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-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs54
-rw-r--r--src/SMAPI/Framework/ContentManagers/BaseContentManager.cs56
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs150
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs2
-rw-r--r--src/SMAPI/Framework/ContentManagers/IContentManager.cs16
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs84
-rw-r--r--src/SMAPI/Framework/ModHelpers/ContentHelper.cs8
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs34
8 files changed, 229 insertions, 175 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 00f9439c..fbbbe2d2 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -136,8 +136,8 @@ 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<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(includeCustomLanguages: false));
+ this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, aggressiveMemoryOptimizations, this.ParseAssetName);
+ this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>()));
}
/// <summary>Get a new content manager which handles reading files from the game content folder with support for interception.</summary>
@@ -201,7 +201,8 @@ namespace StardewModdingAPI.Framework
public void OnAdditionalLanguagesInitialized()
{
// 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));
+ var customLanguages = this.MainContentManager.Load<List<ModLanguage>>("Data/AdditionalLanguages");
+ this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages));
_ = this.LocaleCodes.Value;
}
@@ -259,8 +260,8 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Get whether this asset is mapped to a mod folder.</summary>
- /// <param name="key">The asset key.</param>
- public bool IsManagedAssetKey(string key)
+ /// <param name="key">The asset name.</param>
+ public bool IsManagedAssetKey(IAssetName key)
{
return key.StartsWith(this.ManagedPrefix);
}
@@ -268,9 +269,9 @@ namespace StardewModdingAPI.Framework
/// <summary>Parse a managed SMAPI asset key which maps to a mod folder.</summary>
/// <param name="key">The asset key.</param>
/// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
- /// <param name="relativePath">The relative path within the mod folder.</param>
+ /// <param name="relativePath">The asset name within the mod folder.</param>
/// <returns>Returns whether the asset was parsed successfully.</returns>
- public bool TryParseManagedAssetKey(string key, out string contentManagerID, out string relativePath)
+ public bool TryParseManagedAssetKey(string key, out string contentManagerID, out IAssetName relativePath)
{
contentManagerID = null;
relativePath = null;
@@ -284,7 +285,7 @@ namespace StardewModdingAPI.Framework
if (parts.Length != 3) // managed key prefix, mod id, relative path
return false;
contentManagerID = Path.Combine(parts[0], parts[1]);
- relativePath = parts[2];
+ relativePath = this.ParseAssetName(parts[2]);
return true;
}
@@ -295,11 +296,27 @@ namespace StardewModdingAPI.Framework
return Path.Combine(this.ManagedPrefix, modID.ToLower());
}
+ /// <summary>Get whether an asset from a mod folder exists.</summary>
+ /// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
+ /// <param name="assetName">The asset name within the mod folder.</param>
+ public bool DoesManagedAssetExist(string contentManagerID, IAssetName assetName)
+ {
+ // get content manager
+ IContentManager contentManager = this.ContentManagerLock.InReadLock(() =>
+ this.ContentManagers.FirstOrDefault(p => p.IsNamespaced && p.Name == contentManagerID)
+ );
+ if (contentManager == null)
+ throw new InvalidOperationException($"The '{contentManagerID}' prefix isn't handled by any mod.");
+
+ // get whether the asset exists
+ return contentManager.DoesAssetExist(assetName);
+ }
+
/// <summary>Get a copy of an asset from a mod folder.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
- /// <param name="relativePath">The internal SMAPI asset key.</param>
- public T LoadManagedAsset<T>(string contentManagerID, string relativePath)
+ /// <param name="relativePath">The asset name within the mod folder.</param>
+ public T LoadManagedAsset<T>(string contentManagerID, IAssetName relativePath)
{
// get content manager
IContentManager contentManager = this.ContentManagerLock.InReadLock(() =>
@@ -403,7 +420,7 @@ namespace StardewModdingAPI.Framework
/// <summary>Get all loaded instances of an asset name.</summary>
/// <param name="assetName">The asset name.</param>
[SuppressMessage("ReSharper", "UnusedMember.Global", Justification = "This method is provided for Content Patcher.")]
