From fd77ae93d59222d70c86aebfc044f3af11063372 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 9 Aug 2019 01:18:05 -0400 Subject: fix typos and inconsistent spelling --- src/SMAPI/Framework/CommandManager.cs | 14 +++--- src/SMAPI/Framework/Content/AssetData.cs | 10 ++-- .../Framework/Content/AssetDataForDictionary.cs | 10 ++-- src/SMAPI/Framework/Content/AssetDataForImage.cs | 10 ++-- src/SMAPI/Framework/Content/AssetDataForObject.cs | 20 ++++---- src/SMAPI/Framework/Content/AssetInfo.cs | 22 ++++---- src/SMAPI/Framework/Content/ContentCache.cs | 30 +++++------ src/SMAPI/Framework/ContentCoordinator.cs | 8 +-- .../ContentManagers/BaseContentManager.cs | 34 ++++++------- .../ContentManagers/GameContentManager.cs | 58 +++++++++++----------- .../Framework/ContentManagers/IContentManager.cs | 10 ++-- .../Framework/ContentManagers/ModContentManager.cs | 28 +++++------ src/SMAPI/Framework/ContentPack.cs | 10 ++-- src/SMAPI/Framework/Events/EventManager.cs | 18 +++---- src/SMAPI/Framework/Events/ModEvents.cs | 6 +-- src/SMAPI/Framework/Events/ModGameLoopEvents.cs | 2 +- src/SMAPI/Framework/Events/ModSpecialisedEvents.cs | 6 +-- src/SMAPI/Framework/GameVersion.cs | 2 +- src/SMAPI/Framework/InternalExtensions.cs | 2 +- src/SMAPI/Framework/ModHelpers/ContentHelper.cs | 14 +++--- .../Framework/ModHelpers/ContentPackHelper.cs | 4 +- src/SMAPI/Framework/ModHelpers/DataHelper.cs | 12 ++--- src/SMAPI/Framework/ModHelpers/ModHelper.cs | 4 +- .../Framework/ModHelpers/ModRegistryHelper.cs | 4 +- src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs | 2 +- src/SMAPI/Framework/ModLoading/AssemblyLoader.cs | 10 ++-- .../Framework/ModLoading/Finders/TypeFinder.cs | 2 +- .../ModLoading/InstructionHandleResult.cs | 4 +- .../Framework/ModLoading/ModDependencyStatus.cs | 4 +- src/SMAPI/Framework/ModLoading/ModResolver.cs | 8 +-- .../Framework/ModLoading/TypeReferenceComparer.cs | 2 +- src/SMAPI/Framework/ModRegistry.cs | 6 +-- src/SMAPI/Framework/Monitor.cs | 2 +- src/SMAPI/Framework/Networking/MessageType.cs | 2 +- src/SMAPI/Framework/Reflection/Reflector.cs | 2 +- src/SMAPI/Framework/SCore.cs | 56 ++++++++++----------- src/SMAPI/Framework/SGame.cs | 50 +++++++++---------- src/SMAPI/Framework/SGameConstructorHack.cs | 4 +- src/SMAPI/Framework/SMultiplayer.cs | 20 ++++---- .../Framework/Serialisation/ColorConverter.cs | 47 ------------------ .../Framework/Serialisation/PointConverter.cs | 43 ---------------- .../Framework/Serialisation/RectangleConverter.cs | 52 ------------------- .../Framework/Serialization/ColorConverter.cs | 47 ++++++++++++++++++ .../Framework/Serialization/PointConverter.cs | 43 ++++++++++++++++ .../Framework/Serialization/RectangleConverter.cs | 52 +++++++++++++++++++ .../FieldWatchers/ComparableListWatcher.cs | 2 +- 46 files changed, 399 insertions(+), 399 deletions(-) delete mode 100644 src/SMAPI/Framework/Serialisation/ColorConverter.cs delete mode 100644 src/SMAPI/Framework/Serialisation/PointConverter.cs delete mode 100644 src/SMAPI/Framework/Serialisation/RectangleConverter.cs create mode 100644 src/SMAPI/Framework/Serialization/ColorConverter.cs create mode 100644 src/SMAPI/Framework/Serialization/PointConverter.cs create mode 100644 src/SMAPI/Framework/Serialization/RectangleConverter.cs (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/CommandManager.cs b/src/SMAPI/Framework/CommandManager.cs index fdaafff1..ceeb6f93 100644 --- a/src/SMAPI/Framework/CommandManager.cs +++ b/src/SMAPI/Framework/CommandManager.cs @@ -29,7 +29,7 @@ namespace StardewModdingAPI.Framework /// There's already a command with that name. public void Add(IModMetadata mod, string name, string documentation, Action callback, bool allowNullCallback = false) { - name = this.GetNormalisedName(name); + name = this.GetNormalizedName(name); // validate format if (string.IsNullOrWhiteSpace(name)) @@ -52,7 +52,7 @@ namespace StardewModdingAPI.Framework /// Returns the matching command, or null if not found. public Command Get(string name) { - name = this.GetNormalisedName(name); + name = this.GetNormalizedName(name); this.Commands.TryGetValue(name, out Command command); return command; } @@ -84,7 +84,7 @@ namespace StardewModdingAPI.Framework // parse input args = this.ParseArgs(input); - name = this.GetNormalisedName(args[0]); + name = this.GetNormalizedName(args[0]); args = args.Skip(1).ToArray(); // get command @@ -97,8 +97,8 @@ namespace StardewModdingAPI.Framework /// Returns whether a matching command was triggered. public bool Trigger(string name, string[] arguments) { - // get normalised name - name = this.GetNormalisedName(name); + // get normalized name + name = this.GetNormalizedName(name); if (name == null) return false; @@ -140,9 +140,9 @@ namespace StardewModdingAPI.Framework return args.Where(item => !string.IsNullOrWhiteSpace(item)).ToArray(); } - /// Get a normalised command name. + /// Get a normalized command name. /// The command name. - private string GetNormalisedName(string name) + private string GetNormalizedName(string name) { name = name?.Trim().ToLower(); return !string.IsNullOrWhiteSpace(name) diff --git a/src/SMAPI/Framework/Content/AssetData.cs b/src/SMAPI/Framework/Content/AssetData.cs index 553404d3..cacc6078 100644 --- a/src/SMAPI/Framework/Content/AssetData.cs +++ b/src/SMAPI/Framework/Content/AssetData.cs @@ -24,13 +24,13 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// Construct an instance. - /// The content's locale code, if the content is localised. - /// The normalised asset name being read. + /// The content's locale code, if the content is localized. + /// The normalized