diff options
Diffstat (limited to 'src/SMAPI')
5 files changed, 32 insertions, 76 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index b6b3a7a0..1a64dab8 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -5,7 +5,6 @@ using System.Diagnostics.Contracts; using System.Globalization; using System.IO; using System.Linq; -using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Exceptions; @@ -53,16 +52,16 @@ namespace StardewModdingAPI.Framework.ContentManagers /********* ** Accessors *********/ - /// <summary>A name for the mod manager. Not guaranteed to be unique.</summary> + /// <inheritdoc /> public string Name { get; } - /// <summary>The current language as a constant.</summary> + /// <inheritdoc /> public LanguageCode Language => this.GetCurrentLanguage(); - /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> + /// <inheritdoc /> public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); - /// <summary>Whether this content manager can be targeted by managed asset keys (e.g. to load assets from a mod folder).</summary> + /// <inheritdoc /> public bool IsNamespaced { get; } @@ -97,56 +96,42 @@ namespace StardewModdingAPI.Framework.ContentManagers this.BaseDisposableReferences = reflection.GetField<List<IDisposable>>(this, "disposableAssets").GetValue(); } - /// <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> + /// <inheritdoc /> public override T Load<T>(string assetName) { return this.Load<T>(assetName, this.Language, useCache: true); } - /// <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="language">The language code for which to load content.</param> + /// <inheritdoc /> public override T Load<T>(string assetName, LanguageCode language) { return this.Load<T>(assetName, language, useCache: true); } - /// <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="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> + /// <inheritdoc /> public abstract T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache); - /// <summary>Load the base asset without localization.</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> + /// <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) { return this.Load<T>(assetName, LanguageCode.en, useCache: true); } - /// <summary>Perform any cleanup needed when the locale changes.</summary> + /// <inheritdoc /> 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> + /// <inheritdoc /> [Pure] public string NormalizePathSeparators(string path) { return this.Cache.NormalizePathSeparators(path); } - /// <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> - /// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception> + /// <inheritdoc /> [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] public string AssertAndNormalizeAssetName(string assetName) { @@ -163,29 +148,26 @@ namespace StardewModdingAPI.Framework.ContentManagers /**** ** Content loading ****/ - /// <summary>Get the current content locale.</summary> + /// <inheritdoc /> public string GetLocale() { return this.GetLocale(this.GetCurrentLanguage()); } - /// <summary>The locale for a language.</summary> - /// <param name="language">The language.</param> + /// <inheritdoc /> public string GetLocale(LanguageCode language) { return this.LanguageCodeString(language); } - /// <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> + /// <inheritdoc /> public bool IsLoaded(string assetName, LanguageCode language) { assetName = this.Cache.NormalizeKey(assetName); return this.IsNormalizedKeyLoaded(assetName, language); } - /// <summary>Get the cached asset keys.</summary> + /// <inheritdoc /> public IEnumerable<string> GetAssetKeys() { return this.Cache.Keys @@ -196,10 +178,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /**** ** Cache invalidation ****/ - /// <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> - /// <returns>Returns the invalidated asset names and instances.</returns> + /// <inheritdoc /> public IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) { IDictionary<string, object> removeAssets = new Dictionary<string, object>(StringComparer.OrdinalIgnoreCase); @@ -228,8 +207,7 @@ namespace StardewModdingAPI.Framework.ContentManagers return removeAssets; } - /// <summary>Dispose held resources.</summary> - /// <param name="isDisposing">Whether the content manager is being disposed (rather than finalized).</param> + /// <inheritdoc /> protected override void Dispose(bool isDisposing) { // ignore if disposed diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index e3d1e569..8e78faba 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -59,11 +59,7 @@ namespace StardewModdingAPI.Framework.ContentManagers this.OnLoadingFirstAsset = onLoadingFirstAsset; } - /// <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="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> + /// <inheritdoc /> public override T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache) { // raise first-load callback @@ -95,7 +91,7 @@ namespace StardewModdingAPI.Framework.ContentManagers if (this.AssetsBeingLoaded.Contains(assetName)) { 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}", LogLevel.Trace); + this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}"); data = this.RawLoad<T>(assetName, language, useCache); } else @@ -117,7 +113,7 @@ namespace StardewModdingAPI.Framework.ContentManagers return data; } - /// <summary>Perform any cleanup needed when the locale changes.