diff options
Diffstat (limited to 'src/StardewModdingAPI/Framework/SContentManager.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/SContentManager.cs | 228 |
1 files changed, 171 insertions, 57 deletions
diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs index 669b0e7a..25775291 100644 --- a/src/StardewModdingAPI/Framework/SContentManager.cs +++ b/src/StardewModdingAPI/Framework/SContentManager.cs @@ -1,18 +1,17 @@ -using System; +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 Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.AssemblyRewriters; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.Utilities; +using StardewModdingAPI.Metadata; using StardewValley; -using StardewValley.BellsAndWhistles; -using StardewValley.Objects; -using StardewValley.Projectiles; namespace StardewModdingAPI.Framework { @@ -40,6 +39,15 @@ namespace StardewModdingAPI.Framework /// <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>(); + /********* ** Accessors @@ -86,6 +94,11 @@ namespace StardewModdingAPI.Framework } 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> @@ -130,11 +143,21 @@ namespace StardewModdingAPI.Framework // 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 { - 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; + 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 @@ -159,54 +182,90 @@ 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() + /// <summary>Get the cached asset keys.</summary> + public IEnumerable<string> GetAssetKeys() { - 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")); + 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> + /// <returns>Returns whether any cache entries were invalidated.</returns> + public bool InvalidateCache(Func<string, Type, bool> predicate) + { + // 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 from cache + foreach (string key in purgeCacheKeys) + this.Cache.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($"Invalidated {purgeCacheKeys.Count} cache entries for {purgeAssetKeys.Count} asset keys: {string.Join(", ", purgeCacheKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); + return true; + } + this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); + return false; } @@ -221,6 +280,60 @@ namespace StardewModdingAPI.Framework || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset } + /// <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> @@ -365,7 +478,8 @@ namespace StardewModdingAPI.Framework // 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(); + this.Monitor.Log("Content manager disposed, resetting cache.", LogLevel.Trace); + this.InvalidateCache((key, type) => true); } } } |