From 2ff937397163f0ad5940b636bc7312ac747d9c39 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 18 Oct 2017 10:59:57 -0400 Subject: fix compatibility check crashing for players with SDV 1.08 --- docs/release-notes.md | 6 +++++- src/SMAPI.Tests/Utilities/SemanticVersionTests.cs | 3 ++- src/SMAPI/Framework/GameVersion.cs | 3 ++- 3 files changed, 9 insertions(+), 3 deletions(-) diff --git a/docs/release-notes.md b/docs/release-notes.md index 99e771ce..fc56adc8 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -1,4 +1,8 @@ # Release notes +## 2.1 (upcoming) +* For players: + * Fixed compatibility check crashing for players with Stardew Valley 1.08. + ## 2.0 ### Release highlights * **Mod update checks** @@ -18,7 +22,7 @@ SMAPI 2.0 adds several features to enable new kinds of mods (see [API documentation](https://stardewvalleywiki.com/Modding:SMAPI_APIs)). - The **content API** lets you edit, inject, and reload XNB data loaded by the game at any time. This let SMAPI mods do + The **content API** lets you edit, inject, and reload XNB data loaded by the game at any time. This lets SMAPI mods do anything previously only possible with XNB mods, and enables new mod scenarios not possible with XNB mods (e.g. seasonal textures, NPC clothing that depend on the weather or location, etc). diff --git a/src/SMAPI.Tests/Utilities/SemanticVersionTests.cs b/src/SMAPI.Tests/Utilities/SemanticVersionTests.cs index 03cd26c9..73ecd56e 100644 --- a/src/SMAPI.Tests/Utilities/SemanticVersionTests.cs +++ b/src/SMAPI.Tests/Utilities/SemanticVersionTests.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Diagnostics.CodeAnalysis; using Newtonsoft.Json; using NUnit.Framework; @@ -239,6 +239,7 @@ namespace StardewModdingAPI.Tests.Utilities [TestCase("1.06")] [TestCase("1.07")] [TestCase("1.07a")] + [TestCase("1.08")] [TestCase("1.1")] [TestCase("1.11")] [TestCase("1.2")] diff --git a/src/SMAPI/Framework/GameVersion.cs b/src/SMAPI/Framework/GameVersion.cs index 48159f61..1884afe9 100644 --- a/src/SMAPI/Framework/GameVersion.cs +++ b/src/SMAPI/Framework/GameVersion.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Collections.Generic; namespace StardewModdingAPI.Framework @@ -22,6 +22,7 @@ namespace StardewModdingAPI.Framework ["1.06"] = "1.0.6", ["1.07"] = "1.0.7", ["1.07a"] = "1.0.8-prerelease1", + ["1.08"] = "1.0.8", ["1.11"] = "1.1.1" }; -- cgit From 51a2c3991f3c76197afb21a42a30f2a91a7f9908 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 18 Oct 2017 16:47:32 -0400 Subject: simplify SelectiveStringEnumConverter implementation --- src/SMAPI/Framework/Serialisation/JsonHelper.cs | 7 +++--- .../Serialisation/SelectiveStringEnumConverter.cs | 25 +++++----------------- 2 files changed, 9 insertions(+), 23 deletions(-) diff --git a/src/SMAPI/Framework/Serialisation/JsonHelper.cs b/src/SMAPI/Framework/Serialisation/JsonHelper.cs index 3193aa3c..77b93b66 100644 --- a/src/SMAPI/Framework/Serialisation/JsonHelper.cs +++ b/src/SMAPI/Framework/Serialisation/JsonHelper.cs @@ -1,9 +1,8 @@ -using System; +using System; using System.Collections.Generic; using System.IO; using Microsoft.Xna.Framework.Input; using Newtonsoft.Json; -using StardewModdingAPI.Utilities; namespace StardewModdingAPI.Framework.Serialisation { @@ -20,7 +19,9 @@ namespace StardewModdingAPI.Framework.Serialisation ObjectCreationHandling = ObjectCreationHandling.Replace, // avoid issue where default ICollection values are duplicated each time the config is loaded Converters = new List { - new SelectiveStringEnumConverter(typeof(Buttons), typeof(Keys), typeof(SButton)) + new SelectiveStringEnumConverter(), + new SelectiveStringEnumConverter(), + new SelectiveStringEnumConverter() } }; diff --git a/src/SMAPI/Framework/Serialisation/SelectiveStringEnumConverter.cs b/src/SMAPI/Framework/Serialisation/SelectiveStringEnumConverter.cs index 37108556..e825c880 100644 --- a/src/SMAPI/Framework/Serialisation/SelectiveStringEnumConverter.cs +++ b/src/SMAPI/Framework/Serialisation/SelectiveStringEnumConverter.cs @@ -1,37 +1,22 @@ -using System; -using System.Collections.Generic; -using System.Linq; +using System; using Newtonsoft.Json.Converters; namespace StardewModdingAPI.Framework.Serialisation { - /// A variant of which only converts certain enums. - internal class SelectiveStringEnumConverter : StringEnumConverter + /// A variant of which only converts a specified enum. + /// The enum type. + internal class SelectiveStringEnumConverter : StringEnumConverter { - /********* - ** Properties - *********/ - /// The enum type names to convert. - private readonly HashSet Types; - - /********* ** Public methods *********/ - /// Construct an instance. - /// The enum types to convert. - public SelectiveStringEnumConverter(params Type[] types) - { - this.Types = new HashSet(types.Select(p => p.FullName)); - } - /// Get whether this instance can convert the specified object type. /// The object type. public override bool CanConvert(Type type) { return base.CanConvert(type) - && this.Types.Contains((Nullable.GetUnderlyingType(type) ?? type).FullName); + && (Nullable.GetUnderlyingType(type) ?? type) == typeof(T); } } } -- cgit From a4fb2331fe57102aa8e8b30efb8095a1edb6b923 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 18 Oct 2017 16:58:42 -0400 Subject: simplify JSON converter name --- src/SMAPI/Framework/Serialisation/JsonHelper.cs | 6 +++--- .../Serialisation/SelectiveStringEnumConverter.cs | 22 ---------------------- .../Framework/Serialisation/StringEnumConverter.cs | 22 ++++++++++++++++++++++ src/SMAPI/StardewModdingAPI.csproj | 2 +- 4 files changed, 26 insertions(+), 26 deletions(-) delete mode 100644 src/SMAPI/Framework/Serialisation/SelectiveStringEnumConverter.cs create mode 100644 src/SMAPI/Framework/Serialisation/StringEnumConverter.cs diff --git a/src/SMAPI/Framework/Serialisation/JsonHelper.cs b/src/SMAPI/Framework/Serialisation/JsonHelper.cs index 77b93b66..d923ec0c 100644 --- a/src/SMAPI/Framework/Serialisation/JsonHelper.cs +++ b/src/SMAPI/Framework/Serialisation/JsonHelper.cs @@ -19,9 +19,9 @@ namespace StardewModdingAPI.Framework.Serialisation ObjectCreationHandling = ObjectCreationHandling.Replace, // avoid issue where default ICollection values are duplicated each time the config is loaded Converters = new List { - new SelectiveStringEnumConverter(), - new SelectiveStringEnumConverter(), - new SelectiveStringEnumConverter() + new StringEnumConverter(), + new StringEnumConverter(), + new StringEnumConverter() } }; diff --git a/src/SMAPI/Framework/Serialisation/SelectiveStringEnumConverter.cs b/src/SMAPI/Framework/Serialisation/SelectiveStringEnumConverter.cs deleted file mode 100644 index e825c880..00000000 --- a/src/SMAPI/Framework/Serialisation/SelectiveStringEnumConverter.cs +++ /dev/null @@ -1,22 +0,0 @@ -using System; -using Newtonsoft.Json.Converters; - -namespace StardewModdingAPI.Framework.Serialisation -{ - /// A variant of which only converts a specified enum. - /// The enum type. - internal class SelectiveStringEnumConverter : StringEnumConverter - { - /********* - ** Public methods - *********/ - /// Get whether this instance can convert the specified object type. - /// The object type. - public override bool CanConvert(Type type) - { - return - base.CanConvert(type) - && (Nullable.GetUnderlyingType(type) ?? type) == typeof(T); - } - } -} diff --git a/src/SMAPI/Framework/Serialisation/StringEnumConverter.cs b/src/SMAPI/Framework/Serialisation/StringEnumConverter.cs new file mode 100644 index 00000000..7afe86cd --- /dev/null +++ b/src/SMAPI/Framework/Serialisation/StringEnumConverter.cs @@ -0,0 +1,22 @@ +using System; +using Newtonsoft.Json.Converters; + +namespace StardewModdingAPI.Framework.Serialisation +{ + /// A variant of which only converts a specified enum. + /// The enum type. + internal class StringEnumConverter : StringEnumConverter + { + /********* + ** Public methods + *********/ + /// Get whether this instance can convert the specified object type. + /// The object type. + public override bool CanConvert(Type type) + { + return + base.CanConvert(type) + && (Nullable.GetUnderlyingType(type) ?? type) == typeof(T); + } + } +} diff --git a/src/SMAPI/StardewModdingAPI.csproj b/src/SMAPI/StardewModdingAPI.csproj index b8d5990e..6f7c2b3f 100644 --- a/src/SMAPI/StardewModdingAPI.csproj +++ b/src/SMAPI/StardewModdingAPI.csproj @@ -173,7 +173,7 @@ - + -- cgit From 36b4e550f1945ef710fca2c6deab7df94e708ef7 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Thu, 19 Oct 2017 21:26:00 -0400 Subject: fix e.SuppressButton() in input events not suppressing keyboard buttons --- docs/release-notes.md | 3 +++ src/SMAPI/Events/EventArgsInput.cs | 2 +- 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/docs/release-notes.md b/docs/release-notes.md index fc56adc8..0471874c 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -3,6 +3,9 @@ * For players: * Fixed compatibility check crashing for players with Stardew Valley 1.08. +* For modders: + * Fixed `e.SuppressButton()` in input events not correctly suppressing keyboard buttons. + ## 2.0 ### Release highlights * **Mod update checks** diff --git a/src/SMAPI/Events/EventArgsInput.cs b/src/SMAPI/Events/EventArgsInput.cs index 66cb19f2..617dac35 100644 --- a/src/SMAPI/Events/EventArgsInput.cs +++ b/src/SMAPI/Events/EventArgsInput.cs @@ -49,7 +49,7 @@ namespace StardewModdingAPI.Events { // keyboard if (this.Button.TryGetKeyboard(out Keys key)) - Game1.oldKBState = new KeyboardState(Game1.oldKBState.GetPressedKeys().Except(new[] { key }).ToArray()); + Game1.oldKBState = new KeyboardState(Game1.oldKBState.GetPressedKeys().Union(new[] { key }).ToArray()); // controller else if (this.Button.TryGetController(out Buttons controllerButton)) -- cgit From 53df85f3123f8d9cb00013bb32b61c220ccad697 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 20 Oct 2017 16:37:22 -0400 Subject: enable access to public members using reflection API --- docs/release-notes.md | 1 + src/SMAPI/Framework/Reflection/Reflector.cs | 16 ++++++++-------- 2 files changed, 9 insertions(+), 8 deletions(-) diff --git a/docs/release-notes.md b/docs/release-notes.md index 0471874c..285d9df3 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -4,6 +4,7 @@ * Fixed compatibility check crashing for players with Stardew Valley 1.08. * For modders: + * The reflection API now works with public code to simplify mod integrations. * Fixed `e.SuppressButton()` in input events not correctly suppressing keyboard buttons. ## 2.0 diff --git a/src/SMAPI/Framework/Reflection/Reflector.cs b/src/SMAPI/Framework/Reflection/Reflector.cs index 5c2d90fa..23a48505 100644 --- a/src/SMAPI/Framework/Reflection/Reflector.cs +++ b/src/SMAPI/Framework/Reflection/Reflector.cs @@ -38,7 +38,7 @@ namespace StardewModdingAPI.Framework.Reflection throw new ArgumentNullException(nameof(obj), "Can't get a private instance field from a null object."); // get field from hierarchy - IPrivateField field = this.GetFieldFromHierarchy(obj.GetType(), obj, name, BindingFlags.Instance | BindingFlags.NonPublic); + IPrivateField field = this.GetFieldFromHierarchy(obj.GetType(), obj, name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); if (required && field == null) throw new InvalidOperationException($"The {obj.GetType().FullName} object doesn't have a private '{name}' instance field."); return field; @@ -52,7 +52,7 @@ namespace StardewModdingAPI.Framework.Reflection public IPrivateField GetPrivateField(Type type, string name, bool required = true) { // get field from hierarchy - IPrivateField field = this.GetFieldFromHierarchy(type, null, name, BindingFlags.NonPublic | BindingFlags.Static); + IPrivateField field = this.GetFieldFromHierarchy(type, null, name, BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.Public); if (required && field == null) throw new InvalidOperationException($"The {type.FullName} object doesn't have a private '{name}' static field."); return field; @@ -73,7 +73,7 @@ namespace StardewModdingAPI.Framework.Reflection throw new ArgumentNullException(nameof(obj), "Can't