diff options
Diffstat (limited to 'src/SMAPI/Framework/SContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/SContentManager.cs | 618 |
1 files changed, 443 insertions, 175 deletions
diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs index db202567..a755a6df 100644 --- a/src/SMAPI/Framework/SContentManager.cs +++ b/src/SMAPI/Framework/SContentManager.cs @@ -1,13 +1,17 @@ using System; using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using System.Diagnostics.Contracts; using System.Globalization; using System.IO; using System.Linq; using System.Reflection; +using System.Threading; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Content; -using StardewModdingAPI.Framework.ModLoading; +using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Metadata; @@ -15,7 +19,17 @@ using StardewValley; namespace StardewModdingAPI.Framework { - /// <summary>SMAPI's implementation of the game's content manager which lets it raise content events.</summary> + /// <summary>A thread-safe content manager which intercepts assets being loaded to let SMAPI mods inject or edit them.</summary> + /// <remarks> + /// This is the centralised content manager which manages all game assets. The game and mods don't use this class + /// directly; instead they use one of several <see cref="ContentManagerShim"/> instances, which proxy requests to + /// this class. That ensures that when the game disposes one content manager, the others can continue unaffected. + /// That notably requires this class to be thread-safe, since the content managers can be disposed asynchronously. + /// + /// Note that assets in the cache have two identifiers: the asset name (like "bundles") and key (like "bundles.pt-BR"). + /// For English and non-translatable assets, these have the same value. The underlying cache only knows about asset + /// keys, and the game and mods only know about asset names. The content manager handles resolving them. + /// </remarks> internal class SContentManager : LocalizedContentManager { /********* @@ -27,11 +41,8 @@ namespace StardewModdingAPI.Framework /// <summary>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; - /// <summary>The underlying content manager's asset cache.</summary> - private readonly IDictionary<string, object> Cache; - - /// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary> - private readonly Func<string, string> NormaliseAssetNameForPlatform; + /// <summary>The underlying asset cache.</summary> + private readonly ContentCache Cache; /// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary> private readonly IPrivateMethod GetKeyLocale; @@ -46,10 +57,13 @@ namespace StardewModdingAPI.Framework private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>(); /// <summary>A lookup of the content managers which loaded each asset.</summary> - private readonly IDictionary<string, HashSet<ContentManager>> AssetLoaders = new Dictionary<string, HashSet<ContentManager>>(); + private readonly IDictionary<string, HashSet<ContentManager>> ContentManagersByAssetKey = new Dictionary<string, HashSet<ContentManager>>(); + + /// <summary>The path prefix for assets in mod folders.</summary> + private readonly string ModContentPrefix; - /// <summary>An object locked to prevent concurrent changes to the underlying assets.</summary> - private readonly object Lock = new object(); + /// <summary>A lock used to prevents concurrent changes to the cache while data is being read.</summary> + private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion); /********* @@ -71,121 +85,176 @@ namespace StardewModdingAPI.Framework /********* ** Public methods *********/ + /**** + ** Constructor + ****/ /// <summary>Construct an instance.</summary> /// <param name="serviceProvider">The service provider to use to locate services.</param> /// <param name="rootDirectory">The root directory to search for content.</param> /// <param name="currentCulture">The current culture for which to localise content.</param> /// <param name="languageCodeOverride">The current language code for which to localise content.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> - public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor) + /// <param name="reflection">Simplifies access to private code.</param> + public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection) : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride) { - // validate - if (monitor == null) - throw new ArgumentNullException(nameof(monitor)); - - // initialise - var reflection = new Reflector(); - this.Monitor = monitor; - - // get underlying fields for interception - this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(this, "loadedAssets").GetValue(); + // init + this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); + this.Cache = new ContentCache(this, reflection, SContentManager.PossiblePathSeparators, SContentManager.PreferredPathSeparator); this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode"); - - // get asset key normalisation logic - if (Constants.TargetPlatform == Platform.Windows) - { - IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath"); - this.NormaliseAssetNameForPlatform = path => method.Invoke<string>(path); - } - else - this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic + this.ModContentPrefix = this.GetRelativePath(Constants.ModPath); // get asset data this.CoreAssets = new CoreAssets(this.NormaliseAssetName); this.KeyLocales = this.GetKeyLocales(reflection); } + /**** + ** Asset key/name handling + ****/ /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary> /// <param name="path">The file path to normalise.