file = this.GetModFile(key);
- if (!file.Exists)
- throw GetContentError($"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($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
-
- // fetch & cache
- FormatManager formatManager = FormatManager.Instance;
- Map map = formatManager.LoadMap(file.FullName);
- this.FixCustomTilesheetPaths(map, relativeMapPath: key);
-
- // inject map
- this.ModContentManager.Inject(internalKey, map);
- return (T)(object)map;
- }
-
- // load through content manager
- return this.ModContentManager.Load<T>(internalKey);
+ return this.ModContentManager.Load<T>(key, Constants.DefaultLanguage, useCache: false);
default:
- throw GetContentError($"unknown content source '{source}'.");
+ throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: unknown content source '{source}'.");
}
}
catch (Exception ex) when (!(ex is SContentLoadException))
@@ -143,12 +106,12 @@ namespace StardewModdingAPI.Framework.ModHelpers
}
}
- /// <summary>Normalise an asset name so it's consistent with those generated by the game. This is mainly useful for string comparisons like <see cref="string.StartsWith(string)"/> on generated asset names, and isn't necessary when passing asset names into other content helper methods.</summary>
+ /// <summary>Normalize an asset name so it's consistent with those generated by the game. This is mainly useful for string comparisons like <see cref="string.StartsWith(string)"/> on generated asset names, and isn't necessary when passing asset names into other content helper methods.</summary>
/// <param name="assetName">The asset key.</param>
[Pure]
- public string NormaliseAssetName(string assetName)
+ public string NormalizeAssetName(string assetName)
{
- return this.ModContentManager.AssertAndNormaliseAssetName(assetName);
+ return this.ModContentManager.AssertAndNormalizeAssetName(assetName);
}
/// <summary>Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.</summary>
@@ -160,11 +123,10 @@ namespace StardewModdingAPI.Framework.ModHelpers
switch (source)
{
case ContentSource.GameContent:
- return this.GameContentManager.AssertAndNormaliseAssetName(key);
+ return this.GameContentManager.AssertAndNormalizeAssetName(key);
case ContentSource.ModFolder:
- FileInfo file = this.GetModFile(key);
- return this.GetInternalModAssetKey(file);
+ return this.ModContentManager.GetInternalAssetKey(key);
default:
throw new NotSupportedException($"Unknown content source '{source}'.");
@@ -200,6 +162,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
return this.ContentCore.InvalidateCache(predicate).Any();
}
+
/*********
** Private methods
*********/
@@ -207,175 +170,11 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="key">The asset key to check.</param>
/// <exception cref="ArgumentException">The asset key is empty or contains invalid characters.</exception>
[SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
- private void AssertAndNormaliseAssetName(string key)
+ private void AssertAndNormalizeAssetName(string key)
{
- this.ModContentManager.AssertAndNormaliseAssetName(key);
+ this.ModContentManager.AssertAndNormalizeAssetName(key);
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
-
- // 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($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../).");
-
- // get seasonal name (if applicable)
- string seasonalImageSource = null;
- if (Context.IsSaveLoaded && Game1.currentSeason != null)
- {
- string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"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);
- }
}
}
diff --git a/src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs
index 34f24d65..acdd82a0 100644
--- a/src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs
@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
-using StardewModdingAPI.Toolkit.Serialisation.Models;
+using StardewModdingAPI.Toolkit.Serialization.Models;
namespace StardewModdingAPI.Framework.ModHelpers
{
@@ -38,7 +38,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
return this.ContentPacks.Value;
}
- /// <summary>Create a temporary content pack to read files from a directory, using randomised manifest fields. This will generate fake manifest data; any <c>manifest.json</c> in the directory will be ignored. Temporary content packs will not appear in the SMAPI log and update checks will not be performed.</summary>
