diff options
Diffstat (limited to 'src/SMAPI/Framework')
22 files changed, 363 insertions, 212 deletions
diff --git a/src/SMAPI/Framework/Content/AssetData.cs b/src/SMAPI/Framework/Content/AssetData.cs index 5c90d83b..05be8a3b 100644 --- a/src/SMAPI/Framework/Content/AssetData.cs +++ b/src/SMAPI/Framework/Content/AssetData.cs @@ -25,11 +25,11 @@ namespace StardewModdingAPI.Framework.Content *********/ /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localized.</param> - /// <param name="assetName">The normalized asset name being read.</param> + /// <param name="assetName">The asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> /// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param> - public AssetData(string locale, string assetName, TValue data, Func<string, string> getNormalizedPath, Action<TValue> onDataReplaced) + public AssetData(string locale, IAssetName assetName, TValue data, Func<string, string> getNormalizedPath, Action<TValue> onDataReplaced) : base(locale, assetName, data.GetType(), getNormalizedPath) { this.Data = data; diff --git a/src/SMAPI/Framework/Content/AssetDataForDictionary.cs b/src/SMAPI/Framework/Content/AssetDataForDictionary.cs index 26cbff5a..735b651c 100644 --- a/src/SMAPI/Framework/Content/AssetDataForDictionary.cs +++ b/src/SMAPI/Framework/Content/AssetDataForDictionary.cs @@ -11,11 +11,11 @@ namespace StardewModdingAPI.Framework.Content *********/ /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localized.</param> - /// <param name="assetName">The normalized asset name being read.</param> + /// <param name="assetName">The asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> /// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param> - public AssetDataForDictionary(string locale, string assetName, IDictionary<TKey, TValue> data, Func<string, string> getNormalizedPath, Action<IDictionary<TKey, TValue>> onDataReplaced) + public AssetDataForDictionary(string locale, IAssetName assetName, IDictionary<TKey, TValue> data, Func<string, string> getNormalizedPath, Action<IDictionary<TKey, TValue>> onDataReplaced) : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } } } diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs index 529fb93a..b0f1b5c7 100644 --- a/src/SMAPI/Framework/Content/AssetDataForImage.cs +++ b/src/SMAPI/Framework/Content/AssetDataForImage.cs @@ -21,11 +21,11 @@ namespace StardewModdingAPI.Framework.Content *********/ /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localized.</param> - /// <param name="assetName">The normalized asset name being read.</param> + /// <param name="assetName">The asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> /// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param> - public AssetDataForImage(string locale, string assetName, Texture2D data, Func<string, string> getNormalizedPath, Action<Texture2D> onDataReplaced) + public AssetDataForImage(string locale, IAssetName assetName, Texture2D data, Func<string, string> getNormalizedPath, Action<Texture2D> onDataReplaced) : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } /// <inheritdoc /> @@ -41,39 +41,40 @@ namespace StardewModdingAPI.Framework.Content targetArea ??= new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, target.Width), Math.Min(sourceArea.Value.Height, target.Height)); // validate - if (sourceArea.Value.X < 0 || sourceArea.Value.Y < 0 || sourceArea.Value.Right > source.Width || sourceArea.Value.Bottom > source.Height) + if (!source.Bounds.Contains(sourceArea.Value)) throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture."); - if (targetArea.Value.X < 0 || targetArea.Value.Y < 0 || targetArea.Value.Right > target.Width || targetArea.Value.Bottom > target.Height) + if (!target.Bounds.Contains(targetArea.Value)) throw new ArgumentOutOfRangeException(nameof(targetArea), "The target area is outside the bounds of the target texture."); - if (sourceArea.Value.Width != targetArea.Value.Width || sourceArea.Value.Height != targetArea.Value.Height) + if (sourceArea.Value.Size != targetArea.Value.Size) throw new InvalidOperationException("The source and target areas must be the same size."); // get