get a private instance property from a null object."); // get property from hierarchy - IPrivateProperty property = this.GetPropertyFromHierarchy(obj.GetType(), obj, name, BindingFlags.Instance | BindingFlags.NonPublic); + IPrivateProperty property = this.GetPropertyFromHierarchy(obj.GetType(), obj, name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); if (required && property == null) throw new InvalidOperationException($"The {obj.GetType().FullName} object doesn't have a private '{name}' instance property."); return property; @@ -87,7 +87,7 @@ namespace StardewModdingAPI.Framework.Reflection public IPrivateProperty GetPrivateProperty(Type type, string name, bool required = true) { // get field from hierarchy - IPrivateProperty property = this.GetPropertyFromHierarchy(type, null, name, BindingFlags.NonPublic | BindingFlags.Static); + IPrivateProperty property = this.GetPropertyFromHierarchy(type, null, name, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static); if (required && property == null) throw new InvalidOperationException($"The {type.FullName} object doesn't have a private '{name}' static property."); return property; @@ -107,7 +107,7 @@ namespace StardewModdingAPI.Framework.Reflection throw new ArgumentNullException(nameof(obj), "Can't get a private instance method from a null object."); // get method from hierarchy - IPrivateMethod method = this.GetMethodFromHierarchy(obj.GetType(), obj, name, BindingFlags.Instance | BindingFlags.NonPublic); + IPrivateMethod method = this.GetMethodFromHierarchy(obj.GetType(), obj, name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); if (required && method == null) throw new InvalidOperationException($"The {obj.GetType().FullName} object doesn't have a private '{name}' instance method."); return method; @@ -120,7 +120,7 @@ namespace StardewModdingAPI.Framework.Reflection public IPrivateMethod GetPrivateMethod(Type type, string name, bool required = true) { // get method from hierarchy - IPrivateMethod method = this.GetMethodFromHierarchy(type, null, name, BindingFlags.NonPublic | BindingFlags.Static); + IPrivateMethod method = this.GetMethodFromHierarchy(type, null, name, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static); if (required && method == null) throw new InvalidOperationException($"The {type.FullName} object doesn't have a private '{name}' static method."); return method; @@ -141,7 +141,7 @@ namespace StardewModdingAPI.Framework.Reflection throw new ArgumentNullException(nameof(obj), "Can't get a private instance method from a null object."); // get method from hierarchy - PrivateMethod method = this.GetMethodFromHierarchy(obj.GetType(), obj, name, BindingFlags.Instance | BindingFlags.NonPublic, argumentTypes); + PrivateMethod method = this.GetMethodFromHierarchy(obj.GetType(), obj, name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public, argumentTypes); if (required && method == null) throw new InvalidOperationException($"The {obj.GetType().FullName} object doesn't have a private '{name}' instance method with that signature."); return method; @@ -155,7 +155,7 @@ namespace StardewModdingAPI.Framework.Reflection public IPrivateMethod GetPrivateMethod(Type type, string name, Type[] argumentTypes, bool required = true) { // get field from hierarchy - PrivateMethod method = this.GetMethodFromHierarchy(type, null, name, BindingFlags.NonPublic | BindingFlags.Static, argumentTypes); + PrivateMethod method = this.GetMethodFromHierarchy(type, null, name, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static, argumentTypes); if (required && method == null) throw new InvalidOperationException($"The {type.FullName} object doesn't have a private '{name}' static method with that signature."); return method; -- cgit From 85a8959e97e90b30ac8291904838e18f102e97c2 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 21 Oct 2017 21:51:48 -0400 Subject: fix mods which implement IAssetLoader being marked as conflicting with themselves --- docs/release-notes.md | 1 + src/SMAPI/Framework/SContentManager.cs | 8 ++------ 2 files changed, 3 insertions(+), 6 deletions(-) diff --git a/docs/release-notes.md b/docs/release-notes.md index 285d9df3..e4b2bccd 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -6,6 +6,7 @@ * For modders: * The reflection API now works with public code to simplify mod integrations. * Fixed `e.SuppressButton()` in input events not correctly suppressing keyboard buttons. + * Fixed mods which implement `IAssetLoader` directly not being allowed to load files due to incorrect conflict detection. ## 2.0 ### Release highlights diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs index db202567..2f5d104f 100644 --- a/src/SMAPI/Framework/SContentManager.cs +++ b/src/SMAPI/Framework/SContentManager.cs @@ -510,16 +510,12 @@ namespace StardewModdingAPI.Framework { foreach (var entry in entries) { - IModMetadata metadata = entry.Key; + IModMetadata mod = entry.Key; IList interceptors = entry.Value; - // special case if mod is an interceptor - if (metadata.Mod is T modAsInterceptor) - yield return new KeyValuePair(metadata, modAsInterceptor); - // registered editors foreach (T interceptor in interceptors) - yield return new KeyValuePair(metadata, interceptor); + yield return new KeyValuePair(mod, interceptor); } } -- cgit From f74321addc79a5616cc0f43e4f5f4b8154fac827 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 22 Oct 2017 13:13:14 -0400 Subject: fix SMAPI blocking reflection access to vanilla members on overridden types (#371) --- docs/release-notes.md | 1 + src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs | 99 ++++++++++++++-------- 2 files changed, 67 insertions(+), 33 deletions(-) diff --git a/docs/release-notes.md b/docs/release-notes.md index e4b2bccd..199e32c5 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -7,6 +7,7 @@ * The reflection API now works with public code to simplify mod integrations. * Fixed `e.SuppressButton()` in input events not correctly suppressing keyboard buttons. * Fixed