From a6071feaf84518c436fba0d148e3ea7d547663da Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Thu, 2 Nov 2017 01:34:21 -0400 Subject: fix custom asset loads failing on Linux/Mac (#383) --- src/SMAPI/Framework/SContentManager.cs | 52 +++++++++++++++++----------------- 1 file changed, 26 insertions(+), 26 deletions(-) (limited to 'src/SMAPI/Framework/SContentManager.cs') diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs index a755a6df..524b2d17 100644 --- a/src/SMAPI/Framework/SContentManager.cs +++ b/src/SMAPI/Framework/SContentManager.cs @@ -102,7 +102,7 @@ namespace StardewModdingAPI.Framework this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.Cache = new ContentCache(this, reflection, SContentManager.PossiblePathSeparators, SContentManager.PreferredPathSeparator); this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode"); - this.ModContentPrefix = this.GetRelativePath(Constants.ModPath); + this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath); // get asset data this.CoreAssets = new CoreAssets(this.NormaliseAssetName); @@ -140,19 +140,17 @@ namespace StardewModdingAPI.Framework throw new ArgumentException("The asset key or local path contains invalid characters."); } - /// Get a directory path relative to the content root. - /// The target file path. - public string GetRelativePath(string targetPath) + /// Convert an absolute file path into a appropriate asset name. + /// The absolute path to the file. + public string GetAssetNameFromFilePath(string absolutePath) { - // convert to URIs - Uri from = new Uri(this.FullRootDirectory + "/"); - Uri to = new Uri(targetPath + "/"); - if (from.Scheme != to.Scheme) - throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'."); - - // get relative path - return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString()) - .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform +#if SMAPI_FOR_WINDOWS + // XNA doesn't allow absolute asset paths, so get a path relative to the content folder + return this.GetRelativePath(absolutePath); +#else + // MonoGame is weird about relative paths on Mac, but allows absolute paths + return absolutePath; +#endif } /**** @@ -395,6 +393,21 @@ namespace StardewModdingAPI.Framework /**** ** Asset name/key handling ****/ + /// Get a directory or file path relative to the content root. + /// The target file path. + private string GetRelativePath(string targetPath) + { + // convert to URIs + Uri from = new Uri(this.FullRootDirectory + "/"); + Uri to = new Uri(targetPath + "/"); + if (from.Scheme != to.Scheme) + throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'."); + + // get relative path + return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString()) + .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform + } + /// Get the locale codes (like ja-JP) used in asset keys. /// Simplifies access to private game code. private IDictionary GetKeyLocales(Reflector reflection) @@ -551,19 +564,6 @@ namespace StardewModdingAPI.Framework return file; } - /// Get a file from the game's content folder. - /// The asset key. - private FileInfo GetContentFolderFile(string key) - { - // get file path - string path = Path.Combine(this.FullRootDirectory, key); - if (!path.EndsWith(".xnb")) - path += ".xnb"; - - // get file - return new FileInfo(path); - } - /// Load the initial asset from the registered . /// The basic asset metadata. /// Returns the loaded asset metadata, or null if no loader matched. -- cgit