- public IEnumerable<object> GetLoadedValues(string assetName)
+ public IEnumerable<object> GetLoadedValues(IAssetName assetName)
{
return this.ContentManagerLock.InReadLock(() =>
{
@@ -441,7 +458,7 @@ namespace StardewModdingAPI.Framework
if (language == LocalizedContentManager.LanguageCode.mod && LocalizedContentManager.CurrentModLanguage == null)
return null;
- return Game1.content.LanguageCodeString(language);
+ return this.MainContentManager.LanguageCodeString(language);
}
/// <summary>Dispose held resources.</summary>
@@ -495,19 +512,16 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Get the language enums (like <see cref="LocalizedContentManager.LanguageCode.ja"/>) indexed by locale code (like <c>ja-JP</c>).</summary>
- /// <param name="includeCustomLanguages">Whether to read custom languages from <c>Data/AdditionalLanguages</c>.</param>
- private Dictionary<string, LocalizedContentManager.LanguageCode> GetLocaleCodes(bool includeCustomLanguages)
+ /// <param name="customLanguages">The custom languages to add to the lookup.</param>
+ private Dictionary<string, LocalizedContentManager.LanguageCode> GetLocaleCodes(IEnumerable<ModLanguage> customLanguages)
{
var map = new Dictionary<string, LocalizedContentManager.LanguageCode>(StringComparer.OrdinalIgnoreCase);
// custom languages
- if (includeCustomLanguages)
+ foreach (ModLanguage language in customLanguages)
{
- foreach (ModLanguage language in Game1.content.Load<List<ModLanguage>>("Data/AdditionalLanguages"))
- {
- if (!string.IsNullOrWhiteSpace(language?.LanguageCode))
- map[language.LanguageCode] = LocalizedContentManager.LanguageCode.mod;
- }
+ if (!string.IsNullOrWhiteSpace(language?.LanguageCode))
+ map[language.LanguageCode] = LocalizedContentManager.LanguageCode.mod;
}
// vanilla languages (override custom language if they conflict)
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
index 26f0921d..030c60a7 100644
--- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
@@ -93,36 +93,36 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
- public override T Load<T>(string assetName)
+ public virtual bool DoesAssetExist(IAssetName assetName)
{
- return this.Load<T>(assetName, this.Language, useCache: true);
+ return this.Cache.ContainsKey(assetName.Name);
}
/// <inheritdoc />
- public override T Load<T>(string assetName, LanguageCode language)
+ [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")]
+ public override T LoadBase<T>(string assetName)
{
- return this.Load<T>(assetName, language, useCache: true);
+ return this.Load<T>(assetName, LanguageCode.en);
}
/// <inheritdoc />
- public abstract T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache);
+ public override T Load<T>(string assetName)
+ {
+ return this.Load<T>(assetName, this.Language);
+ }
/// <inheritdoc />
- [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")]
- public override T LoadBase<T>(string assetName)
+ public override T Load<T>(string assetName, LanguageCode language)
{
- return this.Load<T>(assetName, LanguageCode.en, useCache: true);
+ IAssetName parsedName = this.Coordinator.ParseAssetName(assetName);
+ return this.Load<T>(parsedName, language, useCache: true);
}
/// <inheritdoc />
- public virtual void OnLocaleChanged() { }
+ public abstract T Load<T>(IAssetName assetName, LanguageCode language, bool useCache);
/// <inheritdoc />
- [Pure]
- public string NormalizePathSeparators(string path)
- {
- return this.Cache.NormalizePathSeparators(path);
- }
+ public virtual void OnLocaleChanged() { }
/// <inheritdoc />
[SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
@@ -154,11 +154,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
- public bool IsLoaded(string assetName, LanguageCode language)
- {
- assetName = this.Cache.NormalizeKey(assetName);
- return this.IsNormalizedKeyLoaded(assetName, language);
- }
+ public abstract bool IsLoaded(IAssetName assetName, LanguageCode language);
/****
** Cache invalidation
@@ -233,6 +229,14 @@ namespace StardewModdingAPI.Framework.ContentManagers
/*********
** Private methods
*********/
+ /// <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]