+ /// <summary>Create a temporary content pack to read files from a directory, using randomized manifest fields. This will generate fake manifest data; any <c>manifest.json</c> in the directory will be ignored. Temporary content packs will not appear in the SMAPI log and update checks will not be performed.</summary>
/// <param name="directoryPath">The absolute directory path containing the content pack files.</param>
public IContentPack CreateFake(string directoryPath)
{
diff --git a/src/SMAPI/Framework/ModHelpers/DataHelper.cs b/src/SMAPI/Framework/ModHelpers/DataHelper.cs
index 3b5c1752..cc08c42b 100644
--- a/src/SMAPI/Framework/ModHelpers/DataHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/DataHelper.cs
@@ -1,7 +1,7 @@
using System;
using System.IO;
using Newtonsoft.Json;
-using StardewModdingAPI.Toolkit.Serialisation;
+using StardewModdingAPI.Toolkit.Serialization;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
@@ -40,14 +40,14 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>Read data from a JSON file in the mod's folder.</summary>
/// <typeparam name="TModel">The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types.</typeparam>
/// <param name="path">The file path relative to the mod folder.</param>
- /// <returns>Returns the deserialised model, or <c>null</c> if the file doesn't exist or is empty.</returns>
+ /// <returns>Returns the deserialized model, or <c>null</c> if the file doesn't exist or is empty.</returns>
/// <exception cref="InvalidOperationException">The <paramref name="path"/> is not relative or contains directory climbing (../).</exception>
public TModel ReadJsonFile<TModel>(string path) where TModel : class
{
if (!PathUtilities.IsSafeRelativePath(path))
throw new InvalidOperationException($"You must call {nameof(IModHelper.Data)}.{nameof(this.ReadJsonFile)} with a relative path.");
- path = Path.Combine(this.ModFolderPath, PathUtilities.NormalisePathSeparators(path));
+ path = Path.Combine(this.ModFolderPath, PathUtilities.NormalizePathSeparators(path));
return this.JsonHelper.ReadJsonFileIfExists(path, out TModel data)
? data
: null;
@@ -63,7 +63,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
if (!PathUtilities.IsSafeRelativePath(path))
throw new InvalidOperationException($"You must call {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteJsonFile)} with a relative path (without directory climbing).");
- path = Path.Combine(this.ModFolderPath, PathUtilities.NormalisePathSeparators(path));
+ path = Path.Combine(this.ModFolderPath, PathUtilities.NormalizePathSeparators(path));
this.JsonHelper.WriteJsonFile(path, data);
}
@@ -83,7 +83,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)");
return Game1.CustomData.TryGetValue(this.GetSaveFileKey(key), out string value)
- ? this.JsonHelper.Deserialise<TModel>(value)
+ ? this.JsonHelper.Deserialize<TModel>(value)
: null;
}
@@ -101,7 +101,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
string internalKey = this.GetSaveFileKey(key);
if (data != null)
- Game1.CustomData[internalKey] = this.JsonHelper.Serialise(data, Formatting.None);
+ Game1.CustomData[internalKey] = this.JsonHelper.Serialize(data, Formatting.None);
else
Game1.CustomData.Remove(internalKey);
}
diff --git a/src/SMAPI/Framework/ModHelpers/ModHelper.cs b/src/SMAPI/Framework/ModHelpers/ModHelper.cs
index 6c9838c9..25401e23 100644
--- a/src/SMAPI/Framework/ModHelpers/ModHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ModHelper.cs
@@ -1,11 +1,8 @@
using System;
-using System.Collections.Generic;
using System.IO;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Input;
-using StardewModdingAPI.Toolkit.Serialisation;
-using StardewModdingAPI.Toolkit.Serialisation.Models;
-using StardewModdingAPI.Toolkit.Utilities;
+using StardewModdingAPI.Toolkit.Serialization;
namespace StardewModdingAPI.Framework.ModHelpers
{
@@ -18,11 +15,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>The full path to the mod's folder.</summary>
public string DirectoryPath { get; }
-#if !SMAPI_3_0_STRICT
- /// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
- private readonly JsonHelper JsonHelper;
-#endif
-
/// <summary>Manages access to events raised by SMAPI, which let your mod react when something happens in the game.</summary>
public IModEvents Events { get; }
@@ -60,7 +52,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>Construct an instance.</summary>
