diff options
Diffstat (limited to 'src/SMAPI')
4 files changed, 41 insertions, 24 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index b7c15526..32195fff 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -54,7 +54,7 @@ namespace StardewModdingAPI.Framework private bool IsDisposed; /// <summary>A lock used to prevent asynchronous changes to the content manager list.</summary> - /// <remarks>The game may adds content managers in asynchronous threads (e.g. when populating the load screen).</remarks> + /// <remarks>The game may add content managers in asynchronous threads (e.g. when populating the load screen).</remarks> private readonly ReaderWriterLockSlim ContentManagerLock = new ReaderWriterLockSlim(); /// <summary>A cache of ordered tilesheet IDs used by vanilla maps.</summary> @@ -207,26 +207,11 @@ namespace StardewModdingAPI.Framework /// <remarks>This is called after the player returns to the title screen, but before <see cref="Game1.CleanupReturningToTitle"/> runs.</remarks> public void OnReturningToTitleScreen() { - // The game clears LocalizedContentManager.localizedAssetNames after returning to the title screen. That - // causes an inconsistency in the SMAPI asset cache, which leads to an edge case where assets already - // provided by mods via IAssetLoader when playing in non-English are ignored. - // - // For example, let's say a mod provides the 'Data\mail' asset through IAssetLoader when playing in - // Portuguese. Here's the normal load process after it's loaded: - // 1. The game requests Data\mail. - // 2. SMAPI sees that it's already cached, and calls LoadRaw to bypass asset interception. - // 3. LoadRaw sees that there's a localized key mapping, and gets the mapped key. - // 4. In this case "Data\mail" is mapped to "Data\mail" since it was loaded by a mod, so it loads that - // asset. - // - // When the game clears localizedAssetNames, that process goes wrong in step 4: - // 3. LoadRaw sees that there's no localized key mapping *and* the locale is non-English, so it attempts - // to load from the localized key format. - // 4. In this case that's 'Data\mail.pt-BR', so it successfully loads that asset. - // 5. Since we've bypassed asset interception at this point, it's loaded directly from the base content - // manager without mod changes. - - this.InvalidateCache(asset => true); + this.ContentManagerLock.InReadLock(() => + { + foreach (IContentManager contentManager in this.ContentManagers) + contentManager.OnReturningToTitleScreen(); + }); } /// <summary>Get whether this asset is mapped to a mod folder.</summary> diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index 709c624e..b6b3a7a0 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -133,6 +133,9 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Perform any cleanup needed when the locale changes.</summary> public virtual void OnLocaleChanged() { } + /// <inheritdoc /> + public virtual void OnReturningToTitleScreen() { } + /// <summary>Normalize path separators in a file path. For asset keys, see <see cref="AssertAndNormalizeAssetName"/> instead.</summary> /// <param name="path">The file path to normalize.</param> [Pure] diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index f8ee575f..e3d1e569 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -140,6 +140,31 @@ namespace StardewModdingAPI.Framework.ContentManagers this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change.", LogLevel.Trace); } + /// <inheritdoc /> + public override void OnReturningToTitleScreen() + { + // The game clears LocalizedContentManager.localizedAssetNames after returning to the title screen. That + // causes an inconsistency in the SMAPI asset cache, which leads to an edge case where assets already + // provided by mods via IAssetLoader when playing in non-English are ignored. + // + // For example, let's say a mod provides the 'Data\mail' asset through IAssetLoader when playing in + // Portuguese. Here's the normal load process after it's loaded: + // 1. The game requests Data\mail. + // 2. SMAPI sees that it's already cached, and calls LoadRaw to bypass asset interception. + // 3. LoadRaw sees that there's a localized key mapping, and gets the mapped key. + // 4. In this case "Data\mail" is mapped to "Data\mail" since it was loaded by a mod, so it loads that + // asset. + // + // When the game clears localizedAssetNames, that process goes wrong in step 4: + // 3. LoadRaw sees that there's no localized key mapping *and* the locale is non-English, so it attempts + // to load from the localized key format. + // 4. In this case that's 'Data\mail.pt-BR', so it successfully loads that asset. + // 5. Since we've bypassed asset interception at this point, it's loaded directly from the base content + // manager without mod changes. + if (LocalizedContentManager.CurrentLanguageCode != LocalizedContentManager.LanguageCode.en) + this.InvalidateCache((_, _) => true); + } + /// <summary>Create a new content manager for temporary use.</summary> public override LocalizedContentManager CreateTemporary() { diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs index 0e7edd8f..1e222472 100644 --- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs @@ -36,9 +36,6 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache); - /// <summary>Perform any cleanup needed when the locale changes.</summary> - void OnLocaleChanged(); - /// <summary>Normalize path separators in a file path. For asset keys, see <see cref="AssertAndNormalizeAssetName"/> instead.</summary> /// <param name="path">The file path to normalize.</param> [Pure] @@ -69,5 +66,12 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <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 and instances.</returns> IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false); + + /// <summary>Perform any cleanup needed when the locale changes.</summary> + void OnLocaleChanged(); + + /// <summary>Clean up when the player is returning to the title screen.</summary> + /// <remarks>This is called after the player returns to the title screen, but before <see cref="Game1.CleanupReturningToTitle"/> runs.</remarks> + void OnReturningToTitleScreen(); } } |