+ protected string NormalizePathSeparators(string path)
+ {
+ return this.Cache.NormalizePathSeparators(path);
+ }
+
/// <summary>Load an asset file directly from the underlying content manager.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The normalized asset key.</param>
@@ -250,26 +254,18 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="value">The asset value.</param>
/// <param name="language">The language code for which to inject the asset.</param>
/// <param name="useCache">Whether to save the asset to the asset cache.</param>
- protected virtual void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache)
+ protected virtual void TrackAsset<T>(IAssetName assetName, T value, LanguageCode language, bool useCache)
{
// track asset key
if (value is Texture2D texture)
- texture.Name = assetName;
+ texture.Name = assetName.Name;
// cache asset
if (useCache)
- {
- assetName = this.AssertAndNormalizeAssetName(assetName);
- this.Cache[assetName] = value;
- }
+ this.Cache[assetName.Name] = value;
// avoid hard disposable references; see remarks on the field
this.BaseDisposableReferences.Clear();
}
-
- /// <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);
}
}
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index 0ca9e277..9b8125ad 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -63,7 +63,34 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
- public override T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache)
+ public override bool DoesAssetExist(IAssetName assetName)
+ {
+ if (base.DoesAssetExist(assetName))
+ return true;
+
+ // vanilla asset
+ if (File.Exists(Path.Combine(this.RootDirectory, $"{assetName.Name}.xnb")))
+ return true;
+
+ // managed asset
+ if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
+ return this.Coordinator.DoesManagedAssetExist(contentManagerID, relativePath);
+
+ // custom asset from a loader
+ string locale = this.GetLocale();
+ IAssetInfo info = new AssetInfo(locale, assetName, typeof(object), this.AssertAndNormalizeAssetName);
+ ModLinked<IAssetLoader>[] loaders = this.GetLoaders<object>(info).ToArray();
+ if (loaders.Length > 1)
+ {
+ string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray();
+ this.Monitor.Log($"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 loaders.Length == 1;
+ }
+
+ /// <inheritdoc />
+ public override T Load<T>(IAssetName assetName, LanguageCode language, bool useCache)
{
// raise first-load callback
if (GameContentManager.IsFirstLoad)
@@ -73,50 +100,63 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
// normalize asset name
- IAssetName parsedName = this.Coordinator.ParseAssetName(assetName);
- if (parsedName.LanguageCode.HasValue)
- return this.Load<T>(parsedName.BaseName, parsedName.LanguageCode.Value, useCache);
+ if (assetName.LanguageCode.HasValue)
+ return this.Load<T>(this.Coordinator.ParseAssetName(assetName.BaseName), assetName.LanguageCode.Value, useCache);
// get from cache
- if (useCache && this.IsLoaded(parsedName.Name, language))
- return this.RawLoad<T>(parsedName.Name, language, useCache: true);
+ if (useCache && this.IsLoaded(assetName, language))
+ return this.RawLoad<T>(assetName, language, useCache: true);
// get managed asset
- if (this.Coordinator.TryParseManagedAssetKey(parsedName.Name, out string contentManagerID, out string relativePath))
+ if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
{
T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath);
- this.TrackAsset(parsedName.Name, managedAsset, language, useCache);
+ this.TrackAsset(assetName, managedAsset, language, useCache);
return managedAsset;
}
// load asset
T data;
- if (this.AssetsBeingLoaded.Contains(parsedName.Name))
+ if (this.AssetsBeingLoaded.Contains(assetName.Name))
{
- this.Monitor.Log($"Broke loop while loading asset '{parsedName.Name}'.", LogLevel.Warn);
+ this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn);
this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}");
- data = this.RawLoad<T>(parsedName.Name, language, useCache);
+ data = this.RawLoad<T>(assetName, language, useCache);
}
else
{