mods which implement `IAssetLoader` directly not being allowed to load files due to incorrect conflict detection. + * Fixed SMAPI blocking reflection access to vanilla members on overridden types. ## 2.0 ### Release highlights diff --git a/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs b/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs index 8d435416..8788b142 100644 --- a/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs @@ -1,4 +1,5 @@ using System; +using System.Reflection; using StardewModdingAPI.Framework.Reflection; namespace StardewModdingAPI.Framework.ModHelpers @@ -42,8 +43,9 @@ namespace StardewModdingAPI.Framework.ModHelpers /// Returns the field wrapper, or null if the field doesn't exist and is false. public IPrivateField GetPrivateField(object obj, string name, bool required = true) { - this.AssertAccessAllowed(obj); - return this.Reflector.GetPrivateField(obj, name, required); + return this.AssertAccessAllowed( + this.Reflector.GetPrivateField(obj, name, required) + ); } /// Get a private static field. @@ -53,8 +55,9 @@ namespace StardewModdingAPI.Framework.ModHelpers /// Whether to throw an exception if the private field is not found. public IPrivateField GetPrivateField(Type type, string name, bool required = true) { - this.AssertAccessAllowed(type); - return this.Reflector.GetPrivateField(type, name, required); + return this.AssertAccessAllowed( + this.Reflector.GetPrivateField(type, name, required) + ); } /**** @@ -67,8 +70,9 @@ namespace StardewModdingAPI.Framework.ModHelpers /// Whether to throw an exception if the private property is not found. public IPrivateProperty GetPrivateProperty(object obj, string name, bool required = true) { - this.AssertAccessAllowed(obj); - return this.Reflector.GetPrivateProperty(obj, name, required); + return this.AssertAccessAllowed( + this.Reflector.GetPrivateProperty(obj, name, required) + ); } /// Get a private static property. @@ -78,8 +82,9 @@ namespace StardewModdingAPI.Framework.ModHelpers /// Whether to throw an exception if the private property is not found. public IPrivateProperty GetPrivateProperty(Type type, string name, bool required = true) { - this.AssertAccessAllowed(type); - return this.Reflector.GetPrivateProperty(type, name, required); + return this.AssertAccessAllowed( + this.Reflector.GetPrivateProperty(type, name, required) + ); } /**** @@ -98,7 +103,6 @@ namespace StardewModdingAPI.Framework.ModHelpers /// public TValue GetPrivateValue(object obj, string name, bool required = true) { - this.AssertAccessAllowed(obj); IPrivateField field = this.GetPrivateField(obj, name, required); return field != null ? field.GetValue() @@ -117,7 +121,6 @@ namespace StardewModdingAPI.Framework.ModHelpers /// public TValue GetPrivateValue(Type type, string name, bool required = true) { - this.AssertAccessAllowed(type); IPrivateField field = this.GetPrivateField(type, name, required); return field != null ? field.GetValue() @@ -133,8 +136,9 @@ namespace StardewModdingAPI.Framework.ModHelpers /// Whether to throw an exception if the private field is not found. public IPrivateMethod GetPrivateMethod(object obj, string name, bool required = true) { - this.AssertAccessAllowed(obj); - return this.Reflector.GetPrivateMethod(obj, name, required); + return this.AssertAccessAllowed( + this.Reflector.GetPrivateMethod(obj, name, required) + ); } /// Get a private static method. @@ -143,8 +147,9 @@ namespace StardewModdingAPI.Framework.ModHelpers /// Whether to throw an exception if the private field is not found. public IPrivateMethod GetPrivateMethod(Type type, string name, bool required = true) { - this.AssertAccessAllowed(type); - return this.Reflector.GetPrivateMethod(type, name, required); + return this.AssertAccessAllowed( + this.Reflector.GetPrivateMethod(type, name, required) + ); } /**** @@ -157,8 +162,9 @@ namespace StardewModdingAPI.Framework.ModHelpers /// Whether to throw an exception if the private field is not found. public IPrivateMethod GetPrivateMethod(object obj, string name, Type[] argumentTypes, bool required = true) { - this.AssertAccessAllowed(obj); - return this.Reflector.GetPrivateMethod(obj, name, argumentTypes, required); + return this.AssertAccessAllowed( + this.Reflector.GetPrivateMethod(obj, name, argumentTypes, required) + ); } /// Get a private static method. @@ -168,33 +174,60 @@ namespace StardewModdingAPI.Framework.ModHelpers /// Whether to throw an exception if the private field is not found. public IPrivateMethod GetPrivateMethod(Type type, string name, Type[] argumentTypes, bool required = true) { - this.AssertAccessAllowed(type); - return this.Reflector.GetPrivateMethod(type, name, argumentTypes, required); + return this.AssertAccessAllowed( + this.Reflector.GetPrivateMethod(type, name, argumentTypes, required) + ); } /********* ** Private methods *********/ - /// Assert that mods can use the reflection helper to access the given type. - /// The type being accessed. - private void AssertAccessAllowed(Type type) + /// Assert that mods can use the reflection helper to access the given member. + /// The field value type. + /// The field being accessed. + /// Returns the same field instance for convenience. + private IPrivateField AssertAccessAllowed(IPrivateField field) { - // validate type namespace - if (type.Namespace != null) - { - string rootSmapiNamespace = typeof(Program).Namespace; - if (type.Namespace == rootSmapiNamespace || type.Namespace.StartsWith(rootSmapiNamespace + ".")) - throw new InvalidOperationException($"SMAPI blocked access by {this.ModName} to its internals through the reflection API. Accessing the SMAPI internals is strongly discouraged since they're subject to change, which means the mod can break without warning."); - } + this.AssertAccessAllowed(field?.FieldInfo); + return field; } - /// Assert that mods can use the reflection helper to access the given type. - /// The object being accessed. - private void AssertAccessAllowed(object obj) + /// Assert that mods can use the reflection