</param> + [Pure] public string NormalisePathSeparators(string path) { - string[] parts = path.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); - string normalised = string.Join(SContentManager.PreferredPathSeparator, parts); - if (path.StartsWith(SContentManager.PreferredPathSeparator)) - normalised = SContentManager.PreferredPathSeparator + normalised; // keep root slash - return normalised; + return this.Cache.NormalisePathSeparators(path); } /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> /// <param name="assetName">The asset key.</param> + [Pure] public string NormaliseAssetName(string assetName) { - assetName = this.NormalisePathSeparators(assetName); - if (assetName.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase)) - return assetName.Substring(0, assetName.Length - 4); - return this.NormaliseAssetNameForPlatform(assetName); + return this.Cache.NormaliseKey(assetName); + } + + /// <summary>Assert that the given key has a valid format.</summary> + /// <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.")] + public void AssertValidAssetKeyFormat(string key) + { + if (string.IsNullOrWhiteSpace(key)) + throw new ArgumentException("The asset key or local path is empty."); + if (key.Intersect(Path.GetInvalidPathChars()).Any()) + throw new ArgumentException("The asset key or local path contains invalid characters."); + } + + /// <summary>Get a directory path relative to the content root.</summary> + /// <param name="targetPath">The target file path.</param> + public string GetRelativePath(string targetPath) + { + // convert to URIs + Uri from = new Uri(this.FullRootDirectory + "/"); + Uri to = new Uri(targetPath + "/"); + if (from.Scheme != to.Scheme) + throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'."); + + // get relative path + return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString()) + .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform + } + + /**** + ** Content loading + ****/ + /// <summary>Get the current content locale.</summary> + public string GetLocale() + { + return this.GetKeyLocale.Invoke<string>(); } /// <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> public bool IsLoaded(string assetName) { - lock (this.Lock) - { - assetName = this.NormaliseAssetName(assetName); - return this.IsNormalisedKeyLoaded(assetName); - } + assetName = this.Cache.NormaliseKey(assetName); + return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName)); } - /// <summary>Load an asset that has been processed by the content pipeline.</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> + /// <summary>Get the cached asset keys.</summary> + public IEnumerable<string> GetAssetKeys() + { + return this.WithReadLock(() => + this.Cache.Keys + .Select(this.GetAssetName) + .Distinct() + ); + } + + /// <summary>Load an asset through the content pipeline. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary> + /// <typeparam name="T">The expected asset type.</typeparam> + /// <param name="assetName">The asset path relative to the content directory.</param> public override T Load<T>(string assetName) { return this.LoadFor<T>(assetName, this); } - /// <summary>Load an asset that has been processed by the content pipeline.</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> + /// <summary>Load an asset through the content pipeline. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary> + /// <typeparam name="T">The expected asset type.</typeparam> + /// <param name="assetName">The asset path relative to the content directory.</param> /// <param name="instance">The content manager instance for which to load the asset.</param> + /// <exception cref="ArgumentException">The <paramref name="assetName"/> is empty or contains invalid characters.</exception> + /// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception> public T LoadFor<T>(string assetName, ContentManager instance) { - lock (this.Lock) - { - assetName = this.NormaliseAssetName(assetName); + // normalise asset key + this.AssertValidAssetKeyFormat(assetName); + assetName = this.NormaliseAssetName(assetName); - // skip if already loaded - if (this.IsNormalisedKeyLoaded(assetName)) - { - this.TrackAssetLoader(assetName, instance); - return base.Load<T>(assetName); - } + // load game content + if (!assetName.StartsWith(this.ModContentPrefix)) + return this.LoadImpl<T>(assetName, instance); - // load asset - T data; - if (this.AssetsBeingLoaded.Contains(assetName)) - { - this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); - this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); - data = base.Load<T>(assetName); - } - else + // load mod content + SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}."); + try + { + return this.WithWriteLock(() => { - data = this.AssetsBeingLoaded.Track(assetName, () => - { - IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName); - IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, base.Load<T>(assetName), this.NormaliseAssetName); - asset = this.ApplyEditors<T>(info, asset); - return (T)asset.Data; - }); - } + // try cache + if (this.IsLoaded(assetName)) + return this.LoadImpl<T>(assetName, instance); - // update cache & return data - this.Cache[assetName] = data; - this.TrackAssetLoader(assetName, instance); - return data; + // get file + FileInfo file = this.GetModFile(assetName); + if (!file.Exists) + throw GetContentError("the specified path doesn't exist."); + + // load content + switch (file.Extension.ToLower()) + { + // XNB file + case ".xnb": + return this.LoadImpl<T>(assetName, instance); + + // unpacked map + case ".tbin": + throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper."); + + // unpacked image + case ".png": + // validate + if (typeof(T) != typeof(Texture2D)) + throw GetContentError($"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); + this.InjectWithoutLock(assetName, texture, instance); + return (T)(object)texture; + } + + default: + throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'."); + } + }); + } + catch (Exception ex) when (!(ex is SContentLoadException)) + { + throw new SContentLoadException($"The content manager failed loading content asset '{assetName}'.", ex); } } @@ -193,40 +262,15 @@ namespace StardewModdingAPI.Framework /// <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> - public void Inject<T>(string assetName, T value) - { - lock (this.Lock) - { - assetName = this.NormaliseAssetName(assetName); - this.Cache[assetName] = value; - this.TrackAssetLoader(assetName, this); - } - } - - /// <summary>Get the current content locale.</summary> - public string GetLocale() - { - return this.GetKeyLocale.Invoke<string>(); - } - - /// <summary>Get the cached asset keys.</summary> - public IEnumerable<string> GetAssetKeys() + /// <param name="instance">The content manager instance for which to load the asset.</param> + public void Inject<T>(string assetName, T value, ContentManager instance) { - lock (this.Lock) - { - IEnumerable<string> GetAllAssetKeys() - { - foreach (string cacheKey in this.Cache.Keys) - { - this.ParseCacheKey(cacheKey, out string assetKey, out string _); - yield return assetKey; - } - } - - return GetAllAssetKeys().Distinct(); - } + this.WithWriteLock(() => this.InjectWithoutLock(assetName, value, instance)); } + /**** + ** Cache invalidation + ****/ /// <summary>Purge assets from the cache that match one of the interceptors.</summary> /// <param name="editors">The asset editors for which to purge matching assets.</param> /// <param name="loaders">The asset loaders for which to purge matching assets.</param> @@ -239,21 +283,34 @@ namespace StardewModdingAPI.Framework // get CanEdit/Load methods MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit)); MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad)); + if (canEdit == null || canLoad == null) + throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen // invalidate matching keys - return this.InvalidateCache((assetName, assetType) => + return this.InvalidateCache(asset => { - // get asset metadata - IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, assetType, this.NormaliseAssetName); - // check loaders - MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(assetType); - if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { info }))) + MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType); + if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset }))) return true; // check editors - MethodInfo canEditGeneric = canEdit.MakeGenericMethod(assetType); - return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { info })); + MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType); + return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset })); + }); + } + + /// <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 whether any cache entries were invalidated.</returns> + public bool InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false) + { + string locale = this.GetLocale(); + return this.InvalidateCache((assetName, type) => + { + IAssetInfo info = new AssetInfo(locale, assetName, type, this.NormaliseAssetName); + return predicate(info); }); } @@ -263,83 +320,81 @@ namespace StardewModdingAPI.Framework /// <returns>Returns whether any cache entries were invalidated.</returns> public bool InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) { - lock (this.Lock) + return this.WithWriteLock(() => { - // find matching asset keys - HashSet<string> purgeCacheKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); - HashSet<string> purgeAssetKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); - foreach (string cacheKey in this.Cache.Keys) + // invalidate matching keys + HashSet<string> removeKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); + HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); + this.Cache.Remove((key, type) => { - this.ParseCacheKey(cacheKey, out string assetKey, out _); - Type type = this.Cache[cacheKey].GetType(); - if (predicate(assetKey, type)) + this.ParseCacheKey(key, out string assetName, out _); + if (removeAssetNames.Contains(assetName) || predicate(assetName, type)) { - purgeAssetKeys.Add(assetKey); - purgeCacheKeys.Add(cacheKey); + removeAssetNames.Add(assetName); + removeKeys.Add(key); + return true; } - } + return false; + }); - // purge assets - foreach (string key in purgeCacheKeys) - { - if (dispose && this.Cache[key] is IDisposable disposable) - disposable.Dispose(); - this.Cache.Remove(key); - this.AssetLoaders.Remove(key); - } + // update reference tracking + foreach (string key in