- data = this.AssetsBeingLoaded.Track(parsedName.Name, () =>
+ data = this.AssetsBeingLoaded.Track(assetName.Name, () =>
{
string locale = this.GetLocale(language);
- IAssetInfo info = new AssetInfo(locale, parsedName, typeof(T), this.AssertAndNormalizeAssetName);
+ IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
IAssetData asset =
this.ApplyLoader<T>(info)
- ?? new AssetDataForObject(info, this.RawLoad<T>(parsedName.Name, language, useCache), this.AssertAndNormalizeAssetName);
+ ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, language, useCache), this.AssertAndNormalizeAssetName);
asset = this.ApplyEditors<T>(info, asset);
return (T)asset.Data;
});
}
// update cache & return data
- this.TrackAsset(parsedName.Name, data, language, useCache);
+ this.TrackAsset(assetName, data, language, useCache);
return data;
}
/// <inheritdoc />
+ public override bool IsLoaded(IAssetName assetName, LanguageCode language)
+ {
+ string cachedKey = null;
+ bool localized =
+ language != LanguageCode.en
+ && !this.Coordinator.IsManagedAssetKey(assetName)
+ && this.LocalizedAssetNames.TryGetValue(assetName.Name, out cachedKey);
+
+ return localized
+ ? this.Cache.ContainsKey(cachedKey)
+ : this.Cache.ContainsKey(assetName.Name);
+ }
+
+ /// <inheritdoc />
public override void OnLocaleChanged()
{
base.OnLocaleChanged();
@@ -153,28 +193,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
** Private methods
*********/
/// <inheritdoc />
- protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language)
- {
- string cachedKey = null;
- bool localized =
- language != LocalizedContentManager.LanguageCode.en
- && !this.Coordinator.IsManagedAssetKey(normalizedAssetName)
- && this.LocalizedAssetNames.TryGetValue(normalizedAssetName, out cachedKey);
-
- return localized
- ? this.Cache.ContainsKey(cachedKey)
- : this.Cache.ContainsKey(normalizedAssetName);
- }
-
- /// <inheritdoc />
- protected override void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache)
+ protected override void TrackAsset<T>(IAssetName assetName, T value, LanguageCode language, bool useCache)
{
// handle explicit language in asset name
{
- IAssetName parsedName = this.Coordinator.ParseAssetName(assetName);
- if (parsedName.LanguageCode.HasValue)
+ if (assetName.LanguageCode.HasValue)
{
- this.TrackAsset(parsedName.BaseName, value, parsedName.LanguageCode.Value, useCache);
+ this.TrackAsset(this.Coordinator.ParseAssetName(assetName.BaseName), value, assetName.LanguageCode.Value, useCache);
return;
}
}
@@ -188,16 +213,16 @@ namespace StardewModdingAPI.Framework.ContentManagers
// doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`.
if (useCache)
{
- string translatedKey = $"{assetName}.{this.GetLocale(language)}";
+ IAssetName translatedKey = new AssetName(assetName.Name, this.GetLocale(language), language);
base.TrackAsset(assetName, value, language, useCache: true);
- if (this.Cache.ContainsKey(translatedKey))
+ if (this.Cache.ContainsKey(translatedKey.Name))
base.TrackAsset(translatedKey, value, language, useCache: true);
// track whether the injected asset is translatable for is-loaded lookups
- if (this.Cache.ContainsKey(translatedKey))
- this.LocalizedAssetNames[assetName] = translatedKey;
- else if (this.Cache.ContainsKey(assetName))
- this.LocalizedAssetNames[assetName] = assetName;
+ if (this.Cache.ContainsKey(translatedKey.Name))
+ this.LocalizedAssetNames[assetName.Name] = translatedKey.Name;
+ else if (this.Cache.ContainsKey(assetName.Name))
+ this.LocalizedAssetNames[assetName.Name] = assetName.Name;
else
this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error);
}
@@ -209,32 +234,32 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="language">The language code for which to load content.</param>
/// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
/// <remarks>Derived from <see cref="LocalizedContentManager.Load{T}(string, LocalizedContentManager.LanguageCode)"/>.</remarks>
- private T RawLoad<T>(string assetName, LanguageCode language, bool useCache)
+ private T RawLoad<T>(IAssetName assetName, LanguageCode language, bool useCache)
{
try
{
// use cached key