source data int pixelCount = sourceArea.Value.Width * sourceArea.Value.Height; - Color[] sourceData = new Color[pixelCount]; + Color[] sourceData = GC.AllocateUninitializedArray<Color>(pixelCount); source.GetData(0, sourceArea, sourceData, 0, pixelCount); // merge data in overlay mode if (patchMode == PatchMode.Overlay) { // get target data - Color[] targetData = new Color[pixelCount]; + Color[] targetData = GC.AllocateUninitializedArray<Color>(pixelCount); target.GetData(0, targetArea, targetData, 0, pixelCount); // merge pixels - Color[] newData = new Color[targetArea.Value.Width * targetArea.Value.Height]; - target.GetData(0, targetArea, newData, 0, newData.Length); for (int i = 0; i < sourceData.Length; i++) { Color above = sourceData[i]; Color below = targetData[i]; // shortcut transparency - if (above.A < AssetDataForImage.MinOpacity) + if (above.A < MinOpacity) + { + sourceData[i] = below; continue; - if (below.A < AssetDataForImage.MinOpacity) + } + if (below.A < MinOpacity) { - newData[i] = above; + sourceData[i] = above; continue; } @@ -84,14 +85,13 @@ namespace StardewModdingAPI.Framework.Content // Note: don't use named arguments here since they're different between // Linux/macOS and Windows. float alphaBelow = 1 - (above.A / 255f); - newData[i] = new Color( + sourceData[i] = new Color( (int)(above.R + (below.R * alphaBelow)), // r (int)(above.G + (below.G * alphaBelow)), // g (int)(above.B + (below.B * alphaBelow)), // b Math.Max(above.A, below.A) // a ); } - sourceData = newData; } // patch target texture @@ -105,7 +105,7 @@ namespace StardewModdingAPI.Framework.Content return false; Texture2D original = this.Data; - Texture2D texture = new Texture2D(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight)); + Texture2D texture = new(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight)); this.ReplaceWith(texture); this.PatchImage(original); return true; diff --git a/src/SMAPI/Framework/Content/AssetDataForMap.cs b/src/SMAPI/Framework/Content/AssetDataForMap.cs index 0a5fa7e7..26e4986e 100644 --- a/src/SMAPI/Framework/Content/AssetDataForMap.cs +++ b/src/SMAPI/Framework/Content/AssetDataForMap.cs @@ -18,11 +18,11 @@ namespace StardewModdingAPI.Framework.Content *********/ /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localized.</param> - /// <param name="assetName">The normalized asset name being read.</param> + /// <param name="assetName">The asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> /// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param> - public AssetDataForMap(string locale, string assetName, Map data, Func<string, string> getNormalizedPath, Action<Map> onDataReplaced) + public AssetDataForMap(string locale, IAssetName assetName, Map data, Func<string, string> getNormalizedPath, Action<Map> onDataReplaced) : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } /// <inheritdoc /> diff --git a/src/SMAPI/Framework/Content/AssetDataForObject.cs b/src/SMAPI/Framework/Content/AssetDataForObject.cs index b7e8dfeb..d91873ae 100644 --- a/src/SMAPI/Framework/Content/AssetDataForObject.cs +++ b/src/SMAPI/Framework/Content/AssetDataForObject.cs @@ -13,10 +13,10 @@ namespace StardewModdingAPI.Framework.Content *********/ /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localized.</param> - /// <param name="assetName">The normalized asset name being read.</param> + /// <param name="assetName">The asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> - public AssetDataForObject(string locale, string assetName, object data, Func<string, string> getNormalizedPath) + public AssetDataForObject(string locale, IAssetName assetName, object data, Func<string, string> getNormalizedPath) : base(locale, assetName, data, getNormalizedPath, onDataReplaced: null) { } /// <summary>Construct an instance.</summary> @@ -24,24 +24,24 @@ namespace StardewModdingAPI.Framework.Content /// <param name="data">The content data being read.