diff options
Diffstat (limited to 'src/SMAPI')
30 files changed, 686 insertions, 474 deletions
diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs index 667491d6..b736ca59 100644 --- a/src/SMAPI/Constants.cs +++ b/src/SMAPI/Constants.cs @@ -31,10 +31,10 @@ namespace StardewModdingAPI ** Accessors *********/ /// <summary>The path to the game folder.</summary> - public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); + public static string GamePath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); /// <summary>The absolute path to the folder containing SMAPI's internal files.</summary> - public static readonly string InternalFilesPath = Path.Combine(EarlyConstants.ExecutionPath, "smapi-internal"); + public static readonly string InternalFilesPath = Path.Combine(EarlyConstants.GamePath, "smapi-internal"); /// <summary>The target game platform.</summary> internal static GamePlatform Platform { get; } = (GamePlatform)Enum.Parse(typeof(GamePlatform), LowLevelEnvironmentUtility.DetectPlatform()); @@ -77,7 +77,14 @@ namespace StardewModdingAPI public static GameFramework GameFramework { get; } = EarlyConstants.GameFramework; /// <summary>The path to the game folder.</summary> - public static string ExecutionPath { get; } = EarlyConstants.ExecutionPath; + [Obsolete($"Use {nameof(GamePath)} instead.")] + public static string ExecutionPath => Constants.GamePath; + + /// <summary>The path to the game folder.</summary> + public static string GamePath { get; } = EarlyConstants.GamePath; + + /// <summary>The path to the game's <c>Content</c> folder.</summary> + public static string ContentPath { get; } = Constants.GetContentFolderPath(); /// <summary>The directory path containing Stardew Valley's app data.</summary> public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"); @@ -139,7 +146,7 @@ namespace StardewModdingAPI internal static string UpdateMarker => Path.Combine(Constants.InternalFilesPath, "StardewModdingAPI.update.marker"); /// <summary>The default full path to search for mods.</summary> - internal static string DefaultModsPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods"); + internal static string DefaultModsPath { get; } = Path.Combine(Constants.GamePath, "Mods"); /// <summary>The actual full path to search for mods.</summary> internal static string ModsPath { get; set; } @@ -222,7 +229,7 @@ namespace StardewModdingAPI internal static void ConfigureAssemblyResolver(AssemblyDefinitionResolver resolver) { // add search paths - resolver.AddSearchDirectory(Constants.ExecutionPath); + resolver.AddSearchDirectory(Constants.GamePath); resolver.AddSearchDirectory(Constants.InternalFilesPath); // add SMAPI explicitly @@ -293,13 +300,52 @@ namespace StardewModdingAPI /********* ** Private methods *********/ + /// <summary>Get the absolute path to the game's <c>Content</c> folder.</summary> + private static string GetContentFolderPath() + { + // + // We can't use Path.Combine(Constants.GamePath, Game1.content.RootDirectory) here, + // since Game1.content isn't initialized until later in the game startup. + // + + string gamePath = EarlyConstants.GamePath; + + // most platforms + if (EarlyConstants.Platform != GamePlatform.Mac) + return Path.Combine(gamePath, "Content"); + + // macOS + string[] paths = new[] + { + // GOG + // - game: Stardew Valley.app/Contents/MacOS + // - content: Stardew Valley.app/Resources/Content + "../../Resources/Content", + + // Steam + // - game: StardewValley/Contents/MacOS + // - content: StardewValley/Contents/Resources/Content + "../Resources/Content" + } + .Select(path => Path.GetFullPath(Path.Combine(gamePath, path))) + .ToArray(); + + foreach (string path in paths) + { + if (Directory.Exists(path)) + return path; + } + + return paths.Last(); + } + /// <summary>Get the name of the save folder, if any.</summary> private static string GetSaveFolderName() { return Constants.GetSaveFolder()?.Name; } - /// <summary>Get the path to the current save folder, if any.</summary> + /// <summary>Get the absolute path to the current save folder, if any.</summary> private static string GetSaveFolderPathIfExists() { DirectoryInfo saveFolder = Constants.GetSaveFolder(); diff --git a/src/SMAPI/Events/ButtonsChangedEventArgs.cs b/src/SMAPI/Events/ButtonsChangedEventArgs.cs index dda41692..a5e87735 100644 --- a/src/SMAPI/Events/ButtonsChangedEventArgs.cs +++ b/src/SMAPI/Events/ButtonsChangedEventArgs.cs @@ -58,7 +58,7 @@ namespace StardewModdingAPI.Events foreach (var state in new[] { SButtonState.Pressed, SButtonState.Held, SButtonState.Released }) { if (!lookup.ContainsKey(state)) - lookup[state] = new SButton[0]; + lookup[state] = Array.Empty<SButton>(); } return lookup; 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.Value.GetType(); } } @@ -340,8 +358,8 @@ namespace StardewModdingAPI.Framework continue; // get map path - string mapPath = this.MainContentManager.AssertAndNormalizeAssetName(location.mapPath.Value); - if (!removedAssets.ContainsKey(mapPath) && predicate(this.MainContentManager, mapPath, typeof(Map))) + AssetName mapPath = this.ParseAssetName(this.MainContentManager.AssertAndNormalizeAssetName(location.mapPath.Value)); + if (!removedAssets.ContainsKey(mapPath) && predicate(this.MainContentManager, mapPath.Name, typeof(Map))) removedAssets[mapPath] = typeof(Map); } } @@ -354,17 +372,17 @@ namespace StardewModdingAPI.Framework this.CoreAssets.Propagate( assets: removedAssets.ToDictionary(p => p.Key, p => p.Value), ignoreWorld: Context.IsWorldFullyUnloaded, - out IDictionary<string, bool> propagated, + out IDictionary<IAssetName, bool> propagated, out bool updatedNpcWarps ); // log summary - StringBuilder report = new StringBuilder(); + StringBuilder report = new(); { - string[] invalidatedKeys = removedAssets.Keys.ToArray(); - string[] propagatedKeys = propagated.Where(p => p.Value).Select(p => p.Key).ToArray(); + IAssetName[] invalidatedKeys = removedAssets.Keys.ToArray(); + IAssetName[] propagatedKeys = propagated.Where(p => p.Value).Select(p => p.Key).ToArray(); - string FormatKeyList(IEnumerable<string> keys) => string.Join(", ", keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase)); + string FormatKeyList(IEnumerable<IAssetName> keys) => string.Join(", ", keys.Select(p => p.Name).OrderBy(p => p, StringComparer.OrdinalIgnoreCase)); report.AppendLine($"Invalidated {invalidatedKeys.Length} asset names ({FormatKeyList(invalidatedKeys)})."); report.AppendLine(propagated.Count > 0 @@ -416,15 +434,6 @@ namespace StardewModdingAPI.Framework return tilesheets ?? Array.Empty<TilesheetReference>(); } - /// <summary>Get the language enum which corresponds to a locale code (e.g. <see cref="LocalizedContentManager.LanguageCode.fr"/> given <c>fr-FR</c>).</summary> - /// <param name="locale">The locale code to search. This must exactly match the language; no fallback is performed.</param> - /// <param name="language">The matched language enum, if any.</param> - /// <returns>Returns whether a valid language was found.</returns> - public bool TryGetLanguageEnum(string locale, out LocalizedContentManager.LanguageCode language) - { - return this.LocaleCodes.Value.TryGetValue(locale, out language); - } - /// <summary>Get the locale code which corresponds to a language enum (e.g. <c>fr-FR</c> given <see cref="LocalizedContentManager.LanguageCode.fr"/>).</summary> /// <param name="language">The language enum to search.</param> public string GetLocaleCode(LocalizedContentManager.LanguageCode language) @@ -486,9 +495,22 @@ namespace StardewModdingAPI.Framework } /// <summary>Get the language enums (like <see cref="LocalizedContentManager.LanguageCode.ja"/>) indexed by locale code (like <c>ja-JP</c>).</summary> - private IDictionary<string, LocalizedContentManager.LanguageCode> GetLocaleCodes() + /// <param name="includeCustomLanguages">Whether to read custom languages from <c>Data/AdditionalLanguages</c>.</param> + private Dictionary<string, LocalizedContentManager.LanguageCode> GetLocaleCodes(bool includeCustomLanguages) { - IDictionary<string, LocalizedContentManager.LanguageCode> map = new Dictionary<string, LocalizedContentManager.LanguageCode>(); + var map = new Dictionary<string, LocalizedContentManager.LanguageCode>(StringComparer.OrdinalIgnoreCase); + + // custom languages + if (includeCustomLanguages) + { + foreach (ModLanguage language in Game1.content.Load<List<ModLanguage>>("Data/AdditionalLanguages")) + { + if (!string.IsNullOrWhiteSpace(language?.LanguageCode)) + map[language.LanguageCode] = LocalizedContentManager.LanguageCode.mod; + } + } + + // vanilla languages (override custom language if they conflict) foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode))) { string locale = this.GetLocaleCode(code); diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index 5645c0fa..26f0921d 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -56,7 +56,7 @@ namespace StardewModdingAPI.Framework.ContentManagers public LanguageCode Language => this.GetCurrentLanguage(); /// <inheritdoc /> - public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); + public string FullRootDirectory => Path.Combine(Constants.GamePath, this.RootDirectory); /// <inheritdoc /> public bool IsNamespaced { get; } @@ -160,14 +160,6 @@ namespace StardewModdingAPI.Framework.ContentManagers return this.IsNormalizedKeyLoaded(assetName, language); } - /// <inheritdoc /> - public IEnumerable<string> GetAssetKeys() - { - return this.Cache.Keys - .Select(this.GetAssetName) - .Distinct(); - } - /**** ** Cache invalidation ****/ @@ -177,13 +169,13 @@ namespace StardewModdingAPI.Framework.ContentManagers IDictionary<string, object> removeAssets = new Dictionary<string, object>(StringComparer.OrdinalIgnoreCase); this.Cache.Remove((key, asset) => { - this.ParseCacheKey(key, out string assetName, out _); + string baseAssetName = this.Coordinator.ParseAssetName(key).BaseName; // check if asset should be removed - bool remove = removeAssets.ContainsKey(assetName); - if (!remove && predicate(assetName, asset.GetType())) + bool remove = removeAssets.ContainsKey(baseAssetName); + if (!remove && predicate(baseAssetName, asset.GetType())) { - removeAssets[assetName] = asset; + removeAssets[baseAssetName] = asset; remove = true; } @@ -275,44 +267,9 @@ namespace StardewModdingAPI.Framework.ContentManagers this.BaseDisposableReferences.Clear(); } - /// <summary>Parse a cache key into its component parts.</summary> - /// <param name="cacheKey">The input cache key.