asset name being read. /// The content data being read. - /// Normalises an asset key to match the cache key. + /// Normalizes an asset key to match the cache key. /// A callback to invoke when the data is replaced (if any). - public AssetData(string locale, string assetName, TValue data, Func getNormalisedPath, Action onDataReplaced) - : base(locale, assetName, data.GetType(), getNormalisedPath) + public AssetData(string locale, string assetName, TValue data, Func getNormalizedPath, Action onDataReplaced) + : base(locale, assetName, data.GetType(), getNormalizedPath) { this.Data = data; this.OnDataReplaced = onDataReplaced; diff --git a/src/SMAPI/Framework/Content/AssetDataForDictionary.cs b/src/SMAPI/Framework/Content/AssetDataForDictionary.cs index a331f38a..26cbff5a 100644 --- a/src/SMAPI/Framework/Content/AssetDataForDictionary.cs +++ b/src/SMAPI/Framework/Content/AssetDataForDictionary.cs @@ -10,12 +10,12 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// Construct an instance. - /// The content's locale code, if the content is localised. - /// The normalised asset name being read. + /// The content's locale code, if the content is localized. + /// The normalized asset name being read. /// The content data being read. - /// Normalises an asset key to match the cache key. + /// Normalizes an asset key to match the cache key. /// A callback to invoke when the data is replaced (if any). - public AssetDataForDictionary(string locale, string assetName, IDictionary data, Func getNormalisedPath, Action> onDataReplaced) - : base(locale, assetName, data, getNormalisedPath, onDataReplaced) { } + public AssetDataForDictionary(string locale, string assetName, IDictionary data, Func getNormalizedPath, Action> onDataReplaced) + : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } } } diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs index f2d21b5e..4ae2ad68 100644 --- a/src/SMAPI/Framework/Content/AssetDataForImage.cs +++ b/src/SMAPI/Framework/Content/AssetDataForImage.cs @@ -19,13 +19,13 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// Construct an instance. - /// The content's locale code, if the content is localised. - /// The normalised asset name being read. + /// The content's locale code, if the content is localized. + /// The normalized asset name being read. /// The content data being read. - /// Normalises an asset key to match the cache key. + /// Normalizes an asset key to match the cache key. /// A callback to invoke when the data is replaced (if any). - public AssetDataForImage(string locale, string assetName, Texture2D data, Func getNormalisedPath, Action onDataReplaced) - : base(locale, assetName, data, getNormalisedPath, onDataReplaced) { } + public AssetDataForImage(string locale, string assetName, Texture2D data, Func getNormalizedPath, Action onDataReplaced) + : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } /// Overwrite part of the image. /// The image to patch into the content. diff --git a/src/SMAPI/Framework/Content/AssetDataForObject.cs b/src/SMAPI/Framework/Content/AssetDataForObject.cs index 90f9e2d4..4dbc988c 100644 --- a/src/SMAPI/Framework/Content/AssetDataForObject.cs +++ b/src/SMAPI/Framework/Content/AssetDataForObject.cs @@ -11,19 +11,19 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// Construct an instance. - /// The content's locale code, if the content is localised. - /// The normalised asset name being read. + /// The content's locale code, if the content is localized. + /// The normalized asset name being read. /// The content data being read. - /// Normalises an asset key to match the cache key. - public AssetDataForObject(string locale, string assetName, object data, Func getNormalisedPath) - : base(locale, assetName, data, getNormalisedPath, onDataReplaced: null) { } + /// Normalizes an asset key to match the cache key. + public AssetDataForObject(string locale, string assetName, object data, Func getNormalizedPath) + : base(locale, assetName, data, getNormalizedPath, onDataReplaced: null) { } /// Construct an instance. /// The asset metadata. /// The content data being read. - /// Normalises an asset key to match the cache key. - public AssetDataForObject(IAssetInfo info, object data, Func getNormalisedPath) - : this(info.Locale, info.AssetName, data, getNormalisedPath) { } + /// Normalizes an asset key to match the cache key. + public AssetDataForObject(IAssetInfo info, object data, Func getNormalizedPath) + : this(info.Locale, info.AssetName, data, getNormalizedPath) { } /// Get a helper to manipulate the data as a dictionary. /// The expected dictionary key. @@ -31,14 +31,14 @@ namespace StardewModdingAPI.Framework.Content /// The content being read isn't a dictionary. public IAssetDataForDictionary AsDictionary() { - return new AssetDataForDictionary(this.Locale, this.AssetName, this.GetData>(), this.GetNormalisedPath, this.ReplaceWith); + return new AssetDataForDictionary(this.Locale, this.AssetName, this.GetData>(), this.GetNormalizedPath, this.ReplaceWith); } /// Get a helper to manipulate the data as an image. /// The content being read isn't an image. public IAssetDataForImage AsImage() { - return new AssetDataForImage(this.Locale, this.AssetName, this.GetData(), this.GetNormalisedPath, this.ReplaceWith); + return new AssetDataForImage(this.Locale, this.AssetName, this.GetData(), this.GetNormalizedPath, this.ReplaceWith); } /// Get the data as a given type. diff --git a/src/SMAPI/Framework/Content/AssetInfo.cs b/src/SMAPI/Framework/Content/AssetInfo.cs index e5211290..9b685e72 100644 --- a/src/SMAPI/Framework/Content/AssetInfo.cs +++ b/src/SMAPI/Framework/Content/AssetInfo.cs @@ -9,17 +9,17 @@ namespace StardewModdingAPI.Framework.Content /********* ** Fields *********/ - /// Normalises an asset key to match the cache key. - protected readonly Func GetNormalisedPath; + /// Normalizes an asset key to match the cache key. + protected readonly Func GetNormalizedPath; /********* ** Accessors *********/ - /// The content's locale code, if the content is localised. + /// The content's locale code, if the content is localized. public string Locale { get; } - /// The normalised asset name being read. The format may change between platforms; see to compare with a known path. + /// The normalized asset name being read. The format may change between platforms; see to compare with a known path. public string AssetName { get; } /// The content data type. @@ -30,23 +30,23 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// Construct an instance. - /// The content's locale code, if the content is localised. - /// The normalised asset name being read. + /// The content's locale code, if the content is localized. + /// The normalized asset name being read. /// The content type being read. - /// Normalises an asset key to match the cache key. - public AssetInfo(string locale, string assetName, Type type, Func getNormalisedPath) + /// Normalizes an asset key to match the cache key. + public AssetInfo(string locale, string assetName, Type type, Func getNormalizedPath) { this.Locale = locale; this.AssetName = assetName; this.DataType = type; - this.GetNormalisedPath = getNormalisedPath; + this.GetNormalizedPath = getNormalizedPath; } - /// Get whether the asset name being loaded matches a given name after normalisation. + /// Get whether the asset name being loaded matches a given name after normalization. /// The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation'). public bool AssetNameEquals(string path) { - path = this.GetNormalisedPath(path); + path = this.GetNormalizedPath(path); return this.AssetName.Equals(path, StringComparison.InvariantCultureIgnoreCase); } diff --git a/src/SMAPI/Framework/Content/ContentCache.cs b/src/SMAPI/Framework/Content/ContentCache.cs index 55a96ed2..4178b663 100644 --- a/src/SMAPI/Framework/Content/ContentCache.cs +++ b/src/SMAPI/Framework/Content/ContentCache.cs @@ -10,7 +10,7 @@ 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. + /// 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 localization, loading content, etc. It assumes all keys passed in are already normalized. internal class ContentCache { /********* @@ -19,8 +19,8 @@ namespace StardewModdingAPI.Framework.Content /// The underlying asset cache. private readonly IDictionary Cache; - /// Applies platform-specific asset key normalisation so it's consistent with the underlying cache. - private readonly Func NormaliseAssetNameForPlatform; + /// Applies platform-specific asset key normalization so it's consistent with the underlying cache. + private readonly Func NormalizeAssetNameForPlatform; /********* @@ -52,14 +52,14 @@ namespace StardewModdingAPI.Framework.Content // init this.Cache = reflection.GetField>(contentManager, "loadedAssets").GetValue(); - // get key normalisation logic + // get key normalization logic if (Constants.Platform == Platform.Windows) { IReflectedMethod method = reflection.GetMethod(typeof(TitleContainer), "GetCleanPath"); - this.NormaliseAssetNameForPlatform = path => method.Invoke(path); + this.NormalizeAssetNameForPlatform = path => method.Invoke(path); } else - this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load logic + this.NormalizeAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load logic } /**** @@ -74,25 +74,25 @@ namespace StardewModdingAPI.Framework.Content /**** - ** Normalise + ** Normalize ****/ - /// Normalise path separators in a file path. For asset keys, see instead. - /// The file path to normalise. + /// Normalize path separators in a file path. For asset keys, see instead. + /// The file path to normalize. [Pure] - public string NormalisePathSeparators(string path) + public string NormalizePathSeparators(string path) { - return PathUtilities.NormalisePathSeparators(path); + return PathUtilities.NormalizePathSeparators(path); } - /// Normalise a cache key so it's consistent with the underlying cache. + /// Normalize a cache key so it's consistent with the underlying cache. /// The asset key. [Pure] - public string NormaliseKey(string key) + public string NormalizeKey(string key) { - key = this.NormalisePathSeparators(key); + key = this.NormalizePathSeparators(key); return key.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase) ? key.Substring(0, key.Length - 4) - : this.NormaliseAssetNameForPlatform(key); + : this.NormalizeAssetNameForPlatform(key); } /**** diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 39bebdd1..08ebe6a5 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -9,7 +9,7 @@ using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.ContentManagers; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Metadata; -using StardewModdingAPI.Toolkit.Serialisation; +using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; using StardewValley; @@ -74,7 +74,7 @@ namespace StardewModdingAPI.Framework /// Construct an instance. /// The service provider to use to locate services. /// The root directory to search for content. - /// The current culture for which to localise content. + /// The current culture for which to localize content. /// Encapsulates monitoring and logging. /// Simplifies access to private code. /// Encapsulates SMAPI's JSON file