</param> /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> public AssetDataForObject(IAssetInfo info, object data, Func<string, string> getNormalizedPath) - : this(info.Locale, info.AssetName, data, getNormalizedPath) { } + : this(info.Locale, info.Name, data, getNormalizedPath) { } /// <inheritdoc /> public IAssetDataForDictionary<TKey, TValue> AsDictionary<TKey, TValue>() { - return new AssetDataForDictionary<TKey, TValue>(this.Locale, this.AssetName, this.GetData<IDictionary<TKey, TValue>>(), this.GetNormalizedPath, this.ReplaceWith); + return new AssetDataForDictionary<TKey, TValue>(this.Locale, this.Name, this.GetData<IDictionary<TKey, TValue>>(), this.GetNormalizedPath, this.ReplaceWith); } /// <inheritdoc /> public IAssetDataForImage AsImage() { - return new AssetDataForImage(this.Locale, this.AssetName, this.GetData<Texture2D>(), this.GetNormalizedPath, this.ReplaceWith); + return new AssetDataForImage(this.Locale, this.Name, this.GetData<Texture2D>(), this.GetNormalizedPath, this.ReplaceWith); } /// <inheritdoc /> public IAssetDataForMap AsMap() { - return new AssetDataForMap(this.Locale, this.AssetName, this.GetData<Map>(), this.GetNormalizedPath, this.ReplaceWith); + return new AssetDataForMap(this.Locale, this.Name, this.GetData<Map>(), this.GetNormalizedPath, this.ReplaceWith); } /// <inheritdoc /> diff --git a/src/SMAPI/Framework/Content/AssetInfo.cs b/src/SMAPI/Framework/Content/AssetInfo.cs index d8106439..6a5b4f31 100644 --- a/src/SMAPI/Framework/Content/AssetInfo.cs +++ b/src/SMAPI/Framework/Content/AssetInfo.cs @@ -20,7 +20,11 @@ namespace StardewModdingAPI.Framework.Content public string Locale { get; } /// <inheritdoc /> - public string AssetName { get; } + public IAssetName Name { get; } + + /// <inheritdoc /> + [Obsolete($"Use {nameof(Name)} instead.")] + public string AssetName => this.Name.Name; /// <inheritdoc /> public Type DataType { get; } @@ -31,22 +35,22 @@ namespace StardewModdingAPI.Framework.Content *********/ /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localized.</param> - /// <param name="assetName">The normalized asset name being read.</param> + /// <param name="assetName">The asset name being read.</param> /// <param name="type">The content type being read.</param> /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> - public AssetInfo(string locale, string assetName, Type type, Func<string, string> getNormalizedPath) + public AssetInfo(string locale, IAssetName assetName, Type type, Func<string, string> getNormalizedPath) { this.Locale = locale; - this.AssetName = assetName; + this.Name = assetName; this.DataType = type; this.GetNormalizedPath = getNormalizedPath; } /// <inheritdoc /> + [Obsolete($"Use {nameof(Name)}.{nameof(IAssetName.IsEquivalentTo)} instead.")] public bool AssetNameEquals(string path) { - path = this.GetNormalizedPath(path); - return this.AssetName.Equals(path, StringComparison.OrdinalIgnoreCase); + return this.Name.IsEquivalentTo(path); } diff --git a/src/SMAPI/Framework/Content/AssetInterceptorChange.cs b/src/SMAPI/Framework/Content/AssetInterceptorChange.cs index 10488b84..981eed40 100644 --- a/src/SMAPI/Framework/Content/AssetInterceptorChange.cs +++ b/src/SMAPI/Framework/Content/AssetInterceptorChange.cs @@ -70,7 +70,7 @@ namespace StardewModdingAPI.Framework.Content } catch (Exception ex) { - this.Mod.LogAsMod($"Mod failed when checking whether it could edit asset '{asset.AssetName}'. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + this.Mod.LogAsMod($"Mod failed when checking whether it could edit asset '{asset.Name}'. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } } @@ -84,7 +84,7 @@ namespace StardewModdingAPI.Framework.Content } catch (Exception ex) { - this.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{asset.AssetName}'. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + this.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{asset.Name}'. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } } diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs new file mode 100644 index 00000000..992647f8 --- /dev/null +++ b/src/SMAPI/Framework/Content/AssetName.cs @@ -0,0 +1,173 @@ +using System; +using StardewModdingAPI.Toolkit.Utilities; +using StardewValley; + +namespace StardewModdingAPI.Framework.Content +{ + /// <summary>An asset name that can be loaded through the content pipeline.