- if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey))
+ if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName.Name, out string cachedKey))
return base.RawLoad<T>(cachedKey, useCache);
// try translated key
- if (language != LocalizedContentManager.LanguageCode.en)
+ if (language != LanguageCode.en)
{
string translatedKey = $"{assetName}.{this.GetLocale(language)}";
try
{
T obj = base.RawLoad<T>(translatedKey, useCache);
- this.LocalizedAssetNames[assetName] = translatedKey;
+ this.LocalizedAssetNames[assetName.Name] = translatedKey;
return obj;
}
catch (ContentLoadException)
{
- this.LocalizedAssetNames[assetName] = assetName;
+ this.LocalizedAssetNames[assetName.Name] = assetName.Name;
}
}
// try base asset
- return base.RawLoad<T>(assetName, useCache);
+ return base.RawLoad<T>(assetName.Name, useCache);
}
catch (ContentLoadException ex) when (ex.InnerException is FileNotFoundException innerEx && innerEx.InnerException == null)
{
@@ -248,20 +273,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
private IAssetData ApplyLoader<T>(IAssetInfo info)
{
// find matching loaders
- var loaders = this.Loaders
- .Where(entry =>
- {
- try
- {
- return entry.Data.CanLoad<T>(info);
- }
- catch (Exception ex)
- {
- entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- return false;
- }
- })
- .ToArray();
+ var loaders = this.GetLoaders<T>(info).ToArray();
// validate loaders
if (!loaders.Any())
@@ -362,6 +374,26 @@ namespace StardewModdingAPI.Framework.ContentManagers
return asset;
}
+ /// <summary>Get the asset loaders which handle the asset.</summary>
+ /// <typeparam name="T">The asset type.</typeparam>
+ /// <param name="info">The basic asset metadata.</param>
+ private IEnumerable<ModLinked<IAssetLoader>> GetLoaders<T>(IAssetInfo info)
+ {
+ return this.Loaders
+ .Where(entry =>
+ {
+ try
+ {
+ return entry.Data.CanLoad<T>(info);
+ }
+ catch (Exception ex)
+ {
+ 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;
+ }
+ });
+ }
+
/// <summary>Validate that an asset loaded by a mod is valid and won't cause issues, and fix issues if possible.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The basic asset metadata.</param>
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs
index 61683ce6..206ece30 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs
@@ -25,7 +25,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, onLoadingFirstAsset, aggressiveMemoryOptimizations) { }
/// <inheritdoc />
- public override T Load<T>(string assetName, LanguageCode language, bool useCache)
+ public override T Load<T>(IAssetName assetName, LanguageCode language, bool useCache)
{
T data = base.Load<T>(assetName, language, useCache);
diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs
index ba7dbc06..6d71472f 100644
--- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs
@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
-using System.Diagnostics.Contracts;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewValley;
@@ -29,17 +28,16 @@ namespace StardewModdingAPI.Framework.ContentManagers
/*********
** Methods
*********/
+ /// <summary>Get whether an asset exists and can be loaded.</summary>
+ /// <param name="assetName">The normalized asset name.</param>
+ bool DoesAssetExist(IAssetName assetName);
+
/// <summary>Load an asset that has been processed by the content pipeline.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ /// <param name="assetName">The asset name relative to the loader root directory.</param>
/// <param name="language">The language code for which to load content.</param>
/// <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>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]
- string NormalizePathSeparators(string path);
+ T Load<T>(IAssetName assetName, LocalizedContentManager.LanguageCode language, bool useCache);
/// <summary>Assert that the given key has a valid format and return a normalized form consistent with the underlying cache.</summary>
/// <param name="assetName">The asset key to check.</param>
@@ -56,7 +54,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="language">The language.</param>