/// <param name="modID">The mod's unique ID.</param>
/// <param name="modDirectory">The full path to the mod's folder.</param>
- /// <param name="jsonHelper">Encapsulate SMAPI's JSON parsing.</param>
/// <param name="inputState">Manages the game's input state.</param>
/// <param name="events">Manages access to events raised by SMAPI.</param>
/// <param name="contentHelper">An API for loading content assets.</param>
@@ -73,7 +64,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param>
/// <exception cref="ArgumentNullException">An argument is null or empty.</exception>
/// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception>
- public ModHelper(string modID, string modDirectory, JsonHelper jsonHelper, SInputState inputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
+ public ModHelper(string modID, string modDirectory, SInputState inputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
: base(modID)
{
// validate directory
@@ -82,7 +73,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
if (!Directory.Exists(modDirectory))
throw new InvalidOperationException("The specified mod directory does not exist.");
- // initialise
+ // initialize
this.DirectoryPath = modDirectory;
this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper));
this.ContentPacks = contentPackHelper ?? throw new ArgumentNullException(nameof(contentPackHelper));
@@ -94,9 +85,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Multiplayer = multiplayer ?? throw new ArgumentNullException(nameof(multiplayer));
this.Translation = translationHelper ?? throw new ArgumentNullException(nameof(translationHelper));
this.Events = events;
-#if !SMAPI_3_0_STRICT
- this.JsonHelper = jsonHelper ?? throw new ArgumentNullException(nameof(jsonHelper));
-#endif
}
/****
@@ -121,63 +109,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Data.WriteJsonFile("config.json", config);
}
-#if !SMAPI_3_0_STRICT
- /****
- ** Generic JSON files
- ****/
- /// <summary>Read a JSON file.</summary>
- /// <typeparam name="TModel">The model type.</typeparam>
- /// <param name="path">The file path relative to the mod directory.</param>
- /// <returns>Returns the deserialised model, or <c>null</c> if the file doesn't exist or is empty.</returns>
- [Obsolete("Use " + nameof(ModHelper.Data) + "." + nameof(IDataHelper.ReadJsonFile) + " instead")]
- public TModel ReadJsonFile<TModel>(string path)
- where TModel : class
- {
- path = Path.Combine(this.DirectoryPath, PathUtilities.NormalisePathSeparators(path));
- return this.JsonHelper.ReadJsonFileIfExists(path, out TModel data)
- ? data
- : null;
- }
-
- /// <summary>Save to a JSON file.</summary>
- /// <typeparam name="TModel">The model type.</typeparam>
- /// <param name="path">The file path relative to the mod directory.</param>
- /// <param name="model">The model to save.</param>
- [Obsolete("Use " + nameof(ModHelper.Data) + "." + nameof(IDataHelper.WriteJsonFile) + " instead")]
- public void WriteJsonFile<TModel>(string path, TModel model)
- where TModel : class
- {
- path = Path.Combine(this.DirectoryPath, PathUtilities.NormalisePathSeparators(path));
- this.JsonHelper.WriteJsonFile(path, model);
- }
-#endif
-
- /****
- ** Content packs
- ****/
-#if !SMAPI_3_0_STRICT
- /// <summary>Manually create a transitional content pack to support pre-SMAPI content packs. This provides a way to access legacy content packs using the SMAPI content pack APIs, but the content pack will not be visible in the log or validated by SMAPI.</summary>
- /// <param name="directoryPath">The absolute directory path containing the content pack files.</param>
- /// <param name="id">The content pack's unique ID.</param>
- /// <param name="name">The content pack name.</param>
- /// <param name="description">The content pack description.</param>
- /// <param name="author">The content pack author's name.</param>
- /// <param name="version">The content pack version.</param>
- [Obsolete("Use " + nameof(IModHelper) + "." + nameof(IModHelper.ContentPacks) + "." + nameof(IContentPackHelper.CreateTemporary) + " instead")]
- public IContentPack CreateTransitionalContentPack(string directoryPath, string id, string name, string description, string author, ISemanticVersion version)
- {
- SCore.DeprecationManager.Warn($"{nameof(IModHelper)}.{nameof(IModHelper.CreateTransitionalContentPack)}", "2.5", DeprecationLevel.PendingRemoval);