</summary> + internal class AssetName : IAssetName + { + /********* + ** Fields + *********/ + /// <summary>A lowercase version of <see cref="Name"/> used for consistent hash codes and equality checks.</summary> + private readonly string ComparableName; + + + /********* + ** Accessors + *********/ + /// <inheritdoc /> + public string Name { get; } + + /// <inheritdoc /> + public string BaseName { get; } + + /// <inheritdoc /> + public string LocaleCode { get; } + + /// <inheritdoc /> + public LocalizedContentManager.LanguageCode? LanguageCode { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="baseName">The base asset name without the locale code.</param> + /// <param name="localeCode">The locale code specified in the <see cref="Name"/>, if it's a valid code recognized by the game content.</param> + /// <param name="languageCode">The language code matching the <see cref="LocaleCode"/>, if applicable.</param> + public AssetName(string baseName, string localeCode, LocalizedContentManager.LanguageCode? languageCode) + { + // validate + if (string.IsNullOrWhiteSpace(baseName)) + throw new ArgumentException("The asset name can't be null or empty.", nameof(baseName)); + if (string.IsNullOrWhiteSpace(localeCode)) + localeCode = null; + + // set base values + this.BaseName = PathUtilities.NormalizeAssetName(baseName); + this.LocaleCode = localeCode; + this.LanguageCode = languageCode; + + // set derived values + this.Name = localeCode != null + ? string.Concat(this.BaseName, '.', this.LocaleCode) + : this.BaseName; + this.ComparableName = this.Name.ToLowerInvariant(); + } + + /// <summary>Parse a raw asset name into an instance.</summary> + /// <param name="rawName">The raw asset name to parse.</param> + /// <param name="parseLocale">Get the language code for a given locale, if it's valid.</param> + /// <exception cref="ArgumentException">The <paramref name="rawName"/> is null or empty.</exception> + public static AssetName Parse(string rawName, Func<string, LocalizedContentManager.LanguageCode?> parseLocale) + { + if (string.IsNullOrWhiteSpace(rawName)) + throw new ArgumentException("The asset name can't be null or empty.", nameof(rawName)); + + string baseName = rawName; + string localeCode = null; + LocalizedContentManager.LanguageCode? languageCode = null; + + int lastPeriodIndex = rawName.LastIndexOf('.'); + if (lastPeriodIndex > 0 && rawName.Length > lastPeriodIndex + 1) + { + string possibleLocaleCode = rawName[(lastPeriodIndex + 1)..]; + LocalizedContentManager.LanguageCode? possibleLanguageCode = parseLocale(possibleLocaleCode); + + if (possibleLanguageCode != null) + { + baseName = rawName[..lastPeriodIndex]; + localeCode = possibleLocaleCode; + languageCode = possibleLanguageCode; + } + } + + return new AssetName(baseName, localeCode, languageCode); + } + + /// <inheritdoc /> + public bool IsEquivalentTo(string assetName, bool useBaseName = false) + { + // empty asset key is never equivalent + if (string.IsNullOrWhiteSpace(assetName)) + return false; + + assetName = PathUtilities.NormalizeAssetName(assetName); + + string compareTo = useBaseName ? this.BaseName : this.Name; + return compareTo.Equals(assetName, StringComparison.OrdinalIgnoreCase); + } + + /// <inheritdoc /> + public bool StartsWith(string prefix, bool allowPartialWord = true, bool allowSubfolder = true) + { + // asset keys never start with null + if (prefix is null) + return false; + + // asset keys can't have a leading slash, but NormalizeAssetName will trim them + { + string trimmed = prefix.TrimStart(); + if (trimmed.StartsWith('/') || trimmed.StartsWith('\\')) + return false; + } + + // normalize prefix + { + string normalized = PathUtilities.NormalizeAssetName(prefix); + + string trimmed = prefix.TrimEnd(); + if (trimmed.EndsWith('/') || trimmed.EndsWith('\\')) + normalized += PathUtilities.PreferredAssetSeparator; + + prefix = normalized; + } + + // compare + return + this.Name.StartsWith(prefix, StringComparison.OrdinalIgnoreCase) + && ( + allowPartialWord + || this.Name.Length == prefix.Length + || !char.IsLetterOrDigit(prefix[^1]) // last character in suffix is word separator + || !char.IsLetterOrDigit(this.Name[prefix.Length]) // or first character after it is + ) + && ( + allowSubfolder + || this.Name.Length == prefix.Length + || !this.Name[prefix.Length..].Contains(PathUtilities.PreferredAssetSeparator) + ); + } + + + public bool IsDirectlyUnderPath(string assetFolder) + { + return this.StartsWith(assetFolder + "/", allowPartialWord: false, allowSubfolder: false); + } + + /// <inheritdoc /> + public bool Equals(IAssetName other) + { + return other switch + { + null => false, + AssetName otherImpl => this.ComparableName == otherImpl.ComparableName, + _ => StringComparer.OrdinalIgnoreCase.Equals(this.Name, other.Name) + }; + } + + /// <inheritdoc /> + public override int GetHashCode() + { + return this.ComparableName.GetHashCode(); + } + + /// <inheritdoc /> + public override string ToString() + { + return this.Name; + } + } +} diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 99091f3e..00f9439c 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -14,6 +14,7 @@ using StardewModdingAPI.Metadata; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; using StardewValley; +using StardewValley.GameData; using xTile; namespace StardewModdingAPI.Framework @@ -46,7 +47,7 @@ namespace StardewModdingAPI.Framework private readonly Action OnLoadingFirstAsset; /// <summary>The loaded content managers (including the <see cref="MainContentManager"/>).</summary> - private readonly IList<IContentManager> ContentManagers = new List<IContentManager>(); + private readonly List<IContentManager> ContentManagers = new(); /// <summary>The language code for language-agnostic mod assets.</summary> private readonly LocalizedContentManager.LanguageCode DefaultLanguage = Constants.DefaultLanguage; @@ -56,16 +57,16 @@ namespace StardewModdingAPI.Framework /// <summary>A lock used to prevent asynchronous changes to the content manager list.</summary> /// <remarks>The game may add content managers in asynchronous threads (e.g. when populating the load screen).</remarks> - private readonly ReaderWriterLockSlim ContentManagerLock = new ReaderWriterLockSlim(); + private readonly ReaderWriterLockSlim ContentManagerLock = new(); /// <summary>A cache of ordered tilesheet IDs used by vanilla maps.</summary> - private readonly IDictionary<string, TilesheetReference[]> VanillaTilesheets = new Dictionary<string, TilesheetReference[]>(StringComparer.OrdinalIgnoreCase); + private readonly Dictionary<string, TilesheetReference[]> VanillaTilesheets = new(StringComparer.OrdinalIgnoreCase); /// <summary>An unmodified content manager which doesn't intercept assets, used to compare asset data.</summary> private readonly LocalizedContentManager VanillaContentManager; /// <summary>The language enum values indexed by locale code.</summary> - private Lazy<IDictionary<string, LocalizedContentManager.LanguageCode>> LocaleCodes; + private Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>> LocaleCodes; /********* @@ -106,7 +107,7 @@ namespace StardewModdingAPI.Framework this.Reflection = reflection; this.JsonHelper = jsonHelper; this.OnLoadingFirstAsset = onLoadingFirstAsset; - this.FullRootDirectory = Path.Combine(Constants.ExecutionPath, rootDirectory); + this.FullRootDirectory = Path.Combine(Constants.GamePath, rootDirectory); this.ContentManagers.Add( this.MainContentManager = new GameContentManager( name: "Game1.content", @@ -136,7 +137,7 @@ namespace StardewModdingAPI.Framework this.ContentManagers.Add(contentManagerForAssetPropagation); this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory); this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, aggressiveMemoryOptimizations); - this.LocaleCodes = new Lazy<IDictionary<string, LocalizedContentManager.LanguageCode>>(this.GetLocaleCodes); + this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(includeCustomLanguages: false)); } /// <summary>Get a new content manager which handles reading files from the game content folder with support for interception.