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+using System;
+using System.Collections.Generic;
+using System.Globalization;
+using System.IO;
+using System.Linq;
+using System.Reflection;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Content;
+using StardewModdingAPI.Framework.Content;
+using StardewModdingAPI.Framework.ModLoading;
+using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Framework.Utilities;
+using StardewModdingAPI.Metadata;
+using StardewValley;
+
+namespace StardewModdingAPI.Framework
+{
+ /// <summary>SMAPI's implementation of the game's content manager which lets it raise content events.</summary>
+ internal class SContentManager : LocalizedContentManager
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The possible directory separator characters in an asset key.</summary>
+ private static readonly char[] PossiblePathSeparators = new[] { '/', '\\', Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }.Distinct().ToArray();
+
+ /// <summary>The preferred directory separator chaeacter in an asset key.</summary>
+ private static readonly string PreferredPathSeparator = Path.DirectorySeparatorChar.ToString();
+
+ /// <summary>Encapsulates monitoring and logging.</summary>
+ private readonly IMonitor Monitor;
+
+ /// <summary>The underlying content manager's asset cache.</summary>
+ private readonly IDictionary<string, object> Cache;
+
+ /// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary>
+ private readonly Func<string, string> NormaliseAssetNameForPlatform;
+
+ /// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary>
+ private readonly IPrivateMethod GetKeyLocale;
+
+ /// <summary>The language codes used in asset keys.</summary>
+ private readonly IDictionary<string, LanguageCode> KeyLocales;
+
+ /// <summary>Provides metadata for core game assets.</summary>
+ private readonly CoreAssets CoreAssets;
+
+ /// <summary>The assets currently being intercepted by <see cref="IAssetLoader"/> instances. This is used to prevent infinite loops when a loader loads a new asset.</summary>
+ private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>();
+
+ /// <summary>A lookup of the content managers which loaded each asset.</summary>
+ private readonly IDictionary<string, HashSet<ContentManager>> AssetLoaders = new Dictionary<string, HashSet<ContentManager>>();
+
+
+ /*********
+ ** 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);
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <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;
+
+ // get underlying fields for interception
+ this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(this, "loadedAssets").GetValue();
+ this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode");
+
+ // get asset key normalisation logic
+ if (Constants.TargetPlatform == Platform.Windows)
+ {
+ IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath");
+ this.NormaliseAssetNameForPlatform = path => method.Invoke<string>(path);
+ }
+ else
+ this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic
+
+ // get asset data
+ this.CoreAssets = new CoreAssets(this.NormaliseAssetName);
+ this.KeyLocales = this.GetKeyLocales(reflection);
+ }
+
+ /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary>
+ /// <param name="path">The file path to normalise.</param>
+ public string NormalisePathSeparators(string path)
+ {
+ string[] parts = path.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries);
+ string normalised = string.Join(SContentManager.PreferredPathSeparator, parts);
+ if (path.StartsWith(SContentManager.PreferredPathSeparator))
+ normalised = SContentManager.PreferredPathSeparator + normalised; // keep root slash
+ return normalised;
+ }
+
+ /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary>
+ /// <param name="assetName">The asset key.</param>
+ public string NormaliseAssetName(string assetName)
+ {
+ assetName = this.NormalisePathSeparators(assetName);
+ if (assetName.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase))
+ return assetName.Substring(0, assetName.Length - 4);
+ return this.NormaliseAssetNameForPlatform(assetName);
+ }
+
+ /// <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>
+ public bool IsLoaded(string assetName)
+ {
+ assetName = this.NormaliseAssetName(assetName);
+ return this.IsNormalisedKeyLoaded(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>
+ public override T Load<T>(string assetName)
+ {
+ return this.LoadFor<T>(assetName, this);
+ }
+
+ /// <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="instance">The content manager instance for which to load the asset.</param>
+ public T LoadFor<T>(string assetName, ContentManager instance)
+ {
+ assetName = this.NormaliseAssetName(assetName);
+
+ // skip if already loaded
+ if (this.IsNormalisedKeyLoaded(assetName))
+ {
+ this.TrackAssetLoader(assetName, instance);
+ return base.Load<T>(assetName);
+ }
+
+ // load asset
+ T data;
+ 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);
+ data = base.Load<T>(assetName);
+ }
+ else
+ {
+ data = this.AssetsBeingLoaded.Track(assetName, () =>
+ {
+ 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);
+ return (T)asset.Data;
+ });
+ }
+
+ // update cache & return data
+ this.Cache[assetName] = data;
+ this.TrackAssetLoader(assetName, instance);
+ return data;
+ }
+
+ /// <summary>Inject an asset into 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>
+ public void Inject<T>(string assetName, T value)
+ {
+ assetName = this.NormaliseAssetName(assetName);
+ this.Cache[assetName] = value;
+ this.TrackAssetLoader(assetName, this);
+ }
+
+ /// <summary>Get the current content locale.</summary>
+ public string GetLocale()
+ {
+ return this.GetKeyLocale.Invoke<string>();
+ }
+
+ /// <summary>Get the cached asset keys.</summary>
+ public IEnumerable<string> GetAssetKeys()
+ {
+ IEnumerable<string> GetAllAssetKeys()
+ {
+ foreach (string cacheKey in this.Cache.Keys)
+ {
+ this.ParseCacheKey(cacheKey, out string assetKey, out string _);
+ yield return assetKey;
+ }
+ }
+
+ return GetAllAssetKeys().Distinct();
+ }
+
