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-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs2
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs26
2 files changed, 22 insertions, 6 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 2920e670..d0e759c2 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -132,7 +132,7 @@ namespace StardewModdingAPI.Framework
);
this.ContentManagers.Add(contentManagerForAssetPropagation);
this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory);
- this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, reflection, aggressiveMemoryOptimizations);
+ this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, aggressiveMemoryOptimizations);
}
/// <summary>Get a new content manager which handles reading files from the game content folder with support for interception.</summary>
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 83ed52ad..3146ceaf 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -5,6 +5,7 @@ using System.IO;
using System.Linq;
using Microsoft.Xna.Framework.Graphics;
using Netcode;
+using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Utilities;
@@ -36,15 +37,18 @@ namespace StardewModdingAPI.Metadata
/// <summary>An internal content manager used only for asset propagation. See remarks on <see cref="GameContentManagerForAssetPropagation"/>.</summary>
private readonly GameContentManagerForAssetPropagation DisposableContentManager;
+ /// <summary>Writes messages to the console.</summary>
+ private readonly IMonitor Monitor;
+
+ /// <summary>Simplifies access to private game code.</summary>
+ private readonly Reflector Reflection;
+
/// <summary>Whether to enable more aggressive memory optimizations.</summary>
private readonly bool AggressiveMemoryOptimizations;
/// <summary>Normalizes an asset key to match the cache key and assert that it's valid.</summary>
private readonly Func<string, string> AssertAndNormalizeAssetName;
- /// <summary>Simplifies access to private game code.</summary>
- private readonly Reflector Reflection;
-
/// <summary>Optimized bucket categories for batch reloading assets.</summary>
private enum AssetBucket
{
@@ -65,12 +69,14 @@ namespace StardewModdingAPI.Metadata
/// <summary>Initialize the core asset data.</summary>
/// <param name="mainContent">The main content manager through which to reload assets.</param>
/// <param name="disposableContent">An internal content manager used only for asset propagation.</param>
+ /// <param name="monitor">Writes messages to the console.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
- public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, Reflector reflection, bool aggressiveMemoryOptimizations)
+ public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, bool aggressiveMemoryOptimizations)
{
this.MainContentManager = mainContent;
this.DisposableContentManager = disposableContent;
+ this.Monitor = monitor;
this.Reflection = reflection;
this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations;
@@ -116,7 +122,17 @@ namespace StardewModdingAPI.Metadata
default:
foreach (var entry in bucket)
{
- bool changed = this.PropagateOther(entry.Key, entry.Value, ignoreWorld, out bool curChangedMapWarps);
+ bool changed = false;
+ bool curChangedMapWarps = false;
+ try
+ {
+ changed = this.PropagateOther(entry.Key, entry.Value, ignoreWorld, out curChangedMapWarps);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"An error occurred while propagating asset changes. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
+ }
+
propagatedAssets[entry.Key] = changed;
updatedNpcWarps = updatedNpcWarps || curChangedMapWarps;
}