- return this.ContentPacks.CreateTemporary(directoryPath, id, name, description, author, version);
- }
-
- /// <summary>Get all content packs loaded for this mod.</summary>
- [Obsolete("Use " + nameof(IModHelper) + "." + nameof(IModHelper.ContentPacks) + "." + nameof(IContentPackHelper.GetOwned) + " instead")]
- public IEnumerable<IContentPack> GetContentPacks()
- {
- return this.ContentPacks.GetOwned();
- }
-#endif
-
/****
** Disposal
****/
diff --git a/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs b/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs
index 8330e078..f42cb085 100644
--- a/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs
@@ -1,5 +1,4 @@
using System.Collections.Generic;
-using System.Linq;
using StardewModdingAPI.Framework.Reflection;
namespace StardewModdingAPI.Framework.ModHelpers
@@ -63,6 +62,14 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>Get the API provided by a mod, or <c>null</c> if it has none. This signature requires using the <see cref="IModHelper.Reflection"/> API to access the API's properties and methods.</summary>
public object GetApi(string uniqueID)
{
+ // validate ready
+ if (!this.Registry.AreAllModsInitialized)
+ {
+ this.Monitor.Log("Tried to access a mod-provided API before all mods were initialized.", LogLevel.Error);
+ return null;
+ }
+
+ // get raw API
IModMetadata mod = this.Registry.Get(uniqueID);
if (mod?.Api != null && this.AccessedModApis.Add(mod.Manifest.UniqueID))
this.Monitor.Log($"Accessed mod-provided API for {mod.DisplayName}.", LogLevel.Trace);
@@ -74,12 +81,12 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="uniqueID">The mod's unique ID.</param>
public TInterface GetApi<TInterface>(string uniqueID) where TInterface : class
{
- // validate
- if (!this.Registry.AreAllModsInitialised)
- {
- this.Monitor.Log("Tried to access a mod-provided API before all mods were initialised.", LogLevel.Error);
+ // get raw API
+ object api = this.GetApi(uniqueID);
+ if (api == null)
return null;
- }
+
+ // validate mapping
if (!typeof(TInterface).IsInterface)
{
this.Monitor.Log($"Tried to map a mod-provided API to class '{typeof(TInterface).FullName}'; must be a public interface.", LogLevel.Error);
@@ -91,11 +98,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
return null;
}
- // get raw API
- object api = this.GetApi(uniqueID);
- if (api == null)
- return null;
-
// get API of type
if (api is TInterface castApi)
return castApi;
diff --git a/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs b/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs
index 0ce72a9e..86c327ed 100644
--- a/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs
@@ -5,7 +5,7 @@ using StardewModdingAPI.Framework.Reflection;
namespace StardewModdingAPI.Framework.ModHelpers
{
/// <summary>Provides helper methods for accessing private game code.</summary>
- /// <remarks>This implementation searches up the type hierarchy, and caches the reflected fields and methods with a sliding expiry (to optimise performance without unnecessary memory usage).</remarks>
+ /// <remarks>This implementation searches up the type hierarchy, and caches the reflected fields and methods with a sliding expiry (to optimize performance without unnecessary memory usage).</remarks>
internal class ReflectionHelper : BaseHelper, IReflectionHelper
{
/*********
diff --git a/src/SMAPI/Framework/ModHelpers/TranslationHelper.cs b/src/SMAPI/Framework/ModHelpers/TranslationHelper.cs
index 3252e047..be7768e8 100644
--- a/src/SMAPI/Framework/ModHelpers/TranslationHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/TranslationHelper.cs
@@ -1,6 +1,4 @@
-using System;
using System.Collections.Generic;
-using System.Linq;
using StardewValley;
namespace StardewModdingAPI.Framework.ModHelpers
@@ -11,24 +9,18 @@ namespace StardewModdingAPI.Framework.ModHelpers
/*********
** Fields
*********/
- /// <summary>The name of the relevant mod for error messages.</summary>
- private readonly string ModName;
-
- /// <summary>The translations for each locale.</summary>
- private readonly IDictionary<string, IDictionary<string, string>> All = new Dictionary<string, IDictionary<string, string>>(StringComparer.InvariantCultureIgnoreCase);
-
- /// <summary>The translations for the current locale, with locale fallback taken into account.</summary>
- private IDictionary<string, Translation> ForLocale;