- bool IsLoaded(string assetName, LocalizedContentManager.LanguageCode language);
+ bool IsLoaded(IAssetName assetName, LocalizedContentManager.LanguageCode language);
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 50ea6e61..90836fcf 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -64,24 +64,31 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
- public override T Load<T>(string assetName)
+ public override bool DoesAssetExist(IAssetName assetName)
{
- return this.Load<T>(assetName, this.DefaultLanguage, useCache: false);
+ if (base.DoesAssetExist(assetName))
+ return true;
+
+ FileInfo file = this.GetModFile(assetName.Name);
+ return file.Exists;
}
/// <inheritdoc />
- public override T Load<T>(string assetName, LanguageCode language)
+ public override T Load<T>(string assetName)
{
- return this.Load<T>(assetName, language, useCache: false);
+ return this.Load<T>(assetName, this.DefaultLanguage);
}
/// <inheritdoc />
- public override T Load<T>(string assetName, LanguageCode language, bool useCache)
+ public override T Load<T>(string assetName, LanguageCode language)
{
- // normalize key
- bool isXnbFile = Path.GetExtension(assetName).ToLower() == ".xnb";
IAssetName parsedName = this.Coordinator.ParseAssetName(assetName);
+ return this.Load<T>(parsedName, language, useCache: false);
+ }
+ /// <inheritdoc />
+ public override T Load<T>(IAssetName assetName, LanguageCode language, bool useCache)
+ {
// disable caching
// This is necessary to avoid assets being shared between content managers, which can
// cause changes to an asset through one content manager affecting the same asset in
@@ -97,21 +104,21 @@ namespace StardewModdingAPI.Framework.ContentManagers
// resolve managed asset key
{
- if (this.Coordinator.TryParseManagedAssetKey(parsedName.Name, out string contentManagerID, out string relativePath))
+ if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
{
if (contentManagerID != this.Name)
- throw new SContentLoadException($"Can't load managed asset key '{parsedName}' through content manager '{this.Name}' for a different mod.");
- parsedName = this.Coordinator.ParseAssetName(relativePath);
+ throw new SContentLoadException($"Can't load managed asset key '{assetName}' through content manager '{this.Name}' for a different mod.");
+ assetName = relativePath;
}
}
// get local asset
- SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{parsedName}' from {this.Name}: {reasonPhrase}");
+ SContentLoadException GetContentError(string reasonPhrase) => new($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}");
T asset;
try
{
// get file
- FileInfo file = this.GetModFile(isXnbFile ? $"{parsedName}.xnb" : parsedName.Name); // .xnb extension is stripped from asset names passed to the content manager
+ FileInfo file = this.GetModFile(assetName.Name);
if (!file.Exists)
throw GetContentError("the specified path doesn't exist.");
@@ -121,11 +128,16 @@ namespace StardewModdingAPI.Framework.ContentManagers
// XNB file
case ".xnb":
{
- asset = this.RawLoad<T>(parsedName.Name, useCache: false);
+ // the underlying content manager adds a .xnb extension implicitly, so
+ // we need to strip it here to avoid trying to load a '.xnb.xnb' file.
+ string loadName = assetName.Name[..^".xnb".Length];
+
+ // load asset
+ asset = this.RawLoad<T>(loadName, useCache: false);
if (asset is Map map)
{
- map.assetPath = parsedName.Name;
- this.FixTilesheetPaths(map, relativeMapPath: parsedName.Name, fixEagerPathPrefixes: true);
+ map.assetPath = loadName;
+ this.FixTilesheetPaths(map, relativeMapPath: loadName, fixEagerPathPrefixes: true);
}
}
break;
@@ -173,8 +185,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
// fetch & cache
FormatManager formatManager = FormatManager.Instance;
Map map = formatManager.LoadMap(file.FullName);
- map.assetPath = parsedName.Name;
- this.FixTilesheetPaths(map, relativeMapPath: parsedName.Name, fixEagerPathPrefixes: false);
+ map.assetPath = assetName.Name;
+ this.FixTilesheetPaths(map, relativeMapPath: assetName.Name, fixEagerPathPrefixes: false);
asset = (T)(object)map;
}
break;
@@ -185,15 +197,21 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