parsing. @@ -89,7 +89,7 @@ namespace StardewModdingAPI.Framework this.ContentManagers.Add( this.MainContentManager = new GameContentManager("Game1.content", serviceProvider, rootDirectory, currentCulture, this, monitor, reflection, this.OnDisposing, onLoadingFirstAsset) ); - this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.AssertAndNormaliseAssetName, reflection, monitor); + this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.AssertAndNormalizeAssetName, reflection, monitor); } /// Get a new content manager which handles reading files from the game content folder with support for interception. @@ -250,7 +250,7 @@ namespace StardewModdingAPI.Framework string locale = this.GetLocale(); return this.InvalidateCache((assetName, type) => { - IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormaliseAssetName); + IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormalizeAssetName); return predicate(info); }, dispose); } diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index fc558eb9..de39dbae 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -64,7 +64,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// A name for the mod manager. Not guaranteed to be unique. /// The service provider to use to locate services. /// The root directory to search for content. - /// The current culture for which to localise content. + /// The current culture for which to localize content. /// The central coordinator which manages content managers. /// Encapsulates monitoring and logging. /// Simplifies access to private code. @@ -109,7 +109,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// Whether to read/write the loaded asset to the asset cache. public abstract T Load(string assetName, LocalizedContentManager.LanguageCode language, bool useCache); - /// Load the base asset without localisation. + /// Load the base asset without localization. /// The type of asset to load. /// The asset path relative to the loader root directory, not including the .xnb extension. [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")] @@ -121,19 +121,19 @@ namespace StardewModdingAPI.Framework.ContentManagers /// Perform any cleanup needed when the locale changes. public virtual void OnLocaleChanged() { } - /// Normalise path separators in a file path. For asset keys, see instead. - /// The file path to normalise. + /// Normalize path separators in a file path. For asset keys, see instead. + /// The file path to normalize. [Pure] - public string NormalisePathSeparators(string path) + public string NormalizePathSeparators(string path) { - return this.Cache.NormalisePathSeparators(path); + return this.Cache.NormalizePathSeparators(path); } - /// Assert that the given key has a valid format and return a normalised form consistent with the underlying cache. + /// Assert that the given key has a valid format and return a normalized form consistent with the underlying cache. /// The asset key to check. /// The asset key is empty or contains invalid characters. [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] - public string AssertAndNormaliseAssetName(string assetName) + public string AssertAndNormalizeAssetName(string assetName) { // NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid // throwing other types like ArgumentException here. @@ -142,7 +142,7 @@ namespace StardewModdingAPI.Framework.ContentManagers if (assetName.Intersect(Path.GetInvalidPathChars()).Any()) throw new SContentLoadException("The asset key or local path contains invalid characters."); - return this.Cache.NormaliseKey(assetName); + return this.Cache.NormalizeKey(assetName); } /**** @@ -165,8 +165,8 @@ namespace StardewModdingAPI.Framework.ContentManagers /// The asset path relative to the loader root directory, not including the .xnb extension. public bool IsLoaded(string assetName) { - assetName = this.Cache.NormaliseKey(assetName); - return this.IsNormalisedKeyLoaded(assetName); + assetName = this.Cache.NormalizeKey(assetName); + return this.IsNormalizedKeyLoaded(assetName); } /// Get the cached asset keys. @@ -248,7 +248,7 @@ namespace StardewModdingAPI.Framework.ContentManagers *********/ /// Load an asset file directly from the underlying content manager. /// The type of asset to load. - /// The normalised asset key. + /// The normalized asset key. /// Whether to read/write the loaded asset to the asset cache. protected virtual T RawLoad(string assetName, bool useCache) { @@ -264,17 +264,17 @@ namespace StardewModdingAPI.Framework.ContentManagers /// The language code for which to inject the asset. protected virtual void Inject(string assetName, T value, LanguageCode language) { - assetName = this.AssertAndNormaliseAssetName(assetName); + assetName = this.AssertAndNormalizeAssetName(assetName); this.Cache[assetName] = value; } /// Parse a cache key into its component parts. /// The input cache key. /// The original asset name. - /// The asset locale code (or null if not localised). + /// The asset locale code (or null if not localized). protected void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) { - // handle localised key + // handle localized key if (!string.IsNullOrWhiteSpace(cacheKey)) { int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture); @@ -296,8 +296,8 @@ namespace StardewModdingAPI.Framework.ContentManagers } /// Get whether an asset has already been loaded. - /// The normalised asset name. - protected abstract bool IsNormalisedKeyLoaded(string normalisedAssetName); + /// The normalized asset name. + protected abstract bool IsNormalizedKeyLoaded(string normalizedAssetName); /// Get the locale