</summary> @@ -145,7 +146,7 @@ namespace StardewModdingAPI.Framework { return this.ContentManagerLock.InWriteLock(() => { - GameContentManager manager = new GameContentManager( + GameContentManager manager = new( name: name, serviceProvider: this.MainContentManager.ServiceProvider, rootDirectory: this.MainContentManager.RootDirectory, @@ -171,7 +172,7 @@ namespace StardewModdingAPI.Framework { return this.ContentManagerLock.InWriteLock(() => { - ModContentManager manager = new ModContentManager( + ModContentManager manager = new( name: name, gameContentManager: gameContentManager, serviceProvider: this.MainContentManager.ServiceProvider, @@ -196,12 +197,17 @@ namespace StardewModdingAPI.Framework return this.MainContentManager.GetLocale(LocalizedContentManager.CurrentLanguageCode); } - /// <summary>Perform any cleanup needed when the locale changes.</summary> - public void OnLocaleChanged() + /// <summary>Perform any updates needed when the game loads custom languages from <c>Data/AdditionalLanguages</c>.</summary> + public void OnAdditionalLanguagesInitialized() { - // rebuild locale cache (which may change due to custom mod languages) - this.LocaleCodes = new Lazy<IDictionary<string, LocalizedContentManager.LanguageCode>>(this.GetLocaleCodes); + // update locale cache for custom languages, and load it now (since languages added later won't work) + this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(includeCustomLanguages: true)); + _ = this.LocaleCodes.Value; + } + /// <summary>Perform any updates needed when the locale changes.</summary> + public void OnLocaleChanged() + { // reload affected content this.ContentManagerLock.InReadLock(() => { @@ -242,6 +248,16 @@ namespace StardewModdingAPI.Framework this.InvalidateCache((contentManager, key, type) => contentManager is GameContentManager); } + /// <summary>Parse a raw asset name.</summary> + /// <param name="rawName">The raw asset name to parse.</param> + /// <exception cref="ArgumentException">The <paramref name="rawName"/> is null or empty.</exception> + public AssetName ParseAssetName(string rawName) + { + return !string.IsNullOrWhiteSpace(rawName) + ? AssetName.Parse(rawName, parseLocale: locale => this.LocaleCodes.Value.TryGetValue(locale, out LocalizedContentManager.LanguageCode langCode) ? langCode : null) + : throw new ArgumentException("The asset name can't be null or empty.", nameof(rawName)); + } + /// <summary>Get whether this asset is mapped to a mod folder.</summary> /// <param name="key">The asset key.</param> public bool IsManagedAssetKey(string key) @@ -300,11 +316,12 @@ namespace StardewModdingAPI.Framework /// <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 the invalidated asset keys.</returns> - public IEnumerable<string> InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false) + public IEnumerable<IAssetName> InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false) { string locale = this.GetLocale(); - return this.InvalidateCache((contentManager, assetName, type) => + return this.InvalidateCache((contentManager, rawName, type) => { + IAssetName assetName = this.ParseAssetName(rawName); IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormalizeAssetName); return predicate(info); }, dispose); @@ -314,10 +331,10 @@ namespace StardewModdingAPI.Framework /// <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 the invalidated asset names.</returns> - public IEnumerable<string> InvalidateCache(Func<IContentManager, string, Type, bool> predicate, bool dispose = false) + public IEnumerable<IAssetName> InvalidateCache(Func<IContentManager, string, Type, bool> predicate, bool dispose = false) { // invalidate cache & track removed assets - IDictionary<string, Type> removedAssets = new Dictionary<string, Type>(StringComparer.OrdinalIgnoreCase); + IDictionary<IAssetName, Type> removedAssets = new Dictionary<IAssetName, Type>(); this.ContentManagerLock.InReadLock(() => { // cached assets @@ -325,8 +342,9 @@ namespace StardewModdingAPI.Framework { foreach (var entry in contentManager.InvalidateCache((key, type) => predicate(contentManager, key, type), dispose)) { - if (!removedAssets.ContainsKey(entry.Key)) - removedAssets[entry.Key] = entry.Value.GetType(); + AssetName assetName = this.ParseAssetName(entry.Key); + if (!removedAssets.ContainsKey(assetName)) + removedAssets[assetName] = entry.Valu |