helper to access the given member. + /// The property value type. + /// The property being accessed. + /// Returns the same property instance for convenience. + private IPrivateProperty AssertAccessAllowed(IPrivateProperty property) { - if (obj != null) - this.AssertAccessAllowed(obj.GetType()); + this.AssertAccessAllowed(property?.PropertyInfo); + return property; + } + + /// Assert that mods can use the reflection helper to access the given member. + /// The method being accessed. + /// Returns the same method instance for convenience. + private IPrivateMethod AssertAccessAllowed(IPrivateMethod method) + { + this.AssertAccessAllowed(method?.MethodInfo); + return method; + } + + /// Assert that mods can use the reflection helper to access the given member. + /// The member being accessed. + private void AssertAccessAllowed(MemberInfo member) + { + if (member == null) + return; + + // get type which defines the member + Type declaringType = member.DeclaringType; + if (declaringType == null) + throw new InvalidOperationException($"Can't validate access to {member.MemberType} {member.Name} because it has no declaring type."); // should never happen + + // validate access + string rootNamespace = typeof(Program).Namespace; + if (declaringType.Namespace == rootNamespace || declaringType.Namespace?.StartsWith(rootNamespace + ".") == true) + throw new InvalidOperationException($"SMAPI blocked access by {this.ModName} to its internals through the reflection API. Accessing the SMAPI internals is strongly discouraged since they're subject to change, which means the mod can break without warning. (Detected access to {declaringType.FullName}.{member.Name}.)"); } } } -- cgit From 99c8dd79406f5099194d72e26085a49939705259 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 22 Oct 2017 15:07:06 -0400 Subject: add InputButton.ToSButton() extension --- docs/release-notes.md | 6 ++++-- src/SMAPI/SButton.cs | 12 ++++++++++++ 2 files changed, 16 insertions(+), 2 deletions(-) diff --git a/docs/release-notes.md b/docs/release-notes.md index 199e32c5..65536915 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -4,8 +4,10 @@ * Fixed compatibility check crashing for players with Stardew Valley 1.08. * For modders: - * The reflection API now works with public code to simplify mod integrations. - * Fixed `e.SuppressButton()` in input events not correctly suppressing keyboard buttons. + * Added support for public code in reflection API, to simplify mod integrations. + * Improved input events: + * Added `ToSButton()` extension for the game's `Game1.options` button type. + * Fixed `e.SuppressButton()` not correctly suppressing keyboard buttons. * Fixed mods which implement `IAssetLoader` directly not being allowed to load files due to incorrect conflict detection. * Fixed SMAPI blocking reflection access to vanilla members on overridden types. diff --git a/src/SMAPI/SButton.cs b/src/SMAPI/SButton.cs index 0ec799db..bd6635c7 100644 --- a/src/SMAPI/SButton.cs +++ b/src/SMAPI/SButton.cs @@ -615,6 +615,18 @@ namespace StardewModdingAPI return (SButton)(SButtonExtensions.ControllerOffset + key); } + /// Get the equivalent for the given button. + /// The Stardew Valley button to convert. + internal static SButton ToSButton(this InputButton input) + { + // derived from InputButton constructors + if (input.mouseLeft) + return SButton.MouseLeft; + if (input.mouseRight) + return SButton.MouseRight; + return input.key.ToSButton(); + } + /// Get the equivalent for the given button. /// The button to convert. /// The keyboard equivalent. -- cgit From ed56cb714d7fb76f3c1b9d2f2e7b7627f8accc70 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 22 Oct 2017 15:09:36 -0400 Subject: replace input events' e.IsClick with better-designed e.IsActionButton and e.IsUseToolButton --- docs/release-notes.md | 3 +++ src/SMAPI/Events/EventArgsInput.cs | 18 +++++++++++++----- src/SMAPI/Events/InputEvents.cs | 15 ++++++++------- src/SMAPI/Framework/SGame.cs | 13 ++++++------- 4 files changed, 30 insertions(+), 19 deletions(-) diff --git a/docs/release-notes.md b/docs/release-notes.md index 65536915..452fd40a 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -6,8 +6,11 @@ * For modders: * Added support for public code in reflection API, to simplify mod integrations. * Improved input events: + * Added `e.IsActionButton` and `e.IsUseToolButton`. * Added `ToSButton()` extension for the game's `Game1.options` button type. + * Deprecated `e.IsClick`, which is limited and unclear. Use `IsActionButton` or `IsUseToolButton` instead. * Fixed `e.SuppressButton()` not correctly suppressing keyboard buttons. + * Fixed `e.IsClick` (now `e.IsActionButton`) ignoring custom key bindings. * Fixed mods which implement `IAssetLoader` directly not being allowed to load files due to incorrect conflict detection. * Fixed SMAPI blocking reflection access to vanilla members on overridden types. diff --git a/src/SMAPI/Events/EventArgsInput.cs b/src/SMAPI/Events/EventArgsInput.cs index 617dac35..ff904675 100644 --- a/src/SMAPI/Events/EventArgsInput.cs +++ b/src/SMAPI/Events/EventArgsInput.cs @@ -2,7 +2,6 @@ using System; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; -using StardewModdingAPI.Utilities; using StardewValley; namespace StardewModdingAPI.Events @@ -20,7 +19,14 @@ namespace StardewModdingAPI.Events public ICursorPosition Cursor { get; set; } /// Whether the input is considered a 'click' by the game for enabling action. - public bool IsClick { get; } + [Obsolete("Use " + nameof(EventArgsInput.IsActionButton) + " or " + nameof(EventArgsInput.IsUseToolButton) + " instead")] // deprecated in SMAPI 2.1 + public bool IsClick => this.IsActionButton; + + /// Whether the input should trigger actions on the affected tile. + public bool IsActionButton { get; } + + /// Whether the input should use tools on the affected tile. + public bool IsUseToolButton { get; } /********* @@ -29,12 +35,14 @@ namespace StardewModdingAPI.Events /// Construct an instance. /// The button on the