codes (like ja-JP) used in asset keys. private IDictionary GetKeyLocales() diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 488ec245..c64e9ba9 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -26,8 +26,8 @@ namespace StardewModdingAPI.Framework.ContentManagers /// Interceptors which edit matching assets after they're loaded. private IDictionary> Editors => this.Coordinator.Editors; - /// A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded. - private readonly IDictionary IsLocalisableLookup; + /// A lookup which indicates whether the asset is localizable (i.e. the filename contains the locale), if previously loaded. + private readonly IDictionary IsLocalizableLookup; /// Whether the next load is the first for any game content manager. private static bool IsFirstLoad = true; @@ -43,7 +43,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// A name for the mod manager. Not guaranteed to be unique. /// The service provider to use to locate services. /// The root directory to search for content. - /// The current culture for which to localise content. + /// The current culture for which to localize content. /// The central coordinator which manages content managers. /// Encapsulates monitoring and logging. /// Simplifies access to private code. @@ -52,7 +52,7 @@ namespace StardewModdingAPI.Framework.ContentManagers public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action onDisposing, Action onLoadingFirstAsset) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false) { - this.IsLocalisableLookup = reflection.GetField>(this, "_localizedAsset").GetValue(); + this.IsLocalizableLookup = reflection.GetField>(this, "_localizedAsset").GetValue(); this.OnLoadingFirstAsset = onLoadingFirstAsset; } @@ -70,8 +70,8 @@ namespace StardewModdingAPI.Framework.ContentManagers this.OnLoadingFirstAsset(); } - // normalise asset name - assetName = this.AssertAndNormaliseAssetName(assetName); + // normalize asset name + assetName = this.AssertAndNormalizeAssetName(assetName); if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage)) return this.Load(newAssetName, newLanguage, useCache); @@ -101,10 +101,10 @@ namespace StardewModdingAPI.Framework.ContentManagers data = this.AssetsBeingLoaded.Track(assetName, () => { string locale = this.GetLocale(language); - IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormaliseAssetName); + IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); IAssetData asset = this.ApplyLoader(info) - ?? new AssetDataForObject(info, this.RawLoad(assetName, language, useCache), this.AssertAndNormaliseAssetName); + ?? new AssetDataForObject(info, this.RawLoad(assetName, language, useCache), this.AssertAndNormalizeAssetName); asset = this.ApplyEditors(info, asset); return (T)asset.Data; }); @@ -122,7 +122,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // find assets for which a translatable version was loaded HashSet removeAssetNames = new HashSet(StringComparer.InvariantCultureIgnoreCase); - foreach (string key in this.IsLocalisableLookup.Where(p => p.Value).Select(p => p.Key)) + foreach (string key in this.IsLocalizableLookup.Where(p => p.Value).Select(p => p.Key)) removeAssetNames.Add(this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) ? assetName : key); // invalidate translatable assets @@ -149,20 +149,20 @@ namespace StardewModdingAPI.Framework.ContentManagers ** Private methods *********/ /// Get whether an asset has already been loaded. - /// The normalised asset name. - protected override bool IsNormalisedKeyLoaded(string normalisedAssetName) + /// The normalized asset name. + protected override bool IsNormalizedKeyLoaded(string normalizedAssetName) { // default English - if (this.Language == LocalizedContentManager.LanguageCode.en || this.Coordinator.IsManagedAssetKey(normalisedAssetName)) - return this.Cache.ContainsKey(normalisedAssetName); + if (this.Language == LocalizedContentManager.LanguageCode.en || this.Coordinator.IsManagedAssetKey(normalizedAssetName)) + return this.Cache.ContainsKey(normalizedAssetName); // translated - string keyWithLocale = $"{normalisedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}"; - if (this.IsLocalisableLookup.TryGetValue(keyWithLocale, out bool localisable)) + string keyWithLocale = $"{normalizedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}"; + if (this.IsLocalizableLookup.TryGetValue(keyWithLocale, out bool localizable)) { - return localisable + return localizable ? this.Cache.ContainsKey(keyWithLocale) - : this.Cache.ContainsKey(normalisedAssetName); + : this.Cache.ContainsKey(normalizedAssetName); } // not loaded yet @@ -190,13 +190,13 @@ namespace StardewModdingAPI.Framework.ContentManagers string keyWithLocale = $"{assetName}.{this.GetLocale(language)}"; if (this.Cache.ContainsKey(keyWithLocale)) { - this.IsLocalisableLookup[assetName] = true; - this.IsLocalisableLookup[keyWithLocale] = true; + this.IsLocalizableLookup[assetName] = true; + this.IsLocalizableLookup[keyWithLocale] = true; } else if (this.Cache.ContainsKey(assetName)) { - this.IsLocalisableLookup[assetName] = false; - this.IsLocalisableLookup[keyWithLocale] = false; + this.IsLocalizableLookup[assetName] = false; + this.IsLocalizableLookup[keyWithLocale] = false; } else this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error); @@ -204,7 +204,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// Load an asset file directly from the underlying content manager. /// The type of asset to load. - /// The normalised asset key. + /// The normalized asset key. /// The language code for which to load content. /// Whether to read/write the loaded asset to the asset cache. /// Derived from . @@ -214,19 +214,19 @@ namespace StardewModdingAPI.Framework.ContentManagers if (language != LocalizedContentManager.LanguageCode.en) { string translatedKey = $"{assetName}.