removeKeys) + this.ContentManagersByAssetKey.Remove(key); // reload core game assets int reloaded = 0; - foreach (string key in purgeAssetKeys) + foreach (string key in removeAssetNames) { if (this.CoreAssets.ReloadForKey(this, key)) reloaded++; } // report result - if (purgeCacheKeys.Any()) + if (removeKeys.Any()) { - this.Monitor.Log($"Invalidated {purgeCacheKeys.Count} cache entries for {purgeAssetKeys.Count} asset keys: {string.Join(", ", purgeCacheKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); + this.Monitor.Log($"Invalidated {removeAssetNames.Count} asset names: {string.Join(", ", removeKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); return true; } this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); return false; - } + }); } + /**** + ** Disposal + ****/ /// <summary>Dispose assets for the given content manager shim.</summary> /// <param name="shim">The content manager whose assets to dispose.</param> internal void DisposeFor(ContentManagerShim shim) { this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace); - foreach (var entry in this.AssetLoaders) - entry.Value.Remove(shim); - this.InvalidateCache((key, type) => !this.AssetLoaders[key].Any(), dispose: true); + this.WithWriteLock(() => + { + foreach (var entry in this.ContentManagersByAssetKey) + entry.Value.Remove(shim); + this.InvalidateCache((key, type) => !this.ContentManagersByAssetKey[key].Any(), dispose: true); + }); } /********* ** Private methods *********/ - /// <summary>Get whether an asset has already been loaded.</summary> - /// <param name="normalisedAssetName">The normalised asset name.</param> - private bool IsNormalisedKeyLoaded(string normalisedAssetName) - { - return this.Cache.ContainsKey(normalisedAssetName) - || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset - } - - /// <summary>Track that a content manager loaded an asset.</summary> - /// <param name="key">The asset key that was loaded.</param> - /// <param name="manager">The content manager that loaded the asset.</param> - private void TrackAssetLoader(string key, ContentManager manager) + /**** + ** Disposal + ****/ + /// <summary>Dispose held resources.</summary> + /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> + protected override void Dispose(bool disposing) { - if (!this.AssetLoaders.TryGetValue(key, out HashSet<ContentManager> hash)) - hash = this.AssetLoaders[key] = new HashSet<ContentManager>(); - hash.Add(manager); + this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); + base.Dispose(disposing); } + /**** + ** Asset name/key handling + ****/ /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary> /// <param name="reflection">Simplifies access to private game code.</param> private IDictionary<string, LanguageCode> GetKeyLocales(Reflector reflection) @@ -367,11 +422,19 @@ namespace StardewModdingAPI.Framework return map; } + /// <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; + } + /// <summary>Parse a cache key into its component parts.</summary> /// <param name="cacheKey">The input cache key.</param> - /// <param name="assetKey">The original asset key.</param> + /// <param name="assetName">The original asset name.</param> /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param> - private void ParseCacheKey(string cacheKey, out string assetKey, out string localeCode) + private void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) { // handle localised key if (!string.IsNullOrWhiteSpace(cacheKey)) @@ -382,7 +445,7 @@ namespace StardewModdingAPI.Framework string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); if (this.KeyLocales.ContainsKey(suffix)) { - assetKey = cacheKey.Substring(0, lastSepIndex); + assetName = cacheKey.Substring(0, lastSepIndex); localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); return; } @@ -390,10 +453,117 @@ namespace StardewModdingAPI.Framework } // handle simple key - assetKey = cacheKey; + assetName = cacheKey; localeCode = null; } + /**** + ** Cache handling + ****/ + /// <summary>Get whether an asset has already been loaded.</summary> + /// <param name="normalisedAssetName">The normalised asset name.</param> + private bool IsNormalisedKeyLoaded(string normalisedAssetName) + { + return this.Cache.ContainsKey(normalisedAssetName) + || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset + } + + /// <summary>Track that a content manager loaded an asset.</summary> + /// <param name="key">The asset key that was loaded.</param> + /// <param name="manager">The content manager that loaded the asset.</param> + private void TrackAssetLoader(string key, ContentManager manager) + { + if (!this.ContentManagersByAssetKey.TryGetValue(key, out HashSet<ContentManager> hash)) + hash = this.ContentManagersByAssetKey[key] = new HashSet<ContentManager>(); + hash.Add(manager); + } + + /**** + ** Content loading + ****/ + /// <summary>Load an asset name without heuristics to support mod content.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + /// <param name="instance">The content manager instance for which to load the asset.