</param> - /// <param name="assetName">The original asset name.</param> - /// <param name="localeCode">The asset locale code (or <c>null</c> if not localized).</param> - protected void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) - { - // handle localized key - if (!string.IsNullOrWhiteSpace(cacheKey)) - { - int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.Ordinal); - if (lastSepIndex >= 0) - { - string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); - if (this.Coordinator.TryGetLanguageEnum(suffix, out _)) - { - assetName = cacheKey.Substring(0, lastSepIndex); - localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); - return; - } - } - } - - // handle simple key - assetName = cacheKey; - localeCode = null; - } - /// <summary>Get whether an asset has already been loaded.</summary> /// <param name="normalizedAssetName">The normalized asset name.</param> /// <param name="language">The language to check.</param> protected abstract bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language); - - /// <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; - } } } diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index ab198076..0ca9e277 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -73,46 +73,46 @@ namespace StardewModdingAPI.Framework.ContentManagers } // normalize asset name - assetName = this.AssertAndNormalizeAssetName(assetName); - if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage)) - return this.Load<T>(newAssetName, newLanguage, useCache); + IAssetName parsedName = this.Coordinator.ParseAssetName(assetName); + if (parsedName.LanguageCode.HasValue) + return this.Load<T>(parsedName.BaseName, parsedName.LanguageCode.Value, useCache); // get from cache - if (useCache && this.IsLoaded(assetName, language)) - return this.RawLoad<T>(assetName, language, useCache: true); + if (useCache && this.IsLoaded(parsedName.Name, language)) + return this.RawLoad<T>(parsedName.Name, language, useCache: true); // get managed asset - if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath)) + if (this.Coordinator.TryParseManagedAssetKey(parsedName.Name, out string contentManagerID, out string relativePath)) { T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath); - this.TrackAsset(assetName, managedAsset, language, useCache); + this.TrackAsset(parsedName.Name, managedAsset, language, useCache); return managedAsset; } // load asset T data; - if (this.AssetsBeingLoaded.Contains(assetName)) + if (this.AssetsBeingLoaded.Contains(parsedName.Name)) { - this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); + this.Monitor.Log($"Broke loop while loading asset '{parsedName.Name}'.", LogLevel.Warn); this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}"); - data = this.RawLoad<T>(assetName, language, useCache); + data = this.RawLoad<T>(parsedName.Name, language, useCache); } else { - data = this.AssetsBeingLoaded.Track(assetName, () => + data = this.AssetsBeingLoaded.Track(parsedName.Name, () => { string locale = this.GetLocale(language); - IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); + IAssetInfo info = new AssetInfo(locale, parsedName, typeof(T), this.AssertAndNormalizeAssetName); IAssetData asset = this.ApplyLoader<T>(info) - ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, language, useCache), this.AssertAndNormalizeAssetName); + ?? new AssetDataForObject(info, this.RawLoad<T>(parsedName.Name, language, useCache), this.AssertAndNormalizeAssetName); asset = this.ApplyEditors<T>(info, asset); return (T)asset.Data; }); } // update cache & return data - this.TrackAsset(assetName, data, language, useCache); + this.TrackAsset(parsedName.Name, data, language, useCache); return data; } @@ -124,13 +124,16 @@ namespace StardewModdingAPI.Framework.ContentManagers // find assets for which a translatable version was loaded HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.OrdinalIgnoreCase); foreach (string key in this.LocalizedAssetNames.Where(p => p.Key != p.Value).Select(p => p.Key)) - removeAssetNames.Add(this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) ? assetName : key); + { + IAssetName assetName = this.Coordinator.ParseAssetName(key); + removeAssetNames.Add(assetName.BaseName); + } // invalidate translatable assets string[] invalidated = this .InvalidateCache((key, type) => removeAssetNames.Contains(key) - || (this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) && removeAssetNames.Contains(assetName)) + || removeAssetNames.Contains(this.Coordinator.ParseAssetName(key).BaseName) ) .Select(p => p.Key) .OrderBy(p => p, StringComparer.OrdinalIgnoreCase) @@ -168,9 +171,10 @@ namespace StardewModdingAPI.Framework.ContentManagers { // handle explicit language in asset name { - if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage)) + IAssetName parsedName = this.Coordinator.ParseAssetName(assetName); + if (parsedName.LanguageCode.HasValue) { - this.TrackAsset(newAssetName, value, newLanguage, useCache); + this.TrackAsset(parsedName.BaseName, value, parsedName.LanguageCode.Value, useCache); return; } } @@ -238,30 +242,6 @@ namespace StardewModdingAPI.Framework.ContentManagers } } - /// <summary>Parse an asset key that contains an explicit language into its asset name and language, if applicable.</summary> - /// <param name="rawAsset">The asset key to parse.</param> - /// <param name="assetName">The asset name without the language code.</param> - /// <param name="language">The language code removed from the asset name.</param> - /// <returns>Returns whether the asset key contains an explicit language and was successfully parsed.</returns> - private bool TryParseExplicitLanguageAssetKey(string rawAsset, out string assetName, out LanguageCode language) - { - if (string.IsNullOrWhiteSpace(rawAsset)) - throw new SContentLoadException("The asset key is empty."); - - // extract language code - int splitIndex = rawAsset.LastIndexOf('.'); - if (splitIndex != -1 && this.Coordinator.TryGetLanguageEnum(rawAsset.Substring(splitIndex + 1), out language)) - { - assetName = rawAsset.Substring(0, splitIndex); - return true; - } - - // no explicit language code found - assetName = rawAsset; - language = this.Language; - return false; - } - /// <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> @@ -277,7 +257,7 @@ namespace StardewModdingAPI.Framework.ContentManagers } catch (Exception ex) { - entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return false; } }) @@ -289,7 +269,7 @@ namespace StardewModdingAPI.Framework.ContentManagers if (loaders.Length > 1) { string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray(); - this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); + this.Monitor.Log($"Multiple mods want to provide the '{info.Name}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); return null; } @@ -300,11 +280,11 @@ namespace StardewModdingAPI.Framework.ContentManagers try { data = loader.Load<T>(info); - this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); + this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.Name}'.", LogLevel.Trace); } catch (Exception ex) { - mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + mod.LogAsMod($"Mod crashed when loading asset '{info.Name}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return null; } @@ -349,7 +329,7 @@ namespace StardewModdingAPI.Framework.ContentManagers } catch (Exception ex) { - mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } @@ -358,22 +338,22 @@ namespace StardewModdingAPI.Framework.ContentManagers try { editor.Edit<T>(asset); - this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}."); + this.Monitor.Log($"{mod.DisplayName} edited {info.Name}."); } catch (Exception ex) { - mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + mod.LogAsMod($"Mod crashed when editing asset '{info.Name}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit if (asset.Data == null) { - mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); + mod.LogAsMod($"Mod incorrectly set asset '{info.Name}' to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } else if (!(asset.Data is T)) { - mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); + mod.LogAsMod($"Mod incorrectly set asset '{asset.Name}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } } @@ -393,21 +373,21 @@ namespace StardewModdingAPI.Framework.ContentManagers // can't load a null asset if (data == null) { - mod.LogAsMod($"SMAPI blocked asset replacement for '{info.AssetName}': mod incorrectly set asset to a null value.", LogLevel.Error); + mod.LogAsMod($"SMAPI blocked asset replacement for '{info.Name}': mod incorrectly set asset to a null value.", LogLevel.Error); return false; } // when replacing a map, the vanilla tilesheets must have the same order and IDs if (data is Map loadedMap) { - TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.AssetName); + TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.Name.Name); foreach (TilesheetReference vanillaSheet in vanillaTilesheetRefs) { // add missing tilesheet if (loadedMap.GetTileSheet(vanillaSheet.Id) == null) { mod.Monitor.LogOnce("SMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.", LogLevel.Warn); - this.Monitor.Log($"Fixed broken map replacement: {mod.DisplayName} loaded '{info.AssetName}' without a required tilesheet (id: {vanillaSheet.Id}, source: {vanillaSheet.ImageSource})."); + this.Monitor.Log($"Fixed broken map replacement: {mod.DisplayName} loaded '{info.Name}' without a required tilesheet (id: {vanillaSheet.Id}, source: {vanillaSheet.ImageSource})."); loadedMap.AddTileSheet(new TileSheet(vanillaSheet.Id, loadedMap, vanillaSheet.ImageSource, vanillaSheet.SheetSize, vanillaSheet.TileSize)); } @@ -417,17 +397,17 @@ namespace StardewModdingAPI.Framework.ContentManagers { // only show warning if not farm map // This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting. - bool isFarmMap = info.AssetNameEquals("Maps/Farm") || info.AssetNameEquals("Maps/Farm_Combat") || info.AssetNameEquals("Maps/Farm_Fishing") || info.AssetNameEquals("Maps/Farm_Foraging") || info.AssetNameEquals("Maps/Farm_FourCorners") || info.AssetNameEquals("Maps/Farm_Island") || info.AssetNameEquals("Maps/Farm_Mining"); + bool isFarmMap = info.Name.IsEquivalentTo("Maps/Farm") || info.Name.IsEquivalentTo("Maps/Farm_Combat") || info.Name.IsEquivalentTo("Maps/Farm_Fishing") || info.Name.IsEquivalentTo("Maps/Farm_Foraging") || info.Name.IsEquivalentTo("Maps/Farm_FourCorners") || info.Name.IsEquivalentTo("Maps/Farm_Island") || info.Name.IsEquivalentTo("Maps/Farm_Mining"); string reason = $"mod reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\nTechnical details for mod author: Expected order: {string.Join(", ", vanillaTilesheetRefs.Select(p => p.Id))}. See https://stardewvalleywiki.com/Modding:Maps#Tilesheet_order for help."; SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval); if (isFarmMap) { - mod.LogAsMod($"SMAPI blocked '{info.AssetName}' map load: {reason}", LogLevel.Error); + mod.LogAsMod($"SMAPI blocked '{info.Name}' map load: {reason}", LogLevel.Error); return false; } - mod.LogAsMod($"SMAPI found an issue with '{info.AssetName}' map load: {reason}", LogLevel.Warn); + mod.LogAsMod($"SMAPI found an issue with '{info.Name}' map load: {reason}", LogLevel.Warn); } } } diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs index d7963305..ba7dbc06 100644 --- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs @@ -58,9 +58,6 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="language">The language.</param> bool IsLoaded(string assetName, LocalizedContentManager.LanguageCode language); - /// <summary>Get the cached asset keys.</summary> - IEnumerable<string> GetAssetKeys(); - /// <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> diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index beb90a5d..50ea6e61 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -80,7 +80,7 @@ namespace StardewModdingAPI.Framework.ContentManagers { // normalize key bool isXnbFile = Path.GetExtension(assetName).ToLower() == ".xnb"; - assetName = this.AssertAndNormalizeAssetName(assetName); + IAssetName parsedName = this.Coordinator.ParseAssetName(assetName); // disable caching // This is necessary to avoid assets being shared between content managers, which can @@ -97,21 +97,21 @@ namespace StardewModdingAPI.Framework.ContentManagers // resolve managed asset key { - if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath)) + if (this.Coordinator.TryParseManagedAssetKey(parsedName.Name, out string contentManagerID, out string relativePath)) { if (contentManagerID != this.Name) - throw new SContentLoadException($"Can't load managed asset key '{assetName}' through content manager '{this.Name}' for a different mod."); - assetName = relativePath; + throw new SContentLoadException($"Can't load managed asset key '{parsedName}' through content manager '{this.Name}' for a different mod."); + parsedName = this.Coordinator.ParseAssetName(relativePath); } } // get local asset - SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}"); + SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{parsedName}' from {this.Name}: {reasonPhrase}"); T asset; try { // get file - FileInfo file = this.GetModFile(isXnbFile ? $"{assetName}.xnb" : assetName); // .xnb extension is stripped from asset names passed to the content manager + FileInfo file = this.GetModFile(isXnbFile ? $"{parsedName}.xnb" : parsedName.Name); // .xnb extension is stripped from asset names passed to the content manager if (!file.Exists) throw GetContentError("the specified path doesn't exist."); @@ -121,11 +121,11 @@ namespace StardewModdingAPI.Framework.ContentManagers // XNB file case ".xnb": { - asset = this.RawLoad<T>(assetName, useCache: false); + asset = this.RawLoad<T>(parsedName.Name, useCache: false); if (asset is Map map) { - map.assetPath = assetName; - this.FixTilesheetPaths(map, relativeMapPath: assetName, fixEagerPathPrefixes: true); + map.assetPath = parsedName.Name; + this.FixTilesheetPaths(map, relativeMapPath: parsedName.Name, fixEagerPathPrefixes: true); } } break; @@ -173,8 +173,8 @@ namespace StardewModdingAPI.Framework.ContentManagers // fetch & cache FormatManager formatManager = FormatManager.Instance; Map map = formatManager.LoadMap(file.FullName); - map.assetPath = assetName; - this.FixTilesheetPaths(map, relativeMapPath: assetName, fixEagerPathPrefixes: false); + map.assetPath = parsedName.Name; + this.FixTilesheetPaths(map, relativeMapPath: parsedName.Name, fixEagerPathPrefixes: false); asset = (T)(object)map; } break; @@ -185,11 +185,11 @@ namespace StardewModdingAPI.Framework.ContentManagers } catch (Exception ex) when (!(ex is SContentLoadException)) { - throw new SContentLoadException($"The content manager failed loading content asset '{assetName}' from {this.Name}.", ex); + throw new SContentLoadException($"The content manager failed loading content asset '{parsedName}' from {this.Name}.", ex); } // track & return asset - this.TrackAsset(assetName, asset, language, useCache); + this.TrackAsset(parsedName.Name, asset, language, useCache); return asset; } @@ -252,16 +252,20 @@ namespace StardewModdingAPI.Framework.ContentManagers // premultiply pixels Color[] data = new Color[texture.Width * texture.Height]; texture.GetData(data); + bool changed = false; for (int i = 0; i < data.Length; i++) { - var pixel = data[i]; - if (pixel.A == byte.MinValue || pixel.A == byte.MaxValue) + Color pixel = data[i]; + if (pixel.A is (byte.MinValue or byte.MaxValue)) continue; // no need to change fully transparent/opaque pixels data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4()) + changed = true; } - texture.SetData(data); + if (changed) + texture.SetData(data); + return texture; } diff --git a/src/SMAPI/Framework/Events/ManagedEvent.cs b/src/SMAPI/Framework/Events/ManagedEvent.cs index fa20a079..f48c3aeb 100644 --- a/src/SMAPI/Framework/Events/ManagedEvent.cs +++ b/src/SMAPI/Framework/Events/ManagedEvent.cs @@ -21,7 +21,7 @@ namespace StardewModdingAPI.Framework.Events private readonly List<ManagedEventHandler<TEventArgs>> Handlers = new List<ManagedEventHandler<TEventArgs>>(); /// <summary>A cached snapshot of <see cref="Handlers"/>, or <c>null</c> to rebuild it next raise.</summary> - private ManagedEventHandler<TEventArgs>[] CachedHandlers = new ManagedEventHandler<TEventArgs>[0]; + private ManagedEventHandler<TEventArgs>[] CachedHandlers = Array.Empty<ManagedEventHandler<TEventArgs>>(); /// <summary>The total number of event handlers registered for this events, regardless of whether they're still registered.</summary> private int RegistrationIndex; diff --git a/src/SMAPI/Framework/Input/GamePadStateBuilder.cs b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs index b0bb7f80..3a99214f 100644 --- a/src/SMAPI/Framework/Input/GamePadStateBuilder.cs +++ b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs @@ -104,10 +104,10 @@ namespace StardewModdingAPI.Framework.Input this.LeftStickPos.Y = isDown ? 1 : 0; break; case SButton.LeftThumbstickDown: - this.LeftStickPos.Y = isDown ? 1 : 0; + this.LeftStickPos.Y = isDown ? -1 : 0; break; case SButton.LeftThumbstickLeft: - this.LeftStickPos.X = isDown ? 1 : 0; + this.LeftStickPos.X = isDown ? -1 : 0; break; case SButton.LeftThumbstickRight: this.LeftStickPos.X = isDown ? 1 : 0; @@ -118,10 +118,10 @@ namespace StardewModdingAPI.Framework.Input this.RightStickPos.Y = isDown ? 1 : 0; break; case SButton.RightThumbstickDown: - this.RightStickPos.Y = isDown ? 1 : 0; + this.RightStickPos.Y = isDown ? -1 : 0; break; case SButton.RightThumbstickLeft: - this.RightStickPos.X = isDown ? 1 : 0; + this.RightStickPos.X = isDown ? -1 : 0; break; case SButton.RightThumbstickRight: this.RightStickPos.X = isDown ? 1 : 0; diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs index bfca2264..a01248a8 100644 --- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs @@ -129,7 +129,7 @@ namespace StardewModdingAPI.Framework.ModHelpers { string actualKey = this.GetActualAssetKey(key, ContentSource.GameContent); this.Monitor.Log($"Requested cache invalidation for '{actualKey}'.", LogLevel.Trace); - return this.ContentCore.InvalidateCache(asset => asset.AssetNameEquals(actualKey)).Any(); + return this.ContentCore.InvalidateCache(asset => asset.Name.IsEquivalentTo(actualKey)).Any(); } /// <inheritdoc /> @@ -153,7 +153,8 @@ namespace StardewModdingAPI.Framework.ModHelpers throw new ArgumentNullException(nameof(data), "Can't get a patch helper for a null value."); assetName ??= $"temp/{Guid.NewGuid():N}"; - return new AssetDataForObject(this.CurrentLocale, assetName, data, this.NormalizeAssetName); + + return new AssetDataForObject(this.CurrentLocale, this.ContentCore.ParseAssetName(assetName), data, this.NormalizeAssetName); } diff --git a/src/SMAPI/Framework/Models/SConfig.cs b/src/SMAPI/Framework/Models/SConfig.cs index 10bf9f94..9174aea6 100644 --- a/src/SMAPI/Framework/Models/SConfig.cs +++ b/src/SMAPI/Framework/Models/SConfig.cs @@ -92,9 +92,9 @@ namespace StardewModdingAPI.Framework.Models custom[pair.Key] = value; } - HashSet<string> curSuppressUpdateChecks = new HashSet<string>(this.SuppressUpdateChecks ?? new string[0], StringComparer.OrdinalIgnoreCase); + HashSet<string> curSuppressUpdateChecks = new HashSet<string>(this.SuppressUpdateChecks ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase); if (SConfig.DefaultSuppressUpdateChecks.Count != curSuppressUpdateChecks.Count || SConfig.DefaultSuppressUpdateChecks.Any(p => !curSuppressUpdateChecks.Contains(p))) - custom[nameof(this.SuppressUpdateChecks)] = "[" + string.Join(", ", this.SuppressUpdateChecks ?? new string[0]) + "]"; + custom[nameof(this.SuppressUpdateChecks)] = "[" + string.Join(", ", this.SuppressUpdateChecks ?? Array.Empty<string>()) + "]"; return custom; } diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 58537031..8f810644 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -43,6 +43,7 @@ using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; using StardewModdingAPI.Utilities; using StardewValley; +using StardewValley.Menus; using xTile.Display; using MiniMonoModHotfix = MonoMod.Utils.MiniMonoModHotfix; using PathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities; @@ -123,6 +124,9 @@ namespace StardewModdingAPI.Framework /// <summary>Whether post-game-startup initialization has been performed.</summary> private bool IsInitialized; + /// <summary>Whether the game has initialized for any custom languages from <c>Data/AdditionalLanguages</c>.</summary> + private bool AreCustomLanguagesInitialized; + /// <summary>Whether the player just returned to the title screen.</summary> public bool JustReturnedToTitle { get; set; } @@ -988,6 +992,13 @@ namespace StardewModdingAPI.Framework // preloaded if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0) this.OnLoadStageChanged(LoadStage.Loaded); + + // additional languages initialized + if (!this.AreCustomLanguagesInitialized && TitleMenu.ticksUntilLanguageLoad < 0) + { + this.AreCustomLanguagesInitialized = true; + this.ContentCore.OnAdditionalLanguagesInitialized(); + } } /********* @@ -1246,7 +1257,7 @@ namespace StardewModdingAPI.Framework { using RegistryKey key = Registry.LocalMachine.OpenSubKey(registryKey); if (key == null) - return new string[0]; + return Array.Empty<string>(); return key .GetSubKeyNames() @@ -1574,13 +1585,13 @@ namespace StardewModdingAPI.Framework /// <param name="list">A list of interceptors to update for the change.</param> private void OnAssetInterceptorsChanged<T>(IModMetadata mod, IEnumerable<T> added, IEnumerable<T> removed, IList<ModLinked<T>> list) { - foreach (T interceptor in added ?? new T[0]) + foreach (T interceptor in added ?? Array.Empty<T>()) { this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, interceptor, wasAdded: true)); list.Add(new ModLinked<T>(mod, interceptor)); } - foreach (T interceptor in removed ?? new T[0]) + foreach (T interceptor in removed ?? Array.Empty<T>()) { this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, interceptor, wasAdded: false)); foreach (ModLinked<T> entry in list.Where(p => p.Mod == mod && object.ReferenceEquals(p.Data, interceptor)).ToArray()) diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/ImmutableCollectionWatcher.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/ImmutableCollectionWatcher.cs index 30e6274f..009e0282 100644 --- a/src/SMAPI/Framework/StateTracking/FieldWatchers/ImmutableCollectionWatcher.cs +++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/ImmutableCollectionWatcher.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers @@ -16,10 +17,10 @@ namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers public bool IsChanged { get; } = false; /// <summary>The values added since the last reset.</summary> - public IEnumerable<TValue> Added { get; } = new TValue[0]; + public IEnumerable<TValue> Added { get; } = Array.Empty<TValue>(); /// <summary>The values removed since the last reset.</summary> - public IEnumerable<TValue> Removed { get; } = new TValue[0]; + public IEnumerable<TValue> Removed { get; } = Array.Empty<TValue>(); /********* diff --git a/src/SMAPI/Framework/StateTracking/LocationTracker.cs b/src/SMAPI/Framework/StateTracking/LocationTracker.cs index 6d3a62bb..748e4ecc 100644 --- a/src/SMAPI/Framework/StateTracking/LocationTracker.cs +++ b/src/SMAPI/Framework/StateTracking/LocationTracker.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; @@ -84,7 +85,7 @@ namespace StardewModdingAPI.Framework.StateTracking this.FurnitureWatcher }); - this.UpdateChestWatcherList(added: location.Objects.Pairs, removed: new KeyValuePair<Vector2, SObject>[0]); + this.UpdateChestWatcherList(added: location.Objects.Pairs, removed: Array.Empty<KeyValuePair<Vector2, SObject>>()); } /// <summary>Update the current value if needed.</summary> diff --git a/src/SMAPI/Framework/StateTracking/Snapshots/PlayerSnapshot.cs b/src/SMAPI/Framework/StateTracking/Snapshots/PlayerSnapshot.cs index 0908b02a..72f45a87 100644 --- a/src/SMAPI/Framework/StateTracking/Snapshots/PlayerSnapshot.cs +++ b/src/SMAPI/Framework/StateTracking/Snapshots/PlayerSnapshot.cs @@ -14,7 +14,7 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots ** Fields *********/ /// <summary>An empty item list diff.</summary> - private readonly SnapshotItemListDiff EmptyItemListDiff = new SnapshotItemListDiff(new Item[0], new Item[0], new ItemStackSizeChange[0]); + private readonly SnapshotItemListDiff EmptyItemListDiff = new SnapshotItemListDiff(Array.Empty<Item>(), Array.Empty<Item>(), Array.Empty<ItemStackSizeChange>()); /********* diff --git a/src/SMAPI/Framework/TemporaryHacks/MiniMonoModHotfix.cs b/src/SMAPI/Framework/TemporaryHacks/MiniMonoModHotfix.cs index 9d63ab2c..173438f1 100644 --- a/src/SMAPI/Framework/TemporaryHacks/MiniMonoModHotfix.cs +++ b/src/SMAPI/Framework/TemporaryHacks/MiniMonoModHotfix.cs @@ -24,7 +24,7 @@ namespace MonoMod.Utils { // .NET Framework can break member ordering if using Module.Resolve* on certain members. - private static object[] _NoArgs = new object[0]; + private static object[] _NoArgs = Array.Empty<object>(); private static object[] _CacheGetterArgs = { /* MemberListType.All */ 0, /* name apparently always null? */ null }; private static Type t_RuntimeModule = diff --git a/src/SMAPI/IAssetInfo.cs b/src/SMAPI/IAssetInfo.cs index 6cdf01ee..6ac8358d 100644 --- a/src/SMAPI/IAssetInfo.cs +++ b/src/SMAPI/IAssetInfo.cs @@ -11,7 +11,11 @@ namespace StardewModdingAPI /// <summary>The content's locale code, if the content is localized.</summary> string Locale { get; } + /// <summary>The asset name being read.</summary> + public IAssetName Name { get; } + /// <summary>The normalized asset name being read. The format may change between platforms; see <see cref="AssetNameEquals"/> to compare with a known path.</summary> + [Obsolete($"Use {nameof(Name)} instead.")] string AssetName { get; } /// <summary>The content data type.</summary> @@ -23,6 +27,7 @@ namespace StardewModdingAPI *********/ /// <summary>Get whether the asset name being loaded matches a given name after normalization.</summary> /// <param name="path">The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').</param> + [Obsolete($"Use {nameof(Name)}.{nameof(IAssetName.IsEquivalentTo)} instead.")] bool AssetNameEquals(string path); } } diff --git a/src/SMAPI/IAssetName.cs b/src/SMAPI/IAssetName.cs new file mode 100644 index 00000000..a5bfea93 --- /dev/null +++ b/src/SMAPI/IAssetName.cs @@ -0,0 +1,44 @@ +using System; +using StardewValley; + +namespace StardewModdingAPI +{ + /// <summary>The name for an asset loaded through the content pipeline.</summary> + public interface IAssetName : IEquatable<IAssetName> + { + /********* + ** Accessors + *********/ + /// <summary>The full normalized asset name, including the locale if applicable (like <c>Data/Achievements.fr-FR</c>).</summary> + string Name { get; } + + /// <summary>The base asset name without the locale code.</summary> + string BaseName { get; } + + /// <summary>The locale code specified in the <see cref="Name"/>, if it's a valid code recognized by the game content.</summary> + string LocaleCode { get; } + + /// <summary>The language code matching the <see cref="LocaleCode"/>, if applicable.</summary> + LocalizedContentManager.LanguageCode? LanguageCode { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Get whether the given asset name is equivalent, ignoring capitalization and formatting.</summary> + /// <param name="assetName">The asset name to compare this instance to.</param> + /// <param name="useBaseName">Whether to compare the given name with the <see cref="BaseName"/> (if true) or <see cref="Name"/> (if false). This has no effect on any locale included in the given <paramref name="assetName"/>.</param> + bool IsEquivalentTo(string assetName, bool useBaseName = false); + + /// <summary>Get whether the asset name starts with the given value, ignoring capitalization and formatting. This can be used with a trailing slash to test for an asset folder, like <c>Data/</c>.</summary> + /// <param name="prefix">The prefix to match.</param> + /// <param name="allowPartialWord">Whether to match if the prefix occurs mid-word, so <c>Data/AchievementsToIgnore</c> matches prefix <c>Data/Achievements</c>. If this is false, the prefix only matches if the asset name starts with the prefix followed by a non-alphanumeric character (including <c>.</c>, <c>/</c>, or <c>\\</c>) or the end of string.</param> + /// <param name="allowSubfolder">Whether to match the prefix if there's a subfolder path after it, so <c>Data/Achievements/Example</c> matches prefix <c>Data/Achievements</c>. If this is false, the prefix only matches if the asset name has no <c>/</c> or <c>\\</c> characters after the prefix.</param> + bool StartsWith(string prefix, bool allowPartialWord = true, bool allowSubfolder = true); + + /// <summary>Get whether the asset is directly within the given asset path.</summary> + /// <remarks>For example, <c>Characters/Dialogue/Abigail</c> is directly under <c>Characters/Dialogue</c> but not <c>Characters</c> or <c>Characters/Dialogue/Ab</c>. To allow sub-paths, use <see cref="StartsWith"/> instead.</remarks> + /// <param name="assetFolder">The asset path to check. This doesn't need a trailing slash.</param> + bool IsDirectlyUnderPath(string assetFolder); + } +} diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index 552bc000..e7fac578 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -87,22 +87,22 @@ namespace StardewModdingAPI.Metadata /// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param> /// <param name="propagatedAssets">A lookup of asset names to whether they've been propagated.</param> /// <param name="updatedNpcWarps">Whether the NPC pathfinding cache was reloaded.</param> - public void Propagate(IDictionary<string, Type> assets, bool ignoreWorld, out IDictionary<string, bool> propagatedAssets, out bool updatedNpcWarps) + public void Propagate(IDictionary<IAssetName, Type> assets, bool ignoreWorld, out IDictionary<IAssetName, bool> propagatedAssets, out bool updatedNpcWarps) { // group into optimized lists var buckets = assets.GroupBy(p => { - if (this.IsInFolder(p.Key, "Characters") || this.IsInFolder(p.Key, "Characters\\Monsters")) + if (p.Key.IsDirectlyUnderPath("Characters") || p.Key.IsDirectlyUnderPath("Characters/Monsters")) return AssetBucket.Sprite; - if (this.IsInFolder(p.Key, "Portraits")) + if (p.Key.IsDirectlyUnderPath("Portraits")) return AssetBucket.Portrait; return AssetBucket.Other; }); // reload assets - propagatedAssets = assets.ToDictionary(p => p.Key, _ => false, StringComparer.OrdinalIgnoreCase); + propagatedAssets = assets.ToDictionary(p => p.Key, _ => false); updatedNpcWarps = false; foreach (var bucket in buckets) { @@ -149,16 +149,16 @@ namespace StardewModdingAPI.Metadata ** Private methods *********/ /// <summary>Reload one of the game's core assets (if applicable).</summary> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <param name="type">The asset type to reload.</param> /// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param> /// <param name="changedWarps">Whether any map warps were changed as part of this propagation.