{this.GetLocale(language)}"; - if (!this.IsLocalisableLookup.TryGetValue(translatedKey, out bool isTranslatable) || isTranslatable) + if (!this.IsLocalizableLookup.TryGetValue(translatedKey, out bool isTranslatable) || isTranslatable) { try { T obj = base.RawLoad(translatedKey, useCache); - this.IsLocalisableLookup[assetName] = true; - this.IsLocalisableLookup[translatedKey] = true; + this.IsLocalizableLookup[assetName] = true; + this.IsLocalizableLookup[translatedKey] = true; return obj; } catch (ContentLoadException) { - this.IsLocalisableLookup[assetName] = false; - this.IsLocalisableLookup[translatedKey] = false; + this.IsLocalizableLookup[assetName] = false; + this.IsLocalizableLookup[translatedKey] = false; } } } @@ -313,7 +313,7 @@ namespace StardewModdingAPI.Framework.ContentManagers } // return matched asset - return new AssetDataForObject(info, data, this.AssertAndNormaliseAssetName); + return new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName); } /// Apply any to a loaded asset. @@ -322,7 +322,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// The loaded asset. private IAssetData ApplyEditors(IAssetInfo info, IAssetData asset) { - IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormaliseAssetName); + IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName); // edit asset foreach (var entry in this.GetInterceptors(this.Editors)) diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs index 78211821..12c01352 100644 --- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs @@ -39,15 +39,15 @@ namespace StardewModdingAPI.Framework.ContentManagers /// Perform any cleanup needed when the locale changes. void OnLocaleChanged(); - /// Normalise path separators in a file path. For asset keys, see instead. - /// The file path to normalise. + /// Normalize path separators in a file path. For asset keys, see instead. + /// The file path to normalize. [Pure] - string NormalisePathSeparators(string path); + string NormalizePathSeparators(string path); - /// Assert that the given key has a valid format and return a normalised form consistent with the underlying cache. + /// Assert that the given key has a valid format and return a normalized form consistent with the underlying cache. /// The asset key to check. /// The asset key is empty or contains invalid characters. - string AssertAndNormaliseAssetName(string assetName); + string AssertAndNormalizeAssetName(string assetName); /// Get the current content locale. string GetLocale(); diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 34cabefc..b88bd71e 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -7,7 +7,7 @@ using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; -using StardewModdingAPI.Toolkit.Serialisation; +using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; using StardewValley; using xTile; @@ -41,7 +41,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// The game content manager used for map tilesheets not provided by the mod. /// The service provider to use to locate services. /// The root directory to search for content. - /// The current culture for which to localise content. + /// The current culture for which to localize content. /// The central coordinator which manages content managers. /// Encapsulates monitoring and logging. /// Simplifies access to private code. @@ -78,7 +78,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// Whether to read/write the loaded asset to the asset cache. public override T Load(string assetName, LanguageCode language, bool useCache) { - assetName = this.AssertAndNormaliseAssetName(assetName); + assetName = this.AssertAndNormalizeAssetName(assetName); // disable caching // This is necessary to avoid assets being shared between content managers, which can @@ -91,7 +91,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // disable language handling // Mod files don't support automatic translation logic, so this should never happen. if (language != this.DefaultLanguage) - throw new InvalidOperationException("Localised assets aren't supported by the mod content manager."); + throw new InvalidOperationException("Localized assets aren't supported by the mod content manager."); // resolve managed asset key { @@ -121,7 +121,7 @@ namespace StardewModdingAPI.Framework.ContentManagers T data = this.RawLoad(assetName, useCache: false); if (data is Map map) { - this.NormaliseTilesheetPaths(map); + this.NormalizeTilesheetPaths(map); this.FixCustomTilesheetPaths(map, relativeMapPath: assetName); } return data; @@ -161,7 +161,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // fetch & cache FormatManager formatManager = FormatManager.Instance; Map map = formatManager.LoadMap(file.FullName); - this.NormaliseTilesheetPaths(map); + this.NormalizeTilesheetPaths(map); this.FixCustomTilesheetPaths(map, relativeMapPath: assetName); return (T)(object)map; } @@ -199,10 +199,10 @@ namespace StardewModdingAPI.Framework.ContentManagers ** Private methods *********/ /// Get whether an asset has already been loaded. - /// The normalised asset name. - protected override bool IsNormalisedKeyLoaded(string normalisedAssetName) + /// The normalized asset name. + protected override bool IsNormalizedKeyLoaded(string normalizedAssetName) { - return this.Cache.ContainsKey(normalisedAssetName); + return this.Cache.ContainsKey(normalizedAssetName); } /// Get