controller, keyboard, or mouse. /// The cursor position. - /// Whether the input is considered a 'click' by the game for enabling action. - public EventArgsInput(SButton button, ICursorPosition cursor, bool isClick) + /// Whether the input should trigger actions on the affected tile. + /// Whether the input should use tools on the affected tile. + public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton) { this.Button = button; this.Cursor = cursor; - this.IsClick = isClick; + this.IsActionButton = isActionButton; + this.IsUseToolButton = isUseToolButton; } /// Prevent the game from handling the vurrent button press. This doesn't prevent other mods from receiving the event. diff --git a/src/SMAPI/Events/InputEvents.cs b/src/SMAPI/Events/InputEvents.cs index c31eb698..985aed99 100644 --- a/src/SMAPI/Events/InputEvents.cs +++ b/src/SMAPI/Events/InputEvents.cs @@ -1,6 +1,5 @@ using System; using StardewModdingAPI.Framework; -using StardewModdingAPI.Utilities; namespace StardewModdingAPI.Events { @@ -24,20 +23,22 @@ namespace StardewModdingAPI.Events /// Encapsulates monitoring and logging. /// The button on the controller, keyboard, or mouse. /// The cursor position. - /// Whether the input is considered a 'click' by the game for enabling action. - internal static void InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick) + /// Whether the input should trigger actions on the affected tile. + /// Whether the input should use tools on the affected tile. + internal static void InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton) { - monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick)); + monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isActionButton, isUseToolButton)); } /// Raise a event. /// Encapsulates monitoring and logging. /// The button on the controller, keyboard, or mouse. /// The cursor position. - /// Whether the input is considered a 'click' by the game for enabling action. - internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick) + /// Whether the input should trigger actions on the affected tile. + /// Whether the input should use tools on the affected tile. + internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton) { - monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick)); + monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isActionButton, isUseToolButton)); } } } diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 6f8f7cef..ca19d726 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -12,7 +12,6 @@ using Microsoft.Xna.Framework.Input; using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; -using StardewModdingAPI.Utilities; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Locations; @@ -371,7 +370,8 @@ namespace StardewModdingAPI.Framework SButton[] previousPressedKeys = this.PreviousPressedButtons; SButton[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray(); SButton[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray(); - bool isClick = framePressedKeys.Contains(SButton.MouseLeft) || (framePressedKeys.Contains(SButton.ControllerA) && !currentlyPressedKeys.Contains(SButton.ControllerX)); + bool isUseToolButton = Game1.options.useToolButton.Any(p => framePressedKeys.Contains(p.ToSButton())); + bool isActionButton = !isUseToolButton && Game1.options.actionButton.Any(p => framePressedKeys.Contains(p.ToSButton())); // get cursor position ICursorPosition cursor; @@ -388,7 +388,7 @@ namespace StardewModdingAPI.Framework // raise button pressed foreach (SButton button in framePressedKeys) { - InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isClick); + InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isActionButton, isUseToolButton); // legacy events if (button.TryGetKeyboard(out Keys key)) @@ -408,10 +408,9 @@ namespace StardewModdingAPI.Framework // raise button released foreach (SButton button in frameReleasedKeys) { - bool wasClick = - (button == SButton.MouseLeft && previousPressedKeys.Contains(SButton.MouseLeft)) // released left click - || (button == SButton.ControllerA && previousPressedKeys.Contains(SButton.ControllerA) && !previousPressedKeys.Contains(SButton.ControllerX)); - InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasClick); + bool wasUseToolButton = (from opt in Game1.options.useToolButton let optButton = opt.ToSButton() where optButton == button && framePressedKeys.Contains(optButton) select optButton).Any(); + bool wasActionButton = !wasUseToolButton && (from opt in Game1.options.actionButton let optButton = opt.ToSButton() where optButton == button && framePressedKeys.Contains(optButton) select optButton).Any(); + InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasActionButton, wasUseToolButton); // legacy events if (button.TryGetKeyboard(out Keys key)) -- cgit From 8c97a63a82729efe56d73928e9afb436dbffea56 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Mon, 23 Oct 2017 03:24:53 -0400 Subject: improve content manager thread safety, create content cache wrapper (#373) --- src/SMAPI/Framework/Content/ContentCache.cs | 150 ++++++++++++++++++ src/SMAPI/Framework/SContentManager.cs | 234 ++++++++++++++++------------ src/SMAPI/Framework/SGame.cs | 2 +- src/SMAPI/StardewModdingAPI.csproj | 1 + 4 files changed, 284 insertions(+), 103 deletions(-) create mode 100644 src/SMAPI/Framework/Content/ContentCache.cs diff --git a/src/SMAPI/Framework/Content/ContentCache.cs b/src/SMAPI/Framework/Content/ContentCache.cs new file mode 100644 index 00000000..10c41d08 --- /dev/null +++ b/src/SMAPI/Framework/Content/ContentCache.cs @@ -0,0 +1,150 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics.Contracts; +using System.Linq; +using Microsoft.Xna.Framework; +using StardewModdingAPI.Framework.ModLoading; +using StardewModdingAPI.Framework.Reflection; +using StardewValley; + +namespace StardewModdingAPI.Framework.Content +{ + /// A low-level wrapper around the content cache which handles reading, writing, and invalidating entries in the cache. This doesn't handle any higher-level logic like localisation, loading content, etc. It assumes all keys passed in are already normalised. + internal class ContentCache + { + /********* + ** Properties + *********/ + /// The underlying asset cache. + private readonly IDictionary Cache; + + /// The possible directory separator characters in an asset key. + private readonly char[] PossiblePathSeparators; + + /// The preferred directory separator chaeacter in an asset key. + private readonly string PreferredPathSeparator; + + /// Applies platform-specific asset key normalisation so it's consistent with the underlying cache. + private readonly Func NormaliseAssetNameForPlatform; + + + /********* + ** Accessors + *********/ + /// Get or set the value of a raw cache entry. + /// The cache key. + public object this[string key] + { + get => this.Cache[key]; + set => this.Cache[key] = value; + } + + /// The current cache keys. + public IEnumerable Keys => this.Cache.Keys; + + + /********* + ** Public methods + *********/ + /**** + ** Constructor + ****/ + /// Construct an instance. + /// The underlying content manager whose cache to manage. + /// Simplifies access to private game code. + /// The possible directory separator characters in an asset key. + /// The preferred directory separator chaeacter in an asset key. + public ContentCache(LocalizedContentManager contentManager, Reflector reflection, char[] possiblePathSeparators, string preferredPathSeparator) + { + // init + this.Cache = reflection.GetPrivateField>(contentManager, "loadedAssets").GetValue(); + this.PossiblePathSeparators = possiblePathSeparators; + this.PreferredPathSeparator = preferredPathSeparator; + + // get key normalisation logic + if (Constants.TargetPlatform == Platform.Windows) + { + IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath"); + this.NormaliseAssetNameForPlatform = path => method.Invoke(path); + } + else + this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load logic + } + + /**** + ** Fetch + ****/ + /// Get whether the cache contains a given key. + /// The cache key. + public bool ContainsKey(string key) + { + return this.Cache.ContainsKey(key); + } + + + /**** + ** Normalise + ****/ + /// Normalise path separators in a file path. For asset keys, see instead. + /// The file path to normalise. + [Pure] + public string NormalisePathSeparators(string path) + { + string[] parts = path.Split(this.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); + string normalised = string.Join(this.PreferredPathSeparator, parts); + if (path.StartsWith(this.PreferredPathSeparator)) + normalised = this.PreferredPathSeparator + normalised; // keep root slash + return normalised; + } + + /// Normalise a cache key so it's consistent with the underlying cache. + /// The asset key. + [Pure] + public string NormaliseKey(string key) + { + key = this.NormalisePathSeparators(key); + return key.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase) + ? key.Substring(0, key.Length - 4) + : this.NormaliseAssetNameForPlatform(key); + } + + /**** + ** Remove + ****/ + /// Remove an asset with the given key. + /// The cache key. + /// Whether to dispose the entry value, if applicable. + /// Returns the removed key (if any). + public bool Remove(string key, bool dispose) + { + // get entry + if (!this.Cache.TryGetValue(key, out object value)) + return false; + + // dispose & remove entry + if (dispose && value is IDisposable disposable) + disposable.Dispose(); + + return this.Cache.Remove(key); + } + + /// Purge matched assets from the cache. + /// Matches the asset keys to invalidate. + /// Whether to dispose invalidated assets. This should only be true when they're being invalidated as part of a dispose, to avoid crashing the game. + /// Returns the removed keys (if any). + public IEnumerable Remove(Func predicate, bool dispose = false) + { + List removed = new List(); + foreach (string key in this.Cache.Keys.ToArray()) + { + Type type = this.Cache[key].GetType(); + if (predicate(key, type)) + { + this.Remove(key, dispose); + removed.Add(key); + } + } + return removed; + } + } +} diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs index 2f5d104f..0b6daaa6 100644 --- a/src/SMAPI/Framework/SContentManager.cs +++ b/src/SMAPI/Framework/SContentManager.cs @@ -1,13 +1,13 @@ using System; using System.Collections.Generic; +using System.Diagnostics.Contracts; using System.Globalization; using System.IO; using System.Linq; using System.Reflection; -using Microsoft.Xna.Framework; +using System.Threading; using Microsoft.Xna.Framework.Content; using StardewModdingAPI.Framework.Content; -using StardewModdingAPI.Framework.ModLoading; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Metadata; @@ -15,7 +15,17 @@ using StardewValley; namespace StardewModdingAPI.Framework { - /// SMAPI's implementation of the game's content manager which lets it raise content events. + /// A thread-safe content manager which intercepts assets being loaded to let SMAPI mods inject or edit them. + /// + /// This is the centralised content manager which manages all game assets. The game and mods don't use this class + /// directly; instead they use one of several instances, which proxy requests to + /// this class. That ensures that when the game disposes one content manager, the others can continue unaffected. + /// That notably requires this class to be thread-safe, since the content managers can be disposed asynchronously. + /// + /// Note that assets in the cache have two identifiers: the asset name (like "bundles") and key (like "bundles.pt-BR"). + /// For English and non-translatable assets, these have the same value. The underlying cache only knows about asset + /// keys, and the game and mods only know about asset names. The content manager handles resolving them. + /// internal class SContentManager : LocalizedContentManager { /********* @@ -27,11 +37,8 @@ namespace StardewModdingAPI.Framework /// Encapsulates monitoring and logging. private readonly IMonitor Monitor; - /// The underlying content manager's asset cache. - private readonly IDictionary Cache; - - /// Applies platform-specific asset key normalisation so it's consistent with the underlying cache. - private readonly Func NormaliseAssetNameForPlatform; + /// The underlying asset cache. + private readonly ContentCache Cache; /// The private method which generates the locale portion of an asset name. private readonly IPrivateMethod GetKeyLocale; @@ -46,10 +53,10 @@ namespace StardewModdingAPI.Framework private readonly ContextHash AssetsBeingLoaded = new ContextHash(); /// A lookup of the content managers which loaded each asset. - private readonly IDictionary> AssetLoaders = new Dictionary>(); + private readonly IDictionary> ContentManagersByAssetKey = new Dictionary>(); - /// An object locked to prevent concurrent changes to the underlying assets. - private readonly object Lock = new object(); + /// A lock used to prevents concurrent changes to the cache while data is being read. + private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion); /********* @@ -77,30 +84,15 @@ namespace StardewModdingAPI.Framework /// The current culture for which to localise content. /// The current language code for which to localise content. /// Encapsulates monitoring and logging. - public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor) + /// Simplifies access to private code. + public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection) : 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>(this, "loadedAssets").GetValue(); + // init + this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); + this.Cache = new ContentCache(this, reflection, SContentManager.PossiblePathSeparators, SContentManager.PreferredPathSeparator); 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(path); - } - else - this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load logic - // get asset data this.CoreAssets = new CoreAssets(this.NormaliseAssetName); this.KeyLocales = this.GetKeyLocales(reflection); @@ -108,34 +100,26 @@ namespace StardewModdingAPI.Framework /// Normalise path separators in a file path. For asset keys, see instead. /// The file path to normalise. + [Pure] 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; + return this.Cache.NormalisePathSeparators(path); } /// Normalise an asset name so it's consistent with the underlying cache. /// The asset key. + [Pure] 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); + return this.Cache.NormaliseKey(assetName); } /// Get whether the content manager has already loaded and cached the given asset. /// The asset path relative to the loader root directory, not including the .xnb extension. public bool IsLoaded(string assetName) { - lock (this.Lock) - { - assetName = this.NormaliseAssetName(assetName); - return this.IsNormalisedKeyLoaded(assetName); - } + assetName = this.Cache.NormaliseKey(assetName); + return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName)); } /// Load an asset that has been processed by the content pipeline. @@ -152,10 +136,9 @@ namespace StardewModdingAPI.Framework /// The content manager instance for which to load the asset. public T LoadFor(string assetName, ContentManager instance) { - lock (this.Lock) + assetName = this.NormaliseAssetName(assetName); + return this.WithWriteLock(() => { - assetName = this.NormaliseAssetName(assetName); - // skip if already loaded if (this.IsNormalisedKeyLoaded(assetName)) { @@ -186,7 +169,7 @@ namespace StardewModdingAPI.Framework this.Cache[assetName] = data; this.TrackAssetLoader(assetName, instance); return data; - } + }); } /// Inject an asset into the cache. @@ -195,12 +178,12 @@ namespace StardewModdingAPI.Framework /// The asset value. public void Inject(string assetName, T value) { - lock (this.Lock) + this.WithWriteLock(() => { assetName = this.NormaliseAssetName(assetName); this.Cache[assetName] = value; this.TrackAssetLoader(assetName, this); - } + }); } /// Get the current content locale. @@ -212,19 +195,11 @@ namespace StardewModdingAPI.Framework /// Get the cached asset keys. public IEnumerable GetAssetKeys() { - lock (this.Lock) - { - IEnumerable GetAllAssetKeys() - { - foreach (string cacheKey in this.Cache.Keys) - { - this.ParseCacheKey(cacheKey, out string assetKey, out string _); - yield return assetKey; - } - } - - return GetAllAssetKeys().Distinct(); - } + return this.WithReadLock(() => + this.Cache.Keys + .Select(this.GetAssetName) + .Distinct() + ); } /// Purge assets from the cache that match one of the interceptors. @@ -239,11 +214,12 @@ namespace StardewModdingAPI.Framework // get CanEdit/Load methods MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit)); MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad)); + if (canEdit == null || canLoad == null) + throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen // invalidate matching keys return this.InvalidateCache((assetName, assetType) => { - // get asset metadata IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, assetType, this.NormaliseAssetName); // check loaders @@ -263,48 +239,44 @@ namespace StardewModdingAPI.Framework /// Returns whether any cache entries were invalidated. public bool InvalidateCache(Func predicate, bool dispose = false) { - lock (this.Lock) + return this.WithWriteLock(() => { - // find matching asset keys - HashSet purgeCacheKeys = new HashSet(StringComparer.InvariantCultureIgnoreCase); - HashSet purgeAssetKeys = new HashSet(StringComparer.InvariantCultureIgnoreCase); - foreach (string cacheKey in this.Cache.Keys) + // invalidate matching keys + HashSet removeKeys = new HashSet(StringComparer.InvariantCultureIgnoreCase); + HashSet removeAssetNames = new HashSet(StringComparer.InvariantCultureIgnoreCase); + this.Cache.Remove((key, type) => { - this.ParseCacheKey(cacheKey, out string assetKey, out _); - Type type = this.Cache[cacheKey].GetType(); - if (predicate(assetKey, type)) + this.ParseCacheKey(key, out string assetName, out _); + if (removeAssetNames.Contains(assetName) || predicate(assetName, type)) { -