From 29f909a8d5dbb83d6df1a54d2680e6f9898f3b19 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 6 Apr 2022 00:37:10 -0400 Subject: fix asset name truncation when loading XNB mod file without file extension --- src/SMAPI/Framework/ContentManagers/ModContentManager.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index b3de273a..63070d85 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -219,7 +219,9 @@ namespace StardewModdingAPI.Framework.ContentManagers { // the underlying content manager adds a .xnb extension implicitly, so // we need to strip it here to avoid trying to load a '.xnb.xnb' file. - IAssetName loadName = this.Coordinator.ParseAssetName(assetName.Name[..^".xnb".Length], allowLocales: false); + IAssetName loadName = assetName.Name.EndsWith(".xnb", StringComparison.OrdinalIgnoreCase) + ? this.Coordinator.ParseAssetName(assetName.Name[..^".xnb".Length], allowLocales: false) + : assetName; // load asset T asset = this.RawLoad(loadName, useCache: false); -- cgit