a file from the mod folder. @@ -245,12 +245,12 @@ namespace StardewModdingAPI.Framework.ContentManagers return texture; } - /// Normalise map tilesheet paths for the current platform. + /// Normalize map tilesheet paths for the current platform. /// The map whose tilesheets to fix. - private void NormaliseTilesheetPaths(Map map) + private void NormalizeTilesheetPaths(Map map) { foreach (TileSheet tilesheet in map.TileSheets) - tilesheet.ImageSource = this.NormalisePathSeparators(tilesheet.ImageSource); + tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource); } /// Fix custom map tilesheet paths so they can be found by the content manager. @@ -258,7 +258,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// The relative map path within the mod folder. /// A map tilesheet couldn't be resolved. /// - /// The game's logic for tilesheets in is a bit specialised. It boils + /// The game's logic for tilesheets in is a bit specialized. It boils /// down to this: /// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded /// as-is relative to the Content folder. @@ -276,7 +276,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // get map info if (!map.TileSheets.Any()) return; - relativeMapPath = this.AssertAndNormaliseAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators + relativeMapPath = this.AssertAndNormalizeAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null; diff --git a/src/SMAPI/Framework/ContentPack.cs b/src/SMAPI/Framework/ContentPack.cs index 829a7dc1..9c0bb9d1 100644 --- a/src/SMAPI/Framework/ContentPack.cs +++ b/src/SMAPI/Framework/ContentPack.cs @@ -2,7 +2,7 @@ using System; using System.IO; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; -using StardewModdingAPI.Toolkit.Serialisation; +using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; using xTile; @@ -63,14 +63,14 @@ namespace StardewModdingAPI.Framework /// Read a JSON file from the content pack folder. /// The model type. - /// The file path relative to the contnet directory. - /// Returns the deserialised model, or null if the file doesn't exist or is empty. + /// The file path relative to the content directory. + /// Returns the deserialized model, or null if the file doesn't exist or is empty. /// The is not relative or contains directory climbing (../). public TModel ReadJsonFile(string path) where TModel : class { this.AssertRelativePath(path, nameof(this.ReadJsonFile)); - path = Path.Combine(this.DirectoryPath, PathUtilities.NormalisePathSeparators(path)); + path = Path.Combine(this.DirectoryPath, PathUtilities.NormalizePathSeparators(path)); return this.JsonHelper.ReadJsonFileIfExists(path, out TModel model) ? model : null; @@ -85,7 +85,7 @@ namespace StardewModdingAPI.Framework { this.AssertRelativePath(path, nameof(this.WriteJsonFile)); - path = Path.Combine(this.DirectoryPath, PathUtilities.NormalisePathSeparators(path)); + path = Path.Combine(this.DirectoryPath, PathUtilities.NormalizePathSeparators(path)); this.JsonHelper.WriteJsonFile(path, data); } diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs index 23879f1d..18b00f69 100644 --- a/src/SMAPI/Framework/Events/EventManager.cs +++ b/src/SMAPI/Framework/Events/EventManager.cs @@ -73,7 +73,7 @@ namespace StardewModdingAPI.Framework.Events /// Raised after the game finishes writing data to the save file (except the initial save creation). public readonly ManagedEvent Saved; - /// Raised after the player loads a save slot and the world is initialised. + /// Raised after the player loads a save slot and the world is initialized. public readonly ManagedEvent SaveLoaded; /// Raised after the game begins a new day, including when loading a save. @@ -152,15 +152,15 @@ namespace StardewModdingAPI.Framework.Events public readonly ManagedEvent TerrainFeatureListChanged; /**** - ** Specialised + ** Specialized ****/ - /// Raised when the low-level stage in the game's loading process has changed. See notes on . + /// Raised when the low-level stage in the game's loading process has changed. See notes on . public readonly ManagedEvent LoadStageChanged; - /// Raised before the game performs its overall update tick (≈60 times per second). See notes on . + /// Raised before the game performs its overall update tick (≈60 times per second). See notes on . public readonly ManagedEvent UnvalidatedUpdateTicking; - /// Raised after the game performs its overall update tick (≈60 times per second). See notes on . + /// Raised after the game performs its overall update tick (≈60 times per second). See notes on . public readonly ManagedEvent UnvalidatedUpdateTicked; @@ -172,7 +172,7 @@ namespace StardewModdingAPI.Framework.Events /// The mod registry with which to identify mods. public EventManager(IMonitor monitor, ModRegistry modRegistry) { - // create shortcut initialisers + // create shortcut initializers ManagedEvent ManageEventOf(string typeName, string eventName) => new ManagedEvent($"{typeName}.