</param> + private T LoadImpl<T>(string assetName, ContentManager instance) + { + return this.WithWriteLock(() => + { + // skip if already loaded + if (this.IsNormalisedKeyLoaded(assetName)) + { + this.TrackAssetLoader(assetName, instance); + return base.Load<T>(assetName); + } + + // load asset + T data; + if (this.AssetsBeingLoaded.Contains(assetName)) + { + this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); + this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); + data = base.Load<T>(assetName); + } + else + { + data = this.AssetsBeingLoaded.Track(assetName, () => + { + IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName); + IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, base.Load<T>(assetName), this.NormaliseAssetName); + asset = this.ApplyEditors<T>(info, asset); + return (T)asset.Data; + }); + } + + // update cache & return data + this.InjectWithoutLock(assetName, data, instance); + return data; + }); + } + + /// <summary>Inject an asset into the cache without acquiring a write lock. This should only be called from within a write lock.</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="instance">The content manager instance for which to load the asset.</param> + private void InjectWithoutLock<T>(string assetName, T value, ContentManager instance) + { + assetName = this.NormaliseAssetName(assetName); + this.Cache[assetName] = value; + this.TrackAssetLoader(assetName, instance); + } + + /// <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) + { + // try exact match + FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path)); + + // try with default extension + if (!file.Exists && file.Extension.ToLower() != ".xnb") + { + FileInfo result = new FileInfo(file.FullName + ".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.FullRootDirectory, key); + if (!path.EndsWith(".xnb")) + path += ".xnb"; + + // get file + return new FileInfo(path); + } + /// <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> @@ -510,25 +680,123 @@ namespace StardewModdingAPI.Framework { foreach (var entry in entries) { - IModMetadata metadata = entry.Key; + IModMetadata mod = entry.Key; IList<T> interceptors = entry.Value; - // special case if mod is an interceptor - if (metadata.Mod is T modAsInterceptor) - yield return new KeyValuePair<IModMetadata, T>(metadata, modAsInterceptor); - // registered editors foreach (T interceptor in interceptors) - yield return new KeyValuePair<IModMetadata, T>(metadata, interceptor); + yield return new KeyValuePair<IModMetadata, T>(mod, interceptor); } } - /// <summary>Dispose held resources.</summary> - /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> - protected override void Dispose(bool disposing) + /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing.</summary> + /// <param name="texture">The texture to premultiply.</param> + /// <returns>Returns a premultiplied texture.</returns> + /// <remarks>Based on <a href="https://gist.github.com/Layoric/6255384">code by Layoric</a>.</remarks> + private Texture2D PremultiplyTransparency(Texture2D texture) { - this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); - base.Dispose(disposing); + // validate + if (Context.IsInDrawLoop) + throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop."); + + // process texture + SpriteBatch spriteBatch = Game1.spriteBatch; + GraphicsDevice gpu = Game1.graphics.GraphicsDevice; + using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height)) + { + // create blank render target to premultiply + gpu.SetRenderTarget(renderTarget); + gpu.Clear(Color.Black); + + // multiply each color by the source alpha, and write just the color values into the final texture + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorDestinationBlend = Blend.Zero, + ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue, + AlphaDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.SourceAlpha, + ColorSourceBlend = Blend.SourceAlpha + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // copy the alpha values from the source texture into the final one without multiplying them + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorWriteChannels = ColorWriteChannels.Alpha, + AlphaDestinationBlend = Blend.Zero, + ColorDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.One, + ColorSourceBlend = Blend.One + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // release GPU + gpu.SetRenderTarget(null); + + // extract premultiplied data + Color[] data = new Color[texture.Width * texture.Height]; + renderTarget.GetData(data); + + // unset texture from GPU to regain control + gpu.Textures[0] = null; + + // update texture with premultiplied data + texture.SetData(data); + } + + return texture; + } + + /**** + ** Concurrency logic + ****/ + /// <summary>Acquire a read lock which prevents concurrent writes to the cache while it's open.</summary> + /// <typeparam name="T">The action's return value.</typeparam> + /// <param name="action">The action to perform.</param> + private T WithReadLock<T>(Func<T> action) + { + try + { + this.Lock.EnterReadLock(); + return action(); + } + finally + { + this.Lock.ExitReadLock(); + } + } + + /// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary> + /// <param name="action">The action to perform.</param> + private void WithWriteLock(Action action) + { + try + { + this.Lock.EnterWriteLock(); + action(); + } + finally + { + this.Lock.ExitWriteLock(); + } + } + + /// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary> + /// <typeparam name="T">The action's return value.</typeparam> + /// <param name="action">The action to perform.</param> + private T WithWriteLock<T>(Func<T> action) + { + try + { + this.Lock.EnterReadLock(); + return action(); + } + finally + { + this.Lock.ExitReadLock(); + } } } } |