catch (Exception ex) when (!(ex is SContentLoadException))
{
- throw new SContentLoadException($"The content manager failed loading content asset '{parsedName}' from {this.Name}.", ex);
+ throw new SContentLoadException($"The content manager failed loading content asset '{assetName}' from {this.Name}.", ex);
}
// track & return asset
- this.TrackAsset(parsedName.Name, asset, language, useCache);
+ this.TrackAsset(assetName, asset, language, useCache);
return asset;
}
/// <inheritdoc />
+ public override bool IsLoaded(IAssetName assetName, LanguageCode language)
+ {
+ return this.Cache.ContainsKey(assetName.Name);
+ }
+
+ /// <inheritdoc />
public override LocalizedContentManager CreateTemporary()
{
throw new NotSupportedException("Can't create a temporary mod content manager.");
@@ -202,23 +220,19 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Get the underlying key in the game's content cache for an asset. This does not validate whether the asset exists.</summary>
/// <param name="key">The local path to a content file relative to the mod folder.</param>
/// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
- public string GetInternalAssetKey(string key)
+ public IAssetName GetInternalAssetKey(string key)
{
FileInfo file = this.GetModFile(key);
string relativePath = PathUtilities.GetRelativePath(this.RootDirectory, file.FullName);
- return Path.Combine(this.Name, relativePath);
+ string internalKey = Path.Combine(this.Name, relativePath);
+
+ return this.Coordinator.ParseAssetName(internalKey);
}
/*********
** Private methods
*********/
- /// <inheritdoc />
- protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language)
- {
- return this.Cache.ContainsKey(normalizedAssetName);
- }
-
/// <summary>Get a file from the mod folder.</summary>
/// <param name="path">The asset path relative to the content folder.</param>
private FileInfo GetModFile(string path)
@@ -300,15 +314,15 @@ namespace StardewModdingAPI.Framework.ContentManagers
// load best match
try
{
- if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out string assetName, out string error))
+ if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out IAssetName assetName, out string error))
throw new SContentLoadException($"{errorPrefix} {error}");
- if (assetName != tilesheet.ImageSource)
+ if (!assetName.IsEquivalentTo(tilesheet.ImageSource))
this.Monitor.VerboseLog($" Mapped tilesheet '{tilesheet.ImageSource}' to '{assetName}'.");
- tilesheet.ImageSource = assetName;
+ tilesheet.ImageSource = assetName.Name;
}
- catch (Exception ex) when (!(ex is SContentLoadException))
+ catch (Exception ex) when (ex is not SContentLoadException)
{
throw new SContentLoadException($"{errorPrefix} The tilesheet couldn't be loaded.", ex);
}
@@ -322,7 +336,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="error">A message indicating why the file couldn't be loaded.</param>
/// <returns>Returns whether the asset name was found.</returns>
/// <remarks>See remarks on <see cref="FixTilesheetPaths"/>.</remarks>
- private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string relativePath, out string assetName, out string error)
+ private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string relativePath, out IAssetName assetName, out string error)
{
assetName = null;
error = null;
@@ -330,7 +344,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// nothing to do
if (string.IsNullOrWhiteSpace(relativePath))
{
- assetName = relativePath;
+ assetName = null;
return true;
}
@@ -354,7 +368,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
// get from game assets
- string contentKey = this.GetContentKeyForTilesheetImageSource(relativePath);
+ IAssetName contentKey = this.Coordinator.ParseAssetName(this.GetContentKeyForTilesheetImageSource(relativePath));
try
{
this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
@@ -370,7 +384,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// if the content file doesn't exist, that doesn't mean the error here is a
// content-not-found error. Unfortunately XNA doesn't provide a good way to
// detect the error type.