{eventName}", monitor, modRegistry); // init events (new) @@ -223,9 +223,9 @@ namespace StardewModdingAPI.Framework.Events this.ObjectListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged)); this.TerrainFeatureListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged)); - this.LoadStageChanged = ManageEventOf(nameof(IModEvents.Specialised), nameof(ISpecialisedEvents.LoadStageChanged)); - this.UnvalidatedUpdateTicking = ManageEventOf(nameof(IModEvents.Specialised), nameof(ISpecialisedEvents.UnvalidatedUpdateTicking)); - this.UnvalidatedUpdateTicked = ManageEventOf(nameof(IModEvents.Specialised), nameof(ISpecialisedEvents.UnvalidatedUpdateTicked)); + this.LoadStageChanged = ManageEventOf(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.LoadStageChanged)); + this.UnvalidatedUpdateTicking = ManageEventOf(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.UnvalidatedUpdateTicking)); + this.UnvalidatedUpdateTicked = ManageEventOf(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.UnvalidatedUpdateTicked)); } } } diff --git a/src/SMAPI/Framework/Events/ModEvents.cs b/src/SMAPI/Framework/Events/ModEvents.cs index 8ad3936c..1d1c92c6 100644 --- a/src/SMAPI/Framework/Events/ModEvents.cs +++ b/src/SMAPI/Framework/Events/ModEvents.cs @@ -26,8 +26,8 @@ namespace StardewModdingAPI.Framework.Events /// Events raised when something changes in the world. public IWorldEvents World { get; } - /// Events serving specialised edge cases that shouldn't be used by most mods. - public ISpecialisedEvents Specialised { get; } + /// Events serving specialized edge cases that shouldn't be used by most mods. + public ISpecializedEvents Specialized { get; } /********* @@ -44,7 +44,7 @@ namespace StardewModdingAPI.Framework.Events this.Multiplayer = new ModMultiplayerEvents(mod, eventManager); this.Player = new ModPlayerEvents(mod, eventManager); this.World = new ModWorldEvents(mod, eventManager); - this.Specialised = new ModSpecialisedEvents(mod, eventManager); + this.Specialized = new ModSpecializedEvents(mod, eventManager); } } } diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs index 0177c22e..c15460fa 100644 --- a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs +++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs @@ -72,7 +72,7 @@ namespace StardewModdingAPI.Framework.Events remove => this.EventManager.Saved.Remove(value); } - /// Raised after the player loads a save slot and the world is initialised. + /// Raised after the player loads a save slot and the world is initialized. public event EventHandler SaveLoaded { add => this.EventManager.SaveLoaded.Add(value); diff --git a/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs b/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs index 7c3e9dee..9388bdb2 100644 --- a/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs +++ b/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs @@ -3,8 +3,8 @@ using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Events { - /// Events serving specialised edge cases that shouldn't be used by most mods. - internal class ModSpecialisedEvents : ModEventsBase, ISpecialisedEvents + /// Events serving specialized edge cases that shouldn't be used by most mods. + internal class ModSpecializedEvents : ModEventsBase, ISpecializedEvents { /********* ** Accessors @@ -37,7 +37,7 @@ namespace StardewModdingAPI.Framework.Events /// Construct an instance. /// The mod which uses this instance. /// The underlying event manager. - internal ModSpecialisedEvents(IModMetadata mod, EventManager eventManager) + internal ModSpecializedEvents(IModMetadata mod, EventManager eventManager) : base(mod, eventManager) { } } } diff --git a/src/SMAPI/Framework/GameVersion.cs b/src/SMAPI/Framework/GameVersion.cs index 261de374..b9ef12c8 100644 --- a/src/SMAPI/Framework/GameVersion.cs +++ b/src/SMAPI/Framework/GameVersion.cs @@ -18,7 +18,7 @@ namespace StardewModdingAPI.Framework ["1.04"] = "1.0.4", ["1.05"] = "1.0.5", ["1.051"] = "1.0.6-prerelease1", // not a very good mapping, but good enough for SMAPI's purposes. - ["1.051b"] = "1.0.6-prelease2", + ["1.051b"] = "1.0.6-prerelease2", ["1.06"] = "1.0.6", ["1.07"] = "1.0.7", ["1.07a"] = "1.0.8-prerelease1", diff --git a/src/SMAPI/Framework/InternalExtensions.cs b/src/SMAPI/Framework/InternalExtensions.cs index f52bfe2b..c3155b1c 100644 --- a/src/SMAPI/Framework/InternalExtensions.cs +++ b/src/SMAPI/Framework/InternalExtensions.cs @@ -55,7 +55,7 @@ namespace StardewModdingAPI.Framework ** Exceptions ****/ /// Get a string representation of an exception suitable for writing to the error log. - /// The error to summarise. + /// The error to summarize. public static string GetLogSummary(this Exception exception) { switch (exception) diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs index 15b164b1..043ae376 100644 --- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs @@ -87,7 +87,7 @@ namespace StardewModdingAPI.Framework.ModHelpers { try { - this.AssertAndNormaliseAssetName(key); + this.AssertAndNormalizeAssetName(key); switch (source) { case ContentSource.GameContent: @@ -106,12 +106,12 @@ namespace StardewModdingAPI.Framework.ModHelpers } } - /// Normalise an asset name so it's consistent with those generated by the game. This is mainly useful for string comparisons like on generated asset names, and isn't necessary when passing asset names into other content helper methods. + /// Normalize an asset name so it's consistent with those generated by the game. This is mainly useful for string comparisons like on generated asset names, and isn't necessary when passing asset names into other content helper methods. /// The asset key. [Pure] - public string NormaliseAssetName(string assetName) + public string NormalizeAssetName(string assetName) { - return this.ModContentManager.AssertAndNormaliseAssetName(assetName); + return this.ModContentManager.AssertAndNormalizeAssetName(assetName); } /// Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists. @@ -123,7 +123,7 @@ namespace StardewModdingAPI.Framework.ModHelpers switch (source) { case ContentSource.GameContent: - return this.GameContentManager.AssertAndNormaliseAssetName(key); + return this.GameContentManager.AssertAndNormalizeAssetName(key); case ContentSource.ModFolder: