diff options
Diffstat (limited to 'src/StardewModdingAPI/Framework/SContentManager.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/SContentManager.cs | 248 |
1 files changed, 222 insertions, 26 deletions
diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs index acd3e108..669b0e7a 100644 --- a/src/StardewModdingAPI/Framework/SContentManager.cs +++ b/src/StardewModdingAPI/Framework/SContentManager.cs @@ -3,14 +3,16 @@ using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; -using System.Threading; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.AssemblyRewriters; -using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Reflection; using StardewValley; +using StardewValley.BellsAndWhistles; +using StardewValley.Objects; +using StardewValley.Projectiles; namespace StardewModdingAPI.Framework { @@ -42,6 +44,12 @@ namespace StardewModdingAPI.Framework /********* ** Accessors *********/ + /// <summary>Interceptors which provide the initial versions of matching assets.</summary> + internal IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>(); + + /// <summary>Interceptors which edit matching assets after they're loaded.</summary> + internal IDictionary<IModMetadata, IList<IAssetEditor>> Editors { get; } = new Dictionary<IModMetadata, IList<IAssetEditor>>(); + /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); @@ -52,22 +60,19 @@ namespace StardewModdingAPI.Framework /// <summary>Construct an instance.</summary> /// <param name="serviceProvider">The service provider to use to locate services.</param> /// <param name="rootDirectory">The root directory to search for content.</param> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - public SContentManager(IServiceProvider serviceProvider, string rootDirectory, IMonitor monitor) - : this(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, null, monitor) { } - - /// <summary>Construct an instance.</summary> - /// <param name="serviceProvider">The service provider to use to locate services.</param> - /// <param name="rootDirectory">The root directory to search for content.</param> /// <param name="currentCulture">The current culture for which to localise content.</param> /// <param name="languageCodeOverride">The current language code for which to localise content.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor) : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride) { + // validate + if (monitor == null) + throw new ArgumentNullException(nameof(monitor)); + // initialise + var reflection = new Reflector(); this.Monitor = monitor; - IReflectionHelper reflection = new ReflectionHelper(); // get underlying fields for interception this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(this, "loadedAssets").GetValue(); @@ -117,22 +122,24 @@ namespace StardewModdingAPI.Framework /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> public override T Load<T>(string assetName) { - // get normalised metadata assetName = this.NormaliseAssetName(assetName); - string cacheLocale = this.GetCacheLocale(assetName); // skip if already loaded if (this.IsNormalisedKeyLoaded(assetName)) return base.Load<T>(assetName); - // load data - T data = base.Load<T>(assetName); + // load asset + T data; + { + IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName); + IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, base.Load<T>(assetName), this.NormaliseAssetName); + asset = this.ApplyEditors<T>(info, asset); + data = (T)asset.Data; + } - // let mods intercept content - IContentEventHelper helper = new ContentEventHelper(cacheLocale, assetName, data, this.NormaliseAssetName); - ContentEvents.InvokeAfterAssetLoaded(this.Monitor, helper); - this.Cache[assetName] = helper.Data; - return (T)helper.Data; + // update cache & return data + this.Cache[assetName] = data; + return data; } /// <summary>Inject an asset into the cache.</summary> @@ -142,6 +149,7 @@ namespace StardewModdingAPI.Framework public void Inject<T>(string assetName, T value) { assetName = this.NormaliseAssetName(assetName); + this.Cache[assetName] = value; } @@ -151,6 +159,57 @@ namespace StardewModdingAPI.Framework return this.GetKeyLocale.Invoke<string>(); } + /// <summary>Reset the asset cache and reload the game's static assets.</summary> + /// <remarks>This implementation is derived from <see cref="Game1.LoadContent"/>.</remarks> + public void Reset() + { + this.Monitor.Log("Resetting asset cache...", LogLevel.Trace); + this.Cache.Clear(); + + // from Game1.LoadContent + Game1.daybg = this.Load<Texture2D>("LooseSprites\\daybg"); + Game1.nightbg = this.Load<Texture2D>("LooseSprites\\nightbg"); + Game1.menuTexture = this.Load<Texture2D>("Maps\\MenuTiles"); + Game1.lantern = this.Load<Texture2D>("LooseSprites\\Lighting\\lantern"); + Game1.windowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\windowLight"); + Game1.sconceLight = this.Load<Texture2D>("LooseSprites\\Lighting\\sconceLight"); + Game1.cauldronLight = this.Load<Texture2D>("LooseSprites\\Lighting\\greenLight"); + Game1.indoorWindowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\indoorWindowLight"); + Game1.shadowTexture = this.Load<Texture2D>("LooseSprites\\shadow"); + Game1.mouseCursors = this.Load<Texture2D>("LooseSprites\\Cursors"); + Game1.controllerMaps = this.Load<Texture2D>("LooseSprites\\ControllerMaps"); + Game1.animations = this.Load<Texture2D>("TileSheets\\animations"); + Game1.achievements = this.Load<Dictionary<int, string>>("Data\\Achievements"); + Game1.NPCGiftTastes = this.Load<Dictionary<string, string>>("Data\\NPCGiftTastes"); + Game1.dialogueFont = this.Load<SpriteFont>("Fonts\\SpriteFont1"); + Game1.smallFont = this.Load<SpriteFont>("Fonts\\SmallFont"); + Game1.tinyFont = this.Load<SpriteFont>("Fonts\\tinyFont"); + Game1.tinyFontBorder = this.Load<SpriteFont>("Fonts\\tinyFontBorder"); + Game1.objectSpriteSheet = this.Load<Texture2D>("Maps\\springobjects"); + Game1.cropSpriteSheet = this.Load<Texture2D>("TileSheets\\crops"); + Game1.emoteSpriteSheet = this.Load<Texture2D>("TileSheets\\emotes"); + Game1.debrisSpriteSheet = this.Load<Texture2D>("TileSheets\\debris"); + Game1.bigCraftableSpriteSheet = this.Load<Texture2D>("TileSheets\\Craftables"); + Game1.rainTexture = this.Load<Texture2D>("TileSheets\\rain"); + Game1.buffsIcons = this.Load<Texture2D>("TileSheets\\BuffsIcons"); + Game1.objectInformation = this.Load<Dictionary<int, string>>("Data\\ObjectInformation"); + Game1.bigCraftablesInformation = this.Load<Dictionary<int, string>>("Data\\BigCraftablesInformation"); + FarmerRenderer.hairStylesTexture = this.Load<Texture2D>("Characters\\Farmer\\hairstyles"); + FarmerRenderer.shirtsTexture = this.Load<Texture2D>("Characters\\Farmer\\shirts"); + FarmerRenderer.hatsTexture = this.Load<Texture2D>("Characters\\Farmer\\hats"); + FarmerRenderer.accessoriesTexture = this.Load<Texture2D>("Characters\\Farmer\\accessories"); + Furniture.furnitureTexture = this.Load<Texture2D>("TileSheets\\furniture"); + SpriteText.spriteTexture = this.Load<Texture2D>("LooseSprites\\font_bold"); + SpriteText.coloredTexture = this.Load<Texture2D>("LooseSprites\\font_colored"); + Tool.weaponsTexture = this.Load<Texture2D>("TileSheets\\weapons"); + Projectile.projectileSheet = this.Load<Texture2D>("TileSheets\\Projectiles"); + + // from Farmer constructor + if (Game1.player != null) + Game1.player.FarmerRenderer = new FarmerRenderer(this.Load<Texture2D>("Characters\\Farmer\\farmer_" + (Game1.player.isMale ? "" : "girl_") + "base")); + } + + /********* ** Private methods *********/ @@ -162,14 +221,151 @@ namespace StardewModdingAPI.Framework || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset } - /// <summary>Get the locale for which the asset name was saved, if any.</summary> - /// <param name="normalisedAssetName">The normalised asset name.</param> - private string GetCacheLocale(string normalisedAssetName) + /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary> + /// <param name="info">The basic asset metadata.</param> + /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns> + private IAssetData ApplyLoader<T>(IAssetInfo info) + { + // find matching loaders + var loaders = this.GetInterceptors(this.Loaders) + .Where(entry => + { + try + { + return entry.Value.CanLoad<T>(info); + } + catch (Exception ex) + { + this.Monitor.Log($"{entry.Key.DisplayName} crashed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return false; + } + }) + .ToArray(); + + // validate loaders + if (!loaders.Any()) + return null; + if (loaders.Length > 1) + { + string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); + this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); + return null; + } + + // fetch asset from loader + IModMetadata mod = loaders[0].Key; + IAssetLoader loader = loaders[0].Value; + T data; + try + { + data = loader.Load<T>(info); + this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); + } + catch (Exception ex) + { + this.Monitor.Log($"{mod.DisplayName} crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return null; + } + + // validate asset + if (data == null) + { + this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); + return null; + } + + // return matched asset + return new AssetDataForObject(info, data, this.NormaliseAssetName); + } + + /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> + /// <typeparam name="T">The asset type.</typeparam> + /// <param name="info">The basic asset metadata.</param> + /// <param name="asset">The loaded asset.</param> + private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset) { - string locale = this.GetKeyLocale.Invoke<string>(); - return this.Cache.ContainsKey($"{normalisedAssetName}.{locale}") - ? locale - : null; + IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName); + + // edit asset + foreach (var entry in this.GetInterceptors(this.Editors)) + { + // check for match + IModMetadata mod = entry.Key; + IAssetEditor editor = entry.Value; + try + { + if (!editor.CanEdit<T>(info)) + continue; + } + catch (Exception ex) + { + this.Monitor.Log($"{mod.DisplayName} crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } + + // try edit + object prevAsset = asset.Data; + try + { + editor.Edit<T>(asset); + this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace); + } + catch (Exception ex) + { + this.Monitor.Log($"{mod.DisplayName} crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + } + + // validate edit + if (asset.Data == null) + { + this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + else if (!(asset.Data is T)) + { + this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + } + + // return result + return asset; + } + + /// <summary>Get all registered interceptors from a list.</summary> + private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries) + { + foreach (var entry in entries) + { + IModMetadata metadata = entry.Key; + IList<T> interceptors = entry.Value; + + // special case if mod is an interceptor + if (metadata.Mod is T modAsInterceptor) + yield return new KeyValuePair<IModMetadata, T>(metadata, modAsInterceptor); + + // registered editors + foreach (T interceptor in interceptors) + yield return new KeyValuePair<IModMetadata, T>(metadata, interceptor); + } + } + + /// <summary>Dispose all game resources.</summary> + /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> + protected override void Dispose(bool disposing) + { + if (!disposing) + return; + + // Clear cache & reload all assets. While that may seem perverse during disposal, it's + // necessary due to limitations in the way SMAPI currently intercepts content assets. + // + // The game uses multiple content managers while SMAPI needs one and only one. The game + // only disposes some of its content managers when returning to title, which means SMAPI + // can't know which assets are meant to be disposed. Here we remove current assets from + // the cache, but don't dispose them to avoid crashing any code that still references + // them. The garbage collector will eventually clean up any unused assets. + this.Reset(); } } } |