- if (this.GetContentFolderFileExists(contentKey))
+ if (this.GetContentFolderFileExists(contentKey.Name))
throw;
}
diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
index a01248a8..4e522c8d 100644
--- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
@@ -80,16 +80,18 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <inheritdoc />
public T Load<T>(string key, ContentSource source = ContentSource.ModFolder)
{
+ IAssetName assetName = this.ContentCore.ParseAssetName(key);
+
try
{
this.AssertAndNormalizeAssetName(key);
switch (source)
{
case ContentSource.GameContent:
- return this.GameContentManager.Load<T>(key, this.CurrentLocaleConstant, useCache: false);
+ return this.GameContentManager.Load<T>(assetName, this.CurrentLocaleConstant, useCache: false);
case ContentSource.ModFolder:
- return this.ModContentManager.Load<T>(key, Constants.DefaultLanguage, useCache: false);
+ return this.ModContentManager.Load<T>(assetName, Constants.DefaultLanguage, useCache: false);
default:
throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: unknown content source '{source}'.");
@@ -117,7 +119,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
return this.GameContentManager.AssertAndNormalizeAssetName(key);
case ContentSource.ModFolder:
- return this.ModContentManager.GetInternalAssetKey(key);
+ return this.ModContentManager.GetInternalAssetKey(key).Name;
default:
throw new NotSupportedException($"Unknown content source '{source}'.");
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index e7fac578..f645470e 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -45,8 +45,8 @@ namespace StardewModdingAPI.Metadata
/// <summary>Whether to enable more aggressive memory optimizations.</summary>
private readonly bool AggressiveMemoryOptimizations;
- /// <summary>Normalizes an asset key to match the cache key and assert that it's valid.</summary>
- private readonly Func<string, string> AssertAndNormalizeAssetName;
+ /// <summary>Parse a raw asset name.</summary>
+ private readonly Func<string, IAssetName> ParseAssetName;
/// <summary>Optimized bucket categories for batch reloading assets.</summary>
private enum AssetBucket
@@ -71,15 +71,15 @@ namespace StardewModdingAPI.Metadata
/// <param name="monitor">Writes messages to the console.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
- public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, bool aggressiveMemoryOptimizations)
+ /// <param name="parseAssetName">Parse a raw asset name.</param>
+ public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, bool aggressiveMemoryOptimizations, Func<string, IAssetName> parseAssetName)
{
this.MainContentManager = mainContent;
this.DisposableContentManager = disposableContent;
this.Monitor = monitor;
this.Reflection = reflection;
this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations;
-
- this.AssertAndNormalizeAssetName = disposableContent.AssertAndNormalizeAssetName;
+ this.ParseAssetName = parseAssetName;
}
/// <summary>Reload one of the game's core assets (if applicable).</summary>
@@ -955,13 +955,12 @@ namespace StardewModdingAPI.Metadata
private void ReloadNpcSprites(IEnumerable<IAssetName> keys, IDictionary<IAssetName, bool> propagated)
{
// get NPCs
- 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.ContainsKey(key)
- select new { Npc = npc, AssetName = lookup[key] }
+ let key = this.ParseAssetNameOrNull(npc.Sprite?.Texture?.Name)
+ where key != null && propagated.ContainsKey(key)
+ select new { Npc = npc, AssetName = key }
)
.ToArray();
if (!characters.Any())
@@ -981,26 +980,25 @@ namespace StardewModdingAPI.Metadata
private void ReloadNpcPortraits(IEnumerable<IAssetName> keys, IDictionary<IAssetName, bool> propagated)
{
// get NPCs
- 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.ContainsKey(key)
- select new { Npc = npc, AssetName = lookup[key] }
+ let key = this.ParseAssetNameOrNull(npc.Portrait?.Name)
+ where key != null && propagated.ContainsKey(key)
+ select new { Npc = npc, AssetName = 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.TryGetValue(gilKey, out IAssetName assetName))
+ IAssetName gilKey = this.ParseAssetName("Portraits/Gil");
+ if (propagated.ContainsKey(gilKey))
{
GameLocation adventureGuild = Game1.getLocationFromName("AdventureGuild");
if (adventureGuild != null)
- characters.Add(new { Npc = this.Reflection.GetField<NPC>(adventureGuild, "Gil").GetValue(), AssetName = assetName });
+ characters.Add(new { Npc = this.Reflection.GetField<NPC>(adventureGuild, "Gil").GetValue(), AssetName = gilKey });
}
}
@@ -1234,12 +1232,12 @@ namespace StardewModdingAPI.Metadata
/// <summary>Normalize an asset key to match the cache key and assert that it's valid, but don't raise an error for null or empty values.</summary>
/// <param name="path">The asset key to normalize.</param>
- private string NormalizeAssetNameIgnoringEmpty(string path)
+ private IAssetName ParseAssetNameOrNull(string path)
{
if (string.IsNullOrWhiteSpace(path))
return null;
- return this.AssertAndNormalizeAssetName(path);
+ return this.ParseAssetName(path);
}
/// <summary>Get the segments in a path (e.g. 'a/b' is 'a' and 'b').</summary>