</param> /// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns> [SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These deliberately match the asset names.")] - private bool PropagateOther(string key, Type type, bool ignoreWorld, out bool changedWarps) + private bool PropagateOther(IAssetName assetName, Type type, bool ignoreWorld, out bool changedWarps) { var content = this.MainContentManager; - key = this.AssertAndNormalizeAssetName(key); + string key = assetName.Name; changedWarps = false; /**** @@ -170,7 +170,7 @@ namespace StardewModdingAPI.Metadata { foreach (TileSheet tilesheet in Game1.currentLocation.map.TileSheets) { - if (this.NormalizeAssetNameIgnoringEmpty(tilesheet.ImageSource) == key) + if (assetName.IsEquivalentTo(tilesheet.ImageSource)) Game1.mapDisplayDevice.LoadTileSheet(tilesheet); } } @@ -188,7 +188,7 @@ namespace StardewModdingAPI.Metadata { GameLocation location = info.Location; - if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key) + if (assetName.IsEquivalentTo(location.mapPath.Value)) { static ISet<string> GetWarpSet(GameLocation location) { @@ -213,25 +213,24 @@ namespace StardewModdingAPI.Metadata /**** ** Propagate by key ****/ - Reflector reflection = this.Reflection; - switch (key.ToLower().Replace("/", "\\")) // normalized key so we can compare statically + switch (assetName.Name.ToLower().Replace("\\", "/")) // normalized key so we can compare statically { /**** ** Animals ****/ - case "animals\\horse": - return !ignoreWorld && this.ReloadPetOrHorseSprites<Horse>(content, key); + case "animals/horse": + return !ignoreWorld && this.ReloadPetOrHorseSprites<Horse>(content, assetName); /**** ** Buildings ****/ - case "buildings\\houses": // Farm + case "buildings/houses": // Farm Farm.houseTextures = this.LoadAndDisposeIfNeeded(Farm.houseTextures, key); return true; - case "buildings\\houses_paintmask": // Farm + case "buildings/houses_paintmask": // Farm { - bool removedFromCache = this.RemoveFromPaintMaskCache(key); + bool removedFromCache = this.RemoveFromPaintMaskCache(assetName); Farm farm = Game1.getFarm(); farm?.ApplyHousePaint(); @@ -242,149 +241,149 @@ namespace StardewModdingAPI.Metadata /**** ** Content\Characters\Farmer ****/ - case "characters\\farmer\\accessories": // Game1.LoadContent + case "characters/farmer/accessories": // Game1.LoadContent FarmerRenderer.accessoriesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.accessoriesTexture, key); return true; - case "characters\\farmer\\farmer_base": // Farmer - case "characters\\farmer\\farmer_base_bald": - case "characters\\farmer\\farmer_girl_base": - case "characters\\farmer\\farmer_girl_base_bald": - return !ignoreWorld && this.ReloadPlayerSprites(key); + case "characters/farmer/farmer_base": // Farmer + case "characters/farmer/farmer_base_bald": + case "characters/farmer/farmer_girl_base": + case "characters/farmer/farmer_girl_base_bald": + return !ignoreWorld && this.ReloadPlayerSprites(assetName); - case "characters\\farmer\\hairstyles": // Game1.LoadContent + case "characters/farmer/hairstyles": // Game1.LoadContent FarmerRenderer.hairStylesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hairStylesTexture, key); return true; - case "characters\\farmer\\hats": // Game1.LoadContent + case "characters/farmer/hats": // Game1.LoadContent FarmerRenderer.hatsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hatsTexture, key); return true; - case "characters\\farmer\\pants": // Game1.LoadContent + case "characters/farmer/pants": // Game1.LoadContent FarmerRenderer.pantsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.pantsTexture, key); return true; - case "characters\\farmer\\shirts": // Game1.LoadContent + case "characters/farmer/shirts": // Game1.LoadContent FarmerRenderer.shirtsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.shirtsTexture, key); return true; /**** ** Content\Data ****/ - case "data\\achievements": // Game1.LoadContent + case "data/achievements": // Game1.LoadContent Game1.achievements = content.Load<Dictionary<int, string>>(key); return true; - case "data\\bigcraftablesinformation": // Game1.LoadContent + case "data/bigcraftablesinformation": // Game1.LoadContent Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key); return true; - case "data\\clothinginformation": // Game1.LoadContent + case "data/clothinginformation": // Game1.LoadContent Game1.clothingInformation = content.Load<Dictionary<int, string>>(key); return true; - case "data\\concessions": // MovieTheater.GetConcessions + case "data/concessions": // MovieTheater.GetConcessions MovieTheater.ClearCachedLocalizedData(); return true; - case "data\\concessiontastes": // MovieTheater.GetConcessionTasteForCharacter + case "data/concessiontastes": // MovieTheater.GetConcessionTasteForCharacter this.Reflection .GetField<List<ConcessionTaste>>(typeof(MovieTheater), "_concessionTastes") .SetValue(content.Load<List<ConcessionTaste>>(key)); return true; - case "data\\cookingrecipes": // CraftingRecipe.InitShared + case "data/cookingrecipes": // CraftingRecipe.InitShared CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key); return true; - case "data\\craftingrecipes": // CraftingRecipe.InitShared + case "data/craftingrecipes": // CraftingRecipe.InitShared CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key); return true; - case "data\\farmanimals": // FarmAnimal constructor + case "data/farmanimals": // FarmAnimal constructor return !ignoreWorld && this.ReloadFarmAnimalData(); - case "data\\hairdata": // Farmer.GetHairStyleMetadataFile + case "data/hairdata": // Farmer.GetHairStyleMetadataFile return this.ReloadHairData(); - case "data\\movies": // MovieTheater.GetMovieData - case "data\\moviesreactions": // MovieTheater.GetMovieReactions + case "data/movies": // MovieTheater.GetMovieData + case "data/moviesreactions": // MovieTheater.GetMovieReactions MovieTheater.ClearCachedLocalizedData(); return true; - case "data\\npcdispositions": // NPC constructor - return !ignoreWorld && this.ReloadNpcDispositions(content, key); + case "data/npcdispositions": // NPC constructor + return !ignoreWorld && this.ReloadNpcDispositions(content, assetName); - case "data\\npcgifttastes": // Game1.LoadContent + case "data/npcgifttastes": // Game1.LoadContent Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key); return true; - case "data\\objectcontexttags": // Game1.LoadContent + case "data/objectcontexttags": // Game1.LoadContent Game1.objectContextTags = content.Load<Dictionary<string, string>>(key); return true; - case "data\\objectinformation": // Game1.LoadContent + case "data/objectinformation": // Game1.LoadContent Game1.objectInformation = content.Load<Dictionary<int, string>>(key); return true; /**** ** Content\Fonts ****/ - case "fonts\\spritefont1": // Game1.LoadContent + case "fonts/spritefont1": // Game1.LoadContent Game1.dialogueFont = content.Load<SpriteFont>(key); return true; - case "fonts\\smallfont": // Game1.LoadContent + case "fonts/smallfont": // Game1.LoadContent Game1.smallFont = content.Load<SpriteFont>(key); return true; - case "fonts\\tinyfont": // Game1.LoadContent + case "fonts/tinyfont": // Game1.LoadContent Game1.tinyFont = content.Load<SpriteFont>(key); return true; - case "fonts\\tinyfontborder": // Game1.LoadContent + case "fonts/tinyfontborder": // Game1.LoadContent Game1.tinyFontBorder = content.Load<SpriteFont>(key); return true; /**** ** Content\LooseSprites\Lighting ****/ - case "loosesprites\\lighting\\greenlight": // Game1.LoadContent + case "loosesprites/lighting/greenlight": // Game1.LoadContent Game1.cauldronLight = content.Load<Texture2D>(key); return true; - case "loosesprites\\lighting\\indoorwindowlight": // Game1.LoadContent + case "loosesprites/lighting/indoorwindowlight": // Game1.LoadContent Game1.indoorWindowLight = content.Load<Texture2D>(key); return true; - case "loosesprites\\lighting\\lantern": // Game1.LoadContent + case "loosesprites/lighting/lantern": // Game1.LoadContent Game1.lantern = content.Load<Texture2D>(key); return true; - case "loosesprites\\lighting\\sconcelight": // Game1.LoadContent + case "loosesprites/lighting/sconcelight": // Game1.LoadContent Game1.sconceLight = content.Load<Texture2D>(key); return true; - case "loosesprites\\lighting\\windowlight": // Game1.LoadContent + case "loosesprites/lighting/windowlight": // Game1.LoadContent Game1.windowLight = content.Load<Texture2D>(key); return true; /**** ** Content\LooseSprites ****/ - case "loosesprites\\birds": // Game1.LoadContent + case "loosesprites/birds": // Game1.LoadContent Game1.birdsSpriteSheet = content.Load<Texture2D>(key); return true; - case "loosesprites\\concessions": // Game1.LoadContent + case "loosesprites/concessions": // Game1.LoadContent Game1.concessionsSpriteSheet = content.Load<Texture2D>(key); return true; - case "loosesprites\\controllermaps": // Game1.LoadContent + case "loosesprites/controllermaps": // Game1.LoadContent Game1.controllerMaps = content.Load<Texture2D>(key); return true; - case "loosesprites\\cursors": // Game1.LoadContent + case "loosesprites/cursors": // Game1.LoadContent Game1.mouseCursors = content.Load<Texture2D>(key); foreach (DayTimeMoneyBox menu in Game1.onScreenMenus.OfType<DayTimeMoneyBox>()) { @@ -393,59 +392,59 @@ namespace StardewModdingAPI.Metadata } if (!ignoreWorld) - this.ReloadDoorSprites(content, key); + this.ReloadDoorSprites(content, assetName); return true; - case "loosesprites\\cursors2": // Game1.LoadContent + case "loosesprites/cursors2": // Game1.LoadContent Game1.mouseCursors2 = content.Load<Texture2D>(key); return true; - case "loosesprites\\daybg": // Game1.LoadContent + case "loosesprites/daybg": // Game1.LoadContent Game1.daybg = content.Load<Texture2D>(key); return true; - case "loosesprites\\font_bold": // Game1.LoadContent + case "loosesprites/font_bold": // Game1.LoadContent SpriteText.spriteTexture = content.Load<Texture2D>(key); return true; - case "loosesprites\\font_colored": // Game1.LoadContent + case "loosesprites/font_colored": // Game1.LoadContent SpriteText.coloredTexture = content.Load<Texture2D>(key); return true; - case "loosesprites\\giftbox": // Game1.LoadContent + case "loosesprites/giftbox": // Game1.LoadContent Game1.giftboxTexture = content.Load<Texture2D>(key); return true; - case "loosesprites\\nightbg": // Game1.LoadContent + case "loosesprites/nightbg": // Game1.LoadContent Game1.nightbg = content.Load<Texture2D>(key); return true; - case "loosesprites\\shadow": // Game1.LoadContent + case "loosesprites/shadow": // Game1.LoadContent Game1.shadowTexture = content.Load<Texture2D>(key); return true; - case "loosesprites\\suspensionbridge": // SuspensionBridge constructor - return !ignoreWorld && this.ReloadSuspensionBridges(content, key); + case "loosesprites/suspensionbridge": // SuspensionBridge constructor + return !ignoreWorld && this.ReloadSuspensionBridges(content, assetName); /**** ** Content\Maps ****/ - case "maps\\menutiles": // Game1.LoadContent + case "maps/menutiles": // Game1.LoadContent Game1.menuTexture = content.Load<Texture2D>(key); return true; - case "maps\\menutilesuncolored": // Game1.LoadContent + case "maps/menutilesuncolored": // Game1.LoadContent Game1.uncoloredMenuTexture = content.Load<Texture2D>(key); return true; - case "maps\\springobjects": // Game1.LoadContent + case "maps/springobjects": // Game1.LoadContent Game1.objectSpriteSheet = content.Load<Texture2D>(key); return true; /**** ** Content\Minigames ****/ - case "minigames\\clouds": // TitleMenu + case "minigames/clouds": // TitleMenu { if (Game1.activeClickableMenu is TitleMenu titleMenu) { @@ -455,128 +454,128 @@ namespace StardewModdingAPI.Metadata } return false; - case "minigames\\titlebuttons": // TitleMenu - return this.ReloadTitleButtons(content, key); + case "minigames/titlebuttons": // TitleMenu + return this.ReloadTitleButtons(content, assetName); /**** ** Content\Strings ****/ - case "strings\\stringsfromcsfiles": + case "strings/stringsfromcsfiles": return this.ReloadStringsFromCsFiles(content); /**** ** Content\TileSheets ****/ - case "tilesheets\\animations": // Game1.LoadContent + case "tilesheets/animations": // Game1.LoadContent Game1.animations = content.Load<Texture2D>(key); return true; - case "tilesheets\\buffsicons": // Game1.LoadContent + case "tilesheets/buffsicons": // Game1.LoadContent Game1.buffsIcons = content.Load<Texture2D>(key); return true; - case "tilesheets\\bushes": // new Bush() + case "tilesheets/bushes": // new Bush() Bush.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); return true; - case "tilesheets\\chairtiles": // Game1.LoadContent - return this.ReloadChairTiles(content, key, ignoreWorld); + case "tilesheets/chairtiles": // Game1.LoadContent + return this.ReloadChairTiles(content, assetName, ignoreWorld); - case "tilesheets\\craftables": // Game1.LoadContent + case "tilesheets/craftables": // Game1.LoadContent Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key); return true; - case "tilesheets\\critters": // Critter constructor - return !ignoreWorld && this.ReloadCritterTextures(content, key) > 0; + case "tilesheets/critters": // Critter constructor + return !ignoreWorld && this.ReloadCritterTextures(content, assetName) > 0; - case "tilesheets\\crops": // Game1.LoadContent + case "tilesheets/crops": // Game1.LoadContent Game1.cropSpriteSheet = content.Load<Texture2D>(key); return true; - case "tilesheets\\debris": // Game1.LoadContent + case "tilesheets/debris": // Game1.LoadContent Game1.debrisSpriteSheet = content.Load<Texture2D>(key); return true; - case "tilesheets\\emotes": // Game1.LoadContent + case "tilesheets/emotes": // Game1.LoadContent Game1.emoteSpriteSheet = content.Load<Texture2D>(key); return true; - case "tilesheets\\fruittrees": // FruitTree + case "tilesheets/fruittrees": // FruitTree FruitTree.texture = content.Load<Texture2D>(key); return true; - case "tilesheets\\furniture": // Game1.LoadContent + case "tilesheets/furniture": // Game1.LoadContent Furniture.furnitureTexture = content.Load<Texture2D>(key); return true; - case "tilesheets\\furniturefront": // Game1.LoadContent + case "tilesheets/furniturefront": // Game1.LoadContent Furniture.furnitureFrontTexture = content.Load<Texture2D>(key); return true; - case "tilesheets\\projectiles": // Game1.LoadContent + case "tilesheets/projectiles": // Game1.LoadContent Projectile.projectileSheet = content.Load<Texture2D>(key); return true; - case "tilesheets\\rain": // Game1.LoadContent + case "tilesheets/rain": // Game1.LoadContent Game1.rainTexture = content.Load<Texture2D>(key); return true; - case "tilesheets\\tools": // Game1.ResetToolSpriteSheet + case "tilesheets/tools": // Game1.ResetToolSpriteSheet Game1.ResetToolSpriteSheet(); return true; - case "tilesheets\\weapons": // Game1.LoadContent + case "tilesheets/weapons": // Game1.LoadContent Tool.weaponsTexture = content.Load<Texture2D>(key); return true; /**** ** Content\TerrainFeatures ****/ - case "terrainfeatures\\flooring": // from Flooring + case "terrainfeatures/flooring": // from Flooring Flooring.floorsTexture = content.Load<Texture2D>(key); return true; - case "terrainfeatures\\flooring_winter": // from Flooring + case "terrainfeatures/flooring_winter": // from Flooring Flooring.floorsTextureWinter = content.Load<Texture2D>(key); return true; - case "terrainfeatures\\grass": // from Grass - return !ignoreWorld && this.ReloadGrassTextures(content, key); + case "terrainfeatures/grass": // from Grass + return !ignoreWorld && this.ReloadGrassTextures(content, assetName); - case "terrainfeatures\\hoedirt": // from HoeDirt + case "terrainfeatures/hoedirt": // from HoeDirt HoeDirt.lightTexture = content.Load<Texture2D>(key); return true; - case "terrainfeatures\\hoedirtdark": // from HoeDirt + case "terrainfeatures/hoedirtdark": // from HoeDirt HoeDirt.darkTexture = content.Load<Texture2D>(key); return true; - case "terrainfeatures\\hoedirtsnow": // from HoeDirt + case "terrainfeatures/hoedirtsnow": // from HoeDirt HoeDirt.snowTexture = content.Load<Texture2D>(key); return true; - case "terrainfeatures\\mushroom_tree": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.mushroomTree); + case "terrainfeatures/mushroom_tree": // from Tree + return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.mushroomTree); - case "terrainfeatures\\tree_palm": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.palmTree); + case "terrainfeatures/tree_palm": // from Tree + return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.palmTree); - case "terrainfeatures\\tree1_fall": // from Tree - case "terrainfeatures\\tree1_spring": // from Tree - case "terrainfeatures\\tree1_summer": // from Tree - case "terrainfeatures\\tree1_winter": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.bushyTree); + case "terrainfeatures/tree1_fall": // from Tree + case "terrainfeatures/tree1_spring": // from Tree + case "terrainfeatures/tree1_summer": // from Tree + case "terrainfeatures/tree1_winter": // from Tree + return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.bushyTree); - case "terrainfeatures\\tree2_fall": // from Tree - case "terrainfeatures\\tree2_spring": // from Tree - case "terrainfeatures\\tree2_summer": // from Tree - case "terrainfeatures\\tree2_winter": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.leafyTree); + case "terrainfeatures/tree2_fall": // from Tree + case "terrainfeatures/tree2_spring": // from Tree + case "terrainfeatures/tree2_summer": // from Tree + case "terrainfeatures/tree2_winter": // from Tree + return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.leafyTree); - case "terrainfeatures\\tree3_fall": // from Tree - case "terrainfeatures\\tree3_spring": // from Tree - case "terrainfeatures\\tree3_winter": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.pineTree); + case "terrainfeatures/tree3_fall": // from Tree + case "terrainfeatures/tree3_spring": // from Tree + case "terrainfeatures/tree3_winter": // from Tree + return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.pineTree); } /**** @@ -585,25 +584,25 @@ namespace StardewModdingAPI.Metadata if (!ignoreWorld) { // dynamic textures - if (this.KeyStartsWith(key, "animals\\cat")) - return this.ReloadPetOrHorseSprites<Cat>(content, key); - if (this.KeyStartsWith(key, "animals\\dog")) - return this.ReloadPetOrHorseSprites<Dog>(content, key); - if (this.IsInFolder(key, "Animals")) - return this.ReloadFarmAnimalSprites(content, key); + if (assetName.StartsWith("animals/cat")) + return this.ReloadPetOrHorseSprites<Cat>(content, assetName); + if (assetName.StartsWith("animals/dog")) + return this.ReloadPetOrHorseSprites<Dog>(content, assetName); + if (assetName.IsDirectlyUnderPath("Animals")) + return this.ReloadFarmAnimalSprites(content, assetName); - if (this.IsInFolder(key, "Buildings")) - return this.ReloadBuildings(key); + if (assetName.IsDirectlyUnderPath("Buildings")) + return this.ReloadBuildings(assetName); - if (this.KeyStartsWith(key, "LooseSprites\\Fence")) - return this.ReloadFenceTextures(key); + if (assetName.StartsWith("LooseSprites/Fence")) + return this.ReloadFenceTextures(assetName); // dynamic data - if (this.IsInFolder(key, "Characters\\Dialogue")) - return this.ReloadNpcDialogue(key); + if (assetName.IsDirectlyUnderPath("Characters/Dialogue")) + return this.ReloadNpcDialogue(assetName); - if (this.IsInFolder(key, "Characters\\schedules")) - return this.ReloadNpcSchedules(key); + if (assetName.IsDirectlyUnderPath("Characters/schedules")) + return this.ReloadNpcSchedules(assetName); } return false; @@ -618,14 +617,14 @@ namespace StardewModdingAPI.Metadata ****/ /// <summary>Reload buttons on the title screen.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any textures were reloaded.</returns> /// <remarks>Derived from the <see cref="TitleMenu"/> constructor and <see cref="TitleMenu.setUpIcons"/>.</remarks> - private bool ReloadTitleButtons(LocalizedContentManager content, string key) + private bool ReloadTitleButtons(LocalizedContentManager content, IAssetName assetName) { if (Game1.activeClickableMenu is TitleMenu titleMenu) { - Texture2D texture = content.Load<Texture2D>(key); + Texture2D texture = content.Load<Texture2D>(assetName.Name); titleMenu.titleButtonsTexture = texture; titleMenu.backButton.texture = texture; @@ -645,21 +644,21 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload the sprites for matching pets or horses.</summary> /// <typeparam name="TAnimal">The animal type.</typeparam> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadPetOrHorseSprites<TAnimal>(LocalizedContentManager content, string key) + private bool ReloadPetOrHorseSprites<TAnimal>(LocalizedContentManager content, IAssetName assetName) where TAnimal : NPC { // find matches TAnimal[] animals = this.GetCharacters() .OfType<TAnimal>() - .Where(p => key == this.NormalizeAssetNameIgnoringEmpty(p.Sprite?.Texture?.Name)) + .Where(p => assetName.IsEquivalentTo(p.Sprite?.Texture?.Name)) .ToArray(); if (!animals.Any()) return false; // update sprites - Texture2D texture = content.Load<Texture2D>(key); + Texture2D texture = content.Load<Texture2D>(assetName.Name); foreach (TAnimal animal in animals) animal.Sprite.spriteTexture = texture; return true; @@ -667,10 +666,10 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload the sprites for matching farm animals.