</summary> + /// <inheritdoc /> public override void OnLocaleChanged() { base.OnLocaleChanged(); @@ -137,7 +133,7 @@ namespace StardewModdingAPI.Framework.ContentManagers .OrderBy(p => p, StringComparer.OrdinalIgnoreCase) .ToArray(); if (invalidated.Any()) - this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change.", LogLevel.Trace); + this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change."); } /// <inheritdoc /> @@ -165,7 +161,7 @@ namespace StardewModdingAPI.Framework.ContentManagers this.InvalidateCache((_, _) => true); } - /// <summary>Create a new content manager for temporary use.</summary> + /// <inheritdoc /> public override LocalizedContentManager CreateTemporary() { return this.Coordinator.CreateGameContentManager("(temporary)"); @@ -175,9 +171,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /********* ** Private methods *********/ - /// <summary>Get whether an asset has already been loaded.</summary> - /// <param name="normalizedAssetName">The normalized asset name.</param> - /// <param name="language">The language to check.</param> + /// <inheritdoc /> protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language) { string cachedKey = null; @@ -191,12 +185,7 @@ namespace StardewModdingAPI.Framework.ContentManagers : this.Cache.ContainsKey(normalizedAssetName); } - /// <summary>Add tracking data to an asset and add it to the cache.</summary> - /// <typeparam name="T">The type of asset to inject.</typeparam> - /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> - /// <param name="value">The asset value.</param> - /// <param name="language">The language code for which to inject the asset.</param> - /// <param name="useCache">Whether to save the asset to the asset cache.</param> + /// <inheritdoc /> protected override void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache) { // handle explicit language in asset name @@ -384,7 +373,7 @@ namespace StardewModdingAPI.Framework.ContentManagers try { editor.Edit<T>(asset); - this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}.", LogLevel.Trace); + this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}."); } catch (Exception ex) { diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs index cbbebf02..61683ce6 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs @@ -37,7 +37,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Get whether a texture was loaded by this content manager.</summary> /// <param name="texture">The texture to check.</param> - public bool IsReponsibleFor(Texture2D texture) + public bool IsResponsibleFor(Texture2D texture) { return texture?.Tag is string tag diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 284c1f37..9af14cb5 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -59,28 +59,19 @@ namespace StardewModdingAPI.Framework.ContentManagers this.ModName = modName; } - /// <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> + /// <inheritdoc /> public override T Load<T>(string assetName) { return this.Load<T>(assetName, this.DefaultLanguage, useCache: false); } - /// <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="language">The language code for which to load content.</param> + /// <inheritdoc /> public override T Load<T>(string assetName, LanguageCode language) { return this.Load<T>(assetName, language, useCache: false); } - /// <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="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> + /// <inheritdoc /> public override T Load<T>(string assetName, LanguageCode language, bool useCache) { assetName = this.AssertAndNormalizeAssetName(assetName); @@ -190,7 +181,7 @@ namespace StardewModdingAPI.Framework.ContentManagers return asset; } - /// <summary>Create a new content manager for temporary use.</summary> + /// <inheritdoc /> public override LocalizedContentManager CreateTemporary() { throw new NotSupportedException("Can't create a temporary mod content manager."); @@ -210,9 +201,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /********* ** Private methods *********/ - /// <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> + /// <inheritdoc /> protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language) { return this.Cache.ContainsKey(normalizedAssetName); diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index 5fb1b10d..8b591bc1 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -1201,7 +1201,7 @@ namespace StardewModdingAPI.Metadata GameContentManagerForAssetPropagation content = this.DisposableContentManager; Texture2D newTexture = content.Load<Texture2D>(key); - if (oldTexture?.IsDisposed == false && !object.ReferenceEquals(oldTexture, newTexture) && content.IsReponsibleFor(oldTexture)) + if (oldTexture?.IsDisposed == false && !object.ReferenceEquals(oldTexture, newTexture) && content.IsResponsibleFor(oldTexture)) oldTexture.Dispose(); return newTexture; |