+ /// <summary>Purge assets from the cache that match one of the interceptors.</summary>
+ /// <param name="editors">The asset editors for which to purge matching assets.</param>
+ /// <param name="loaders">The asset loaders for which to purge matching assets.</param>
+ /// <returns>Returns whether any cache entries were invalidated.</returns>
+ public bool InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders)
+ {
+ if (!editors.Any() && !loaders.Any())
+ return false;
+
+ // get CanEdit/Load methods
+ MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit));
+ MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad));
+
+ // invalidate matching keys
+ return this.InvalidateCache((assetName, assetType) =>
+ {
+ // get asset metadata
+ IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, assetType, this.NormaliseAssetName);
+
+ // check loaders
+ MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(assetType);
+ if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { info })))
+ return true;
+
+ // check editors
+ MethodInfo canEditGeneric = canEdit.MakeGenericMethod(assetType);
+ return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { info }));
+ });
+ }
+
+ /// <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 whether any cache entries were invalidated.</returns>
+ public bool InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
+ {
+ // find matching asset keys
+ HashSet<string> purgeCacheKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
+ HashSet<string> purgeAssetKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
+ foreach (string cacheKey in this.Cache.Keys)
+ {
+ this.ParseCacheKey(cacheKey, out string assetKey, out _);
+ Type type = this.Cache[cacheKey].GetType();
+ if (predicate(assetKey, type))
+ {
+ purgeAssetKeys.Add(assetKey);
+ purgeCacheKeys.Add(cacheKey);
+ }
+ }
+
+ // purge assets
+ foreach (string key in purgeCacheKeys)
+ {
+ if (dispose && this.Cache[key] is IDisposable disposable)
+ disposable.Dispose();
+ this.Cache.Remove(key);
+ this.AssetLoaders.Remove(key);
+ }
+
+ // reload core game assets
+ int reloaded = 0;
+ foreach (string key in purgeAssetKeys)
+ {
+ if (this.CoreAssets.ReloadForKey(this, key))
+ reloaded++;
+ }
+
+ // report result
+ if (purgeCacheKeys.Any())
+ {
+ this.Monitor.Log($"Invalidated {purgeCacheKeys.Count} cache entries for {purgeAssetKeys.Count} asset keys: {string.Join(", ", purgeCacheKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
+ return true;
+ }
+ this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
+ return false;
+ }
+
+ /// <summary>Dispose assets for the given content manager shim.</summary>
+ /// <param name="shim">The content manager whose assets to dispose.</param>
+ internal void DisposeFor(ContentManagerShim shim)
+ {
+ this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace);
+
+ foreach (var entry in this.AssetLoaders)
+ entry.Value.Remove(shim);
+ this.InvalidateCache((key, type) => !this.AssetLoaders[key].Any(), dispose: true);
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get whether an asset has already been loaded.</summary>
+ /// <param name="normalisedAssetName">The normalised asset name.</param>
+ private bool IsNormalisedKeyLoaded(string normalisedAssetName)
+ {
+ return this.Cache.ContainsKey(normalisedAssetName)
+ || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset
+ }
+
+ /// <summary>Track that a content manager loaded an asset.</summary>
+ /// <param name="key">The asset key that was loaded.</param>
+ /// <param name="manager">The content manager that loaded the asset.</param>
+ private void TrackAssetLoader(string key, ContentManager manager)
+ {
+ if (!this.AssetLoaders.TryGetValue(key, out HashSet<ContentManager> hash))
+ hash = this.AssetLoaders[key] = new HashSet<ContentManager>();
+ hash.Add(manager);
+ }
+
+ /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
+ /// <param name="reflection">Simplifies access to private game code.</param>
+ private IDictionary<string, LanguageCode> GetKeyLocales(Reflector reflection)
+ {
+ // get the private code field directly to avoid changed-code logic
+ IPrivateField<LanguageCode> codeField = reflection.GetPrivateField<LanguageCode>(typeof(LocalizedContentManager), "_currentLangCode");
+
+ // remember previous settings
+ LanguageCode previousCode = codeField.GetValue();
+ string previousOverride = this.LanguageCodeOverride;
+
+ // create locale => code map
+ IDictionary<string, LanguageCode> map = new Dictionary<string, LanguageCode>(StringComparer.InvariantCultureIgnoreCase);
+ this.LanguageCodeOverride = null;
+ foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode)))
+ {
+ codeField.SetValue(code);
+ map[this.GetKeyLocale.Invoke<string>()] = code;
+ }
+
+ // restore previous settings
+ codeField.SetValue(previousCode);
+ this.LanguageCodeOverride = previousOverride;
+
+ return map;
+ }
+
+ /// <summary>Parse a cache key into its component parts.</summary>
+ /// <param name="cacheKey">The input cache key.</param>
+ /// <param name="assetKey">The original asset key.</param>
+ /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param>
+ private void ParseCacheKey(string cacheKey, out string assetKey, out string localeCode)
+ {
+ // handle localised key
+ if (!string.IsNullOrWhiteSpace(cacheKey))
+ {
+ int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture);
+ if (lastSepIndex >= 0)
+ {
+ string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
+ if (this.KeyLocales.ContainsKey(suffix))
+ {
+ assetKey = cacheKey.Substring(0, lastSepIndex);
+ localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
+ return;
+ }
+ }
+ }
+
+ // handle simple key
+ assetKey = cacheKey;
+ localeCode = null;
+ }
+
+ /// <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)
+ {
+ 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 held resources.</summary>
+ /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param>
+ protected override void Dispose(bool disposing)
+ {
+ this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace);
+ base.Dispose(disposing);
+ }
+ }
+}