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any textures were reloaded.</returns> /// <remarks>Derived from <see cref="FarmAnimal.reload"/>.</remarks> - private bool ReloadFarmAnimalSprites(LocalizedContentManager content, string key) + private bool ReloadFarmAnimalSprites(LocalizedContentManager content, IAssetName assetName) { // find matches FarmAnimal[] animals = this.GetFarmAnimals().ToArray(); @@ -678,7 +677,7 @@ namespace StardewModdingAPI.Metadata return false; // update sprites - Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); + Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.Name)); foreach (FarmAnimal animal in animals) { // get expected key @@ -687,26 +686,26 @@ namespace StardewModdingAPI.Metadata : animal.type.Value; if (animal.showDifferentTextureWhenReadyForHarvest.Value && animal.currentProduce.Value <= 0) expectedKey = $"Sheared{expectedKey}"; - expectedKey = $"Animals\\{expectedKey}"; + expectedKey = $"Animals/{expectedKey}"; // reload asset - if (expectedKey == key) + if (assetName.IsEquivalentTo(expectedKey)) animal.Sprite.spriteTexture = texture.Value; } return texture.IsValueCreated; } /// <summary>Reload building textures.</summary> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadBuildings(string key) + private bool ReloadBuildings(IAssetName assetName) { // get paint mask info const string paintMaskSuffix = "_PaintMask"; - bool isPaintMask = key.EndsWith(paintMaskSuffix, StringComparison.OrdinalIgnoreCase); + bool isPaintMask = assetName.BaseName.EndsWith(paintMaskSuffix, StringComparison.OrdinalIgnoreCase); // get building type - string type = Path.GetFileName(key); + string type = Path.GetFileName(assetName.Name)!; if (isPaintMask) type = type.Substring(0, type.Length - paintMaskSuffix.Length); @@ -718,7 +717,7 @@ namespace StardewModdingAPI.Metadata .ToArray(); // remove from paint mask cache - bool removedFromCache = this.RemoveFromPaintMaskCache(key); + bool removedFromCache = this.RemoveFromPaintMaskCache(assetName); // reload textures if (buildings.Any()) @@ -734,12 +733,12 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload map seat textures.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param> /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadChairTiles(LocalizedContentManager content, string key, bool ignoreWorld) + private bool ReloadChairTiles(LocalizedContentManager content, IAssetName assetName, bool ignoreWorld) { - MapSeat.mapChairTexture = content.Load<Texture2D>(key); + MapSeat.mapChairTexture = content.Load<Texture2D>(assetName.Name); if (!ignoreWorld) { @@ -747,9 +746,7 @@ namespace StardewModdingAPI.Metadata { foreach (MapSeat seat in location.mapSeats.Where(p => p != null)) { - string curKey = this.NormalizeAssetNameIgnoringEmpty(seat._loadedTextureFile); - - if (curKey == null || key.Equals(curKey, StringComparison.OrdinalIgnoreCase)) + if (assetName.IsEquivalentTo(seat._loadedTextureFile)) seat.overlayTexture = MapSeat.mapChairTexture; } } @@ -760,9 +757,9 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload critter textures.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns the number of reloaded assets.</returns> - private int ReloadCritterTextures(LocalizedContentManager content, string key) + private int ReloadCritterTextures(LocalizedContentManager content, IAssetName assetName) { // get critters Critter[] critters = @@ -770,7 +767,7 @@ namespace StardewModdingAPI.Metadata from location in this.GetLocations() where location.critters != null from Critter critter in location.critters - where this.NormalizeAssetNameIgnoringEmpty(critter.sprite?.Texture?.Name) == key + where assetName.IsEquivalentTo(critter.sprite?.Texture?.Name) select critter ) .ToArray(); @@ -778,7 +775,7 @@ namespace StardewModdingAPI.Metadata return 0; // update sprites - Texture2D texture = content.Load<Texture2D>(key); + Texture2D texture = content.Load<Texture2D>(assetName.Name); foreach (var entry in critters) entry.sprite.spriteTexture = texture; @@ -787,11 +784,11 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload the sprites for interior doors.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any doors were affected.</returns> - private bool ReloadDoorSprites(LocalizedContentManager content, string key) + private bool ReloadDoorSprites(LocalizedContentManager content, IAssetName assetName) { - Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); + Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.Name)); foreach (GameLocation location in this.GetLocations()) { @@ -804,11 +801,9 @@ namespace StardewModdingAPI.Metadata if (door?.Sprite == null) continue; - string textureName = this.NormalizeAssetNameIgnoringEmpty(this.Reflection.GetField<string>(door.Sprite, "textureName").GetValue()); - if (textureName != key) - continue; - - door.Sprite.texture = texture.Value; + string curKey = this.Reflection.GetField<string>(door.Sprite, "textureName").GetValue(); + if (assetName.IsEquivalentTo(curKey)) + door.Sprite.texture = texture.Value; } } @@ -831,12 +826,12 @@ namespace StardewModdingAPI.Metadata } /// <summary>Reload the sprites for a fence type.</summary> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadFenceTextures(string key) + private bool ReloadFenceTextures(IAssetName assetName) { - // get fence type - if (!int.TryParse(this.GetSegments(key)[1].Substring("Fence".Length), out int fenceType)) + // get fence type (e.g. LooseSprites/Fence3 => 3) + if (!int.TryParse(this.GetSegments(assetName.BaseName)[1].Substring("Fence".Length), out int fenceType)) return false; // get fences @@ -859,22 +854,22 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload tree textures.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadGrassTextures(LocalizedContentManager content, string key) + private bool ReloadGrassTextures(LocalizedContentManager content, IAssetName assetName) { Grass[] grasses = ( from location in this.GetLocations() from grass in location.terrainFeatures.Values.OfType<Grass>() - where this.NormalizeAssetNameIgnoringEmpty(grass.textureName()) == key + where assetName.IsEquivalentTo(grass.textureName()) select grass ) .ToArray(); if (grasses.Any()) { - Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); + Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.Name)); foreach (Grass grass in grasses) grass.texture = texture; return true; @@ -936,11 +931,11 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload the disposition data for matching NPCs.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any NPCs were affected.</returns> - private bool ReloadNpcDispositions(LocalizedContentManager content, string key) + private bool ReloadNpcDispositions(LocalizedContentManager content, IAssetName assetName) { - IDictionary<string, string> data = content.Load<Dictionary<string, string>>(key); + IDictionary<string, string> data = content.Load<Dictionary<string, string>>(assetName.Name); bool changed = false; foreach (NPC npc in this.GetCharacters()) { @@ -957,16 +952,16 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload the sprites for matching NPCs.</summary> /// <param name="keys">The asset keys to reload.</param> /// <param name="propagated">The asset keys which have been propagated.</param> - private void ReloadNpcSprites(IEnumerable<string> keys, IDictionary<string, bool> propagated) + private void ReloadNpcSprites(IEnumerable<IAssetName> keys, IDictionary<IAssetName, bool> propagated) { // get NPCs - HashSet<string> lookup = new HashSet<string>(keys, StringComparer.OrdinalIgnoreCase); + IDictionary<string, IAssetName> lookup = keys.ToDictionary(p => p.Name, StringComparer.OrdinalIgnoreCase); var characters = ( from npc in this.GetCharacters() let key = this.NormalizeAssetNameIgnoringEmpty(npc.Sprite?.Texture?.Name) - where key != null && lookup.Contains(key) - select new { Npc = npc, Key = key } + where key != null && lookup.ContainsKey(key) + select new { Npc = npc, AssetName = lookup[key] } ) .ToArray(); if (!characters.Any()) @@ -975,56 +970,56 @@ namespace StardewModdingAPI.Metadata // update sprite foreach (var target in characters) { - target.Npc.Sprite.spriteTexture = this.LoadAndDisposeIfNeeded(target.Npc.Sprite.spriteTexture, target.Key); - propagated[target.Key] = true; + target.Npc.Sprite.spriteTexture = this.LoadAndDisposeIfNeeded(target.Npc.Sprite.spriteTexture, target.AssetName.Name); + propagated[target.AssetName] = true; } } /// <summary>Reload the portraits for matching NPCs.</summary> /// <param name="keys">The asset key to reload.</param> /// <param name="propagated">The asset keys which have been propagated.</param> - private void ReloadNpcPortraits(IEnumerable<string> keys, IDictionary<string, bool> propagated) + private void ReloadNpcPortraits(IEnumerable<IAssetName> keys, IDictionary<IAssetName, bool> propagated) { // get NPCs - HashSet<string> lookup = new HashSet<string>(keys, StringComparer.OrdinalIgnoreCase); + IDictionary<string, IAssetName> lookup = keys.ToDictionary(p => p.Name, StringComparer.OrdinalIgnoreCase); var characters = ( from npc in this.GetCharacters() where npc.isVillager() let key = this.NormalizeAssetNameIgnoringEmpty(npc.Portrait?.Name) - where key != null && lookup.Contains(key) - select new { Npc = npc, Key = key } + where key != null && lookup.ContainsKey(key) + select new { Npc = npc, AssetName = lookup[key] } ) .ToList(); // special case: Gil is a private NPC field on the AdventureGuild class (only used for the portrait) { string gilKey = this.NormalizeAssetNameIgnoringEmpty("Portraits/Gil"); - if (lookup.Contains(gilKey)) + if (lookup.TryGetValue(gilKey, out IAssetName assetName)) { GameLocation adventureGuild = Game1.getLocationFromName("AdventureGuild"); if (adventureGuild != null) - characters.Add(new { Npc = this.Reflection.GetField<NPC>(adventureGuild, "Gil").GetValue(), Key = gilKey }); + characters.Add(new { Npc = this.Reflection.GetField<NPC>(adventureGuild, "Gil").GetValue(), AssetName = assetName }); } } // update portrait foreach (var target in characters) { - target.Npc.Portrait = this.LoadAndDisposeIfNeeded(target.Npc.Portrait, target.Key); - propagated[target.Key] = true; + target.Npc.Portrait = this.LoadAndDisposeIfNeeded(target.Npc.Portrait, target.AssetName.Name); + propagated[target.AssetName] = true; } } /// <summary>Reload the sprites for matching players.</summary> - /// <param name="key">The asset key to reload.</param> - private bool ReloadPlayerSprites(string key) + /// <param name="assetName">The asset name to reload.</param> + private bool ReloadPlayerSprites(IAssetName assetName) { Farmer[] players = ( from player in Game1.getOnlineFarmers() - where key == this.NormalizeAssetNameIgnoringEmpty(player.getTexture()) + where assetName.IsEquivalentTo(player.getTexture()) select player ) .ToArray(); @@ -1040,11 +1035,11 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload suspension bridge textures.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadSuspensionBridges(LocalizedContentManager content, string key) + private bool ReloadSuspensionBridges(LocalizedContentManager content, IAssetName assetName) { - Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); + Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.Name)); foreach (GameLocation location in this.GetLocations(buildingInteriors: false)) { @@ -1063,10 +1058,10 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload tree textures.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <param name="type">The type to reload.</param> /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadTreeTextures(LocalizedContentManager content, string key, int type) + private bool ReloadTreeTextures(LocalizedContentManager content, IAssetName assetName, int type) { Tree[] trees = this.GetLocations() .SelectMany(p => p.terrainFeatures.Values.OfType<Tree>()) @@ -1075,7 +1070,7 @@ namespace StardewModdingAPI.Metadata if (trees.Any()) { - Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); + Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.Name)); foreach (Tree tree in trees) tree.texture = texture; return true; @@ -1088,12 +1083,12 @@ namespace StardewModdingAPI.Metadata ** Reload data methods ****/ /// <summary>Reload the dialogue data for matching NPCs.</summary> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any assets were reloaded.</returns> - private bool ReloadNpcDialogue(string key) + private bool ReloadNpcDialogue(IAssetName assetName) { // get NPCs - string name = Path.GetFileName(key); + string name = Path.GetFileName(assetName.Name); NPC[] villagers = this.GetCharacters().Where(npc => npc.Name == name && npc.isVillager()).ToArray(); if (!villagers.Any()) return false; @@ -1118,12 +1113,12 @@ namespace StardewModdingAPI.Metadata } /// <summary>Reload the schedules for matching NPCs.</summary> - /// <param name="key">The asset key to reload.</param> + /// <param name="assetName">The asset name to reload.</param> /// <returns>Returns whether any assets were reloaded.</returns> - private bool ReloadNpcSchedules(string key) + private bool ReloadNpcSchedules(IAssetName assetName) { // get NPCs - string name = Path.GetFileName(key); + string name = Path.GetFileName(assetName.Name); NPC[] villagers = this.GetCharacters().Where(npc => npc.Name == name && npc.isVillager()).ToArray(); if (!villagers.Any()) return false; @@ -1157,17 +1152,17 @@ namespace StardewModdingAPI.Metadata /// <remarks>Derived from the <see cref="Game1.TranslateFields"/>.</remarks> private bool ReloadStringsFromCsFiles(LocalizedContentManager content) { - Game1.samBandName = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.2156"); - Game1.elliottBookName = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.2157"); + Game1.samBandName = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.2156"); + Game1.elliottBookName = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.2157"); string[] dayNames = this.Reflection.GetField<string[]>(typeof(Game1), "_shortDayDisplayName").GetValue(); - dayNames[0] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3042"); - dayNames[1] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3043"); - dayNames[2] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3044"); - dayNames[3] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3045"); - dayNames[4] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3046"); - dayNames[5] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3047"); - dayNames[6] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3048"); + dayNames[0] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3042"); + dayNames[1] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3043"); + dayNames[2] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3044"); + dayNames[3] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3045"); + dayNames[4] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3046"); + dayNames[5] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3047"); + dayNames[6] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3048"); return true; } @@ -1247,42 +1242,13 @@ namespace StardewModdingAPI.Metadata return this.AssertAndNormalizeAssetName(path); } - /// <summary>Get whether a key starts with a substring after the substring is normalized.</summary> - /// <param name="key">The key to check.</param> - /// <param name="rawSubstring">The substring to normalize and find.</param> - private bool KeyStartsWith(string key, string rawSubstring) - { - if (string.IsNullOrWhiteSpace(key) || string.IsNullOrWhiteSpace(rawSubstring)) - return false; - - return key.StartsWith(this.NormalizeAssetNameIgnoringEmpty(rawSubstring), StringComparison.OrdinalIgnoreCase); - } - - /// <summary>Get whether a normalized asset key is in the given folder.</summary> - /// <param name="key">The normalized asset key (like <c>Animals/cat</c>).</param> - /// <param name="folder">The key folder (like <c>Animals</c>); doesn't need to be normalized.</param> - /// <param name="allowSubfolders">Whether to return true if the key is inside a subfolder of the <paramref name="folder"/>.</param> - private bool IsInFolder(string key, string folder, bool allowSubfolders = false) - { - return - this.KeyStartsWith(key, $"{folder}\\") - && (allowSubfolders || this.CountSegments(key) == this.CountSegments(folder) + 1); - } - /// <summary>Get the segments in a path (e.g. 'a/b' is 'a' and 'b').</summary> /// <param name="path">The path to check.</param> private string[] GetSegments(string path) { return path != null ? PathUtilities.GetSegments(path) - : new string[0]; - } - - /// <summary>Count the number of segments in a path (e.g. 'a/b' is 2).</summary> - /// <param name="path">The path to check.</param> - private int CountSegments(string path) - { - return this.GetSegments(path).Length; + : Array.Empty<string>(); } /// <summary>Load a texture, and dispose the old one if <see cref="AggressiveMemoryOptimizations"/> is enabled and it's different from the new instance.</summary> @@ -1308,8 +1274,8 @@ namespace StardewModdingAPI.Metadata } /// <summary>Remove a case-insensitive key from the paint mask cache.</summary> - /// <param name="key">The paint mask asset key.</param> - private bool RemoveFromPaintMaskCache(string key) + /// <param name="assetName">The paint mask asset name.</param> + private bool RemoveFromPaintMaskCache(IAssetName assetName) { // make cache case-insensitive // This is needed for cache invalidation since mods may specify keys with a different capitalization @@ -1317,7 +1283,7 @@ namespace StardewModdingAPI.Metadata BuildingPainter.paintMaskLookup = new Dictionary<string, List<List<int>>>(BuildingPainter.paintMaskLookup, StringComparer.OrdinalIgnoreCase); // remove key from cache - return BuildingPainter.paintMaskLookup.Remove(key); + return BuildingPainter.paintMaskLookup.Remove(assetName.Name); } /// <summary>Metadata about a location used in asset propagation.</summary> diff --git a/src/SMAPI/Program.cs b/src/SMAPI/Program.cs index 0c90f2aa..f2f65287 100644 --- a/src/SMAPI/Program.cs +++ b/src/SMAPI/Program.cs @@ -66,7 +66,7 @@ namespace StardewModdingAPI { Program.AssemblyPathsByName = new(StringComparer.OrdinalIgnoreCase); - foreach (string searchPath in new[] { EarlyConstants.ExecutionPath, Program.DllSearchPath }) + foreach (string searchPath in new[] { EarlyConstants.GamePath, Program.DllSearchPath }) { foreach (string dllPath in Directory.EnumerateFiles(searchPath, "*.dll")) { @@ -110,7 +110,7 @@ namespace StardewModdingAPI catch (Exception ex) { // file doesn't exist - if (!File.Exists(Path.Combine(EarlyConstants.ExecutionPath, $"{EarlyConstants.GameAssemblyName}.exe"))) + if (!File.Exists(Path.Combine(EarlyConstants.GamePath, $"{EarlyConstants.GameAssemblyName}.exe"))) Program.PrintErrorAndExit("Oops! SMAPI can't find the game. Make sure you're running StardewModdingAPI.exe in your game folder."); // can't load file @@ -160,8 +160,8 @@ namespace StardewModdingAPI /// <remarks>This is needed to resolve native DLLs like libSkiaSharp.</remarks> private static void AssertDepsJson() { - string sourcePath = Path.Combine(Constants.ExecutionPath, "Stardew Valley.deps.json"); - string targetPath = Path.Combine(Constants.ExecutionPath, "StardewModdingAPI.deps.json"); + string sourcePath = Path.Combine(Constants.GamePath, "Stardew Valley.deps.json"); + string targetPath = Path.Combine(Constants.GamePath, "StardewModdingAPI.deps.json"); if (!File.Exists(targetPath) || FileUtilities.GetFileHash(sourcePath) != FileUtilities.GetFileHash(targetPath)) { @@ -194,7 +194,7 @@ namespace StardewModdingAPI // normalise modsPath = !string.IsNullOrWhiteSpace(rawModsPath) - ? Path.Combine(Constants.ExecutionPath, rawModsPath) + ? Path.Combine(Constants.GamePath, rawModsPath) : Constants.DefaultModsPath; } diff --git a/src/SMAPI/Utilities/Keybind.cs b/src/SMAPI/Utilities/Keybind.cs index 87b867a9..403ecf4a 100644 --- a/src/SMAPI/Utilities/Keybind.cs +++ b/src/SMAPI/Utilities/Keybind.cs @@ -48,7 +48,7 @@ namespace StardewModdingAPI.Utilities if (string.IsNullOrWhiteSpace(input)) { parsed = new Keybind(SButton.None); - errors = new string[0]; + errors = Array.Empty<string>(); return true; } @@ -97,7 +97,7 @@ namespace StardewModdingAPI.Utilities else { parsed = new Keybind(buttons); - errors = new string[0]; + errors = Array.Empty<string>(); return true; } } diff --git a/src/SMAPI/Utilities/KeybindList.cs b/src/SMAPI/Utilities/KeybindList.cs index 28cae240..f8f569af 100644 --- a/src/SMAPI/Utilities/KeybindList.cs +++ b/src/SMAPI/Utilities/KeybindList.cs @@ -55,7 +55,7 @@ namespace StardewModdingAPI.Utilities if (string.IsNullOrWhiteSpace(input)) { parsed = new KeybindList(); - errors = new string[0]; + errors = Array.Empty<string>(); return true; } @@ -83,7 +83,7 @@ namespace StardewModdingAPI.Utilities else { parsed = new KeybindList(keybinds.ToArray()); - errors = new string[0]; + errors = Array.Empty<string>(); return true; } } |