+ /// <summary>The underlying translation manager.</summary>
+ private readonly Translator Translator;
/*********
** Accessors
*********/
/// <summary>The current locale.</summary>
- public string Locale { get; private set; }
+ public string Locale => this.Translator.Locale;
/// <summary>The game's current language code.</summary>
- public LocalizedContentManager.LanguageCode LocaleEnum { get; private set; }
+ public LocalizedContentManager.LanguageCode LocaleEnum => this.Translator.LocaleEnum;
/*********
@@ -36,31 +28,26 @@ namespace StardewModdingAPI.Framework.ModHelpers
*********/
/// <summary>Construct an instance.</summary>
/// <param name="modID">The unique ID of the relevant mod.</param>
- /// <param name="modName">The name of the relevant mod for error messages.</param>
/// <param name="locale">The initial locale.</param>
/// <param name="languageCode">The game's current language code.</param>
- public TranslationHelper(string modID, string modName, string locale, LocalizedContentManager.LanguageCode languageCode)
+ public TranslationHelper(string modID, string locale, LocalizedContentManager.LanguageCode languageCode)
: base(modID)
{
- // save data
- this.ModName = modName;
-
- // set locale
- this.SetLocale(locale, languageCode);
+ this.Translator = new Translator();
+ this.Translator.SetLocale(locale, languageCode);
}
/// <summary>Get all translations for the current locale.</summary>
public IEnumerable<Translation> GetTranslations()
{
- return this.ForLocale.Values.ToArray();
+ return this.Translator.GetTranslations();
}
/// <summary>Get a translation for the current locale.</summary>
/// <param name="key">The translation key.</param>
public Translation Get(string key)
{
- this.ForLocale.TryGetValue(key, out Translation translation);
- return translation ?? new Translation(this.ModName, this.Locale, key, null);
+ return this.Translator.Get(key);
}
/// <summary>Get a translation for the current locale.</summary>
@@ -68,21 +55,14 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="tokens">An object containing token key/value pairs. This can be an anonymous object (like <c>new { value = 42, name = "Cranberries" }</c>), a dictionary, or a class instance.</param>
public Translation Get(string key, object tokens)
{
- return this.Get(key).Tokens(tokens);
+ return this.Translator.Get(key, tokens);
}
/// <summary>Set the translations to use.</summary>
/// <param name="translations">The translations to use.</param>
internal TranslationHelper SetTranslations(IDictionary<string, IDictionary<string, string>> translations)
{
- // reset translations
- this.All.Clear();
- foreach (var pair in translations)
- this.All[pair.Key] = new Dictionary<string, string>(pair.Value, StringComparer.InvariantCultureIgnoreCase);
-
- // rebuild cache
- this.SetLocale(this.Locale, this.LocaleEnum);
-
+ this.Translator.SetTranslations(translations);
return this;
}
@@ -91,50 +71,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="localeEnum">The game's current language code.</param>
internal void SetLocale(string locale, LocalizedContentManager.LanguageCode localeEnum)
{
- this.Locale = locale.ToLower().Trim();
- this.LocaleEnum = localeEnum;
-
- this.ForLocale = new Dictionary<string, Translation>(StringComparer.InvariantCultureIgnoreCase);
- foreach (string next in this.GetRelevantLocales(this.Locale))
- {
- // skip if locale not defined
- if (!this.All.TryGetValue(next, out IDictionary<string, string> translations))
- continue;
-
- // add missing translations
- foreach (var pair in translations)
- {
- if (!this.ForLocale.ContainsKey(pair.Key))
- this.ForLocale.Add(pair.Key, new Translation(this.ModName, this.Locale, pair.Key, pair.Value));
- }
- }
- }
-
-
- /*********
- ** Private methods
- *********/
- /// <summary>Get the locales which can provide translations for the given locale, in precedence order.</summary>
- /// <param name="locale">The locale for which to find valid locales.</param>
- private IEnumerable<string> GetRelevantLocales(string locale)
- {
- // given locale
- yield return locale;
-
- // broader locales (like pt-BR => pt)
- while (true)
- {
- int dashIndex = locale.LastIndexOf('-');
- if (dashIndex <= 0)
- break;
-
- locale = locale.Substring(0, dashIndex);
- yield return locale;
- }
-
- // default
- if (locale != "default")
- yield return "default";
+ this.Translator.SetLocale(locale, localeEnum);
}
}
}