From 9c49d090a06c96ff2c1f4978da67e864177c2a2e Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 11 Mar 2018 20:03:52 -0400 Subject: reorganise and update core content logic for Stardew Valley 1.3 (#453) --- src/SMAPI/Framework/ContentCore.cs | 864 ++++++++++++++++++++++++ src/SMAPI/Framework/ContentManagerShim.cs | 68 +- src/SMAPI/Framework/ModHelpers/ContentHelper.cs | 43 +- src/SMAPI/Framework/SContentManager.cs | 809 ---------------------- src/SMAPI/Framework/SGame.cs | 16 +- src/SMAPI/Metadata/CoreAssets.cs | 9 +- src/SMAPI/Program.cs | 36 +- src/SMAPI/StardewModdingAPI.csproj | 2 +- 8 files changed, 981 insertions(+), 866 deletions(-) create mode 100644 src/SMAPI/Framework/ContentCore.cs delete mode 100644 src/SMAPI/Framework/SContentManager.cs (limited to 'src') diff --git a/src/SMAPI/Framework/ContentCore.cs b/src/SMAPI/Framework/ContentCore.cs new file mode 100644 index 00000000..85b8db8f --- /dev/null +++ b/src/SMAPI/Framework/ContentCore.cs @@ -0,0 +1,864 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using System.Diagnostics.Contracts; +using System.Globalization; +using System.IO; +using System.Linq; +using System.Reflection; +using System.Threading; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Content; +using StardewModdingAPI.Framework.Exceptions; +using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.Utilities; +using StardewModdingAPI.Metadata; +using StardewValley; + +namespace StardewModdingAPI.Framework +{ + /// A thread-safe content handler which loads assets with support for mod injection and editing. + /// + /// This is the centralised content logic 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 ContentCore : IDisposable + { + /********* + ** Properties + *********/ + /// The underlying content manager. + private readonly LocalizedContentManager Content; + + /// Encapsulates monitoring and logging. + private readonly IMonitor Monitor; + + /// The underlying asset cache. + private readonly ContentCache Cache; + + /// The locale codes used in asset keys indexed by enum value. + private readonly IDictionary Locales; + + /// The language enum values indexed by locale code. + private readonly IDictionary LanguageCodes; + + /// Provides metadata for core game assets. + private readonly CoreAssets CoreAssets; + + /// The assets currently being intercepted by instances. This is used to prevent infinite loops when a loader loads a new asset. + private readonly ContextHash AssetsBeingLoaded = new ContextHash(); + + /// A lookup of the content managers which loaded each asset. + private readonly IDictionary> ContentManagersByAssetKey = new Dictionary>(); + + /// The path prefix for assets in mod folders. + private readonly string ModContentPrefix; + + /// A lock used to prevents concurrent changes to the cache while data is being read. + private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion); + + + /********* + ** Accessors + *********/ + /// The current language as a constant. + public LocalizedContentManager.LanguageCode Language => this.Content.GetCurrentLanguage(); + + /// Interceptors which provide the initial versions of matching assets. + public IDictionary> Loaders { get; } = new Dictionary>(); + + /// Interceptors which edit matching assets after they're loaded. + public IDictionary> Editors { get; } = new Dictionary>(); + + /// The absolute path to the . + public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.Content.RootDirectory); + + /********* + ** Public methods + *********/ + /**** + ** Constructor + ****/ + /// 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 language code for which to localise content. + /// Encapsulates monitoring and logging. + /// Simplifies access to private code. + public ContentCore(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection) + { + // init + this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); + this.Content = new LocalizedContentManager(serviceProvider, rootDirectory, currentCulture, languageCodeOverride); + this.Cache = new ContentCache(this.Content, reflection); + this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath); + + // get asset data + this.CoreAssets = new CoreAssets(this.NormaliseAssetName, reflection); + this.Locales = this.GetKeyLocales(reflection); + this.LanguageCodes = this.Locales.ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase); + } + + /// Get a new content manager which defers loading to the content core. + /// The content manager's name for logs (if any). + /// The root directory to search for content (or null. for the default) + public ContentManagerShim CreateContentManager(string name, string rootDirectory = null) + { + return new ContentManagerShim(this, name, this.Content.ServiceProvider, rootDirectory ?? this.Content.RootDirectory, this.Content.CurrentCulture, this.Content.LanguageCodeOverride); + } + + /**** + ** Asset key/name handling + ****/ + /// Normalise path separators in a file path. For asset keys, see instead. + /// The file path to normalise. + [Pure] + public string NormalisePathSeparators(string path) + { + 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) + { + return this.Cache.NormaliseKey(assetName); + } + + /// Assert that the given key has a valid format. + /// 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 void AssertValidAssetKeyFormat(string key) + { + if (string.IsNullOrWhiteSpace(key)) + throw new ArgumentException("The asset key or local path is empty."); + if (key.Intersect(Path.GetInvalidPathChars()).Any()) + throw new ArgumentException("The asset key or local path contains invalid characters."); + } + + /// Convert an absolute file path into a appropriate asset name. + /// The absolute path to the file. + public string GetAssetNameFromFilePath(string absolutePath) + { +#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 + } + + /**** + ** Content loading + ****/ + /// Get the current content locale. + public string GetLocale() + { + return this.GetLocale(this.Content.GetCurrentLanguage()); + } + + /// The locale for a language. + /// The language. + public string GetLocale(LocalizedContentManager.LanguageCode language) + { + return this.Locales[language]; + } + + /// 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) + { + assetName = this.Cache.NormaliseKey(assetName); + return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName)); + } + + /// Get the cached asset keys. + public IEnumerable GetAssetKeys() + { + return this.WithReadLock(() => + this.Cache.Keys + .Select(this.GetAssetName) + .Distinct() + ); + } + + /// Load an asset through the content pipeline. When loading a .png file, this must be called outside the game's draw loop. + /// The expected asset type. + /// The asset path relative to the content directory. + /// The content manager instance for which to load the asset. + /// The language code for which to load content. + /// The is empty or contains invalid characters. + /// The content asset couldn't be loaded (e.g. because it doesn't exist). + public T Load(string assetName, ContentManager instance +#if STARDEW_VALLEY_1_3 + , LocalizedContentManager.LanguageCode language +#endif + ) + { + // normalise asset key + this.AssertValidAssetKeyFormat(assetName); + assetName = this.NormaliseAssetName(assetName); + + // load game content + if (!assetName.StartsWith(this.ModContentPrefix)) +#if STARDEW_VALLEY_1_3 + return this.LoadImpl(assetName, instance, language); +#else + return this.LoadImpl(assetName, instance); +#endif + + // load mod content + SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}"); + try + { + return this.WithWriteLock(() => + { + // try cache + if (this.IsLoaded(assetName)) +#if STARDEW_VALLEY_1_3 + return this.LoadImpl(assetName, instance, language); +#else + return this.LoadImpl(assetName, instance); +#endif + + // get file + FileInfo file = this.GetModFile(assetName); + if (!file.Exists) + throw GetContentError("the specified path doesn't exist."); + + // load content + switch (file.Extension.ToLower()) + { + // XNB file + case ".xnb": +#if STARDEW_VALLEY_1_3 + return this.LoadImpl(assetName, instance, language); +#else + return this.LoadImpl(assetName, instance); +#endif + + // unpacked map + case ".tbin": + throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper."); + + // unpacked image + case ".png": + // validate + if (typeof(T) != typeof(Texture2D)) + throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); + + // fetch & cache + using (FileStream stream = File.OpenRead(file.FullName)) + { + Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); + texture = this.PremultiplyTransparency(texture); + this.InjectWithoutLock(assetName, texture, instance); + return (T)(object)texture; + } + + default: + throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'."); + } + }); + } + catch (Exception ex) when (!(ex is SContentLoadException)) + { + if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib") + throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher."); + throw new SContentLoadException($"The content manager failed loading content asset '{assetName}'.", ex); + } + } + + /// Inject an asset into the cache. + /// The type of asset to inject. + /// The asset path relative to the loader root directory, not including the .xnb extension. + /// The asset value. + /// The content manager instance for which to load the asset. + public void Inject(string assetName, T value, ContentManager instance) + { + this.WithWriteLock(() => this.InjectWithoutLock(assetName, value, instance)); + } + + /**** + ** Cache invalidation + ****/ + /// Purge assets from the cache that match one of the interceptors. + /// The asset editors for which to purge matching assets. + /// The asset loaders for which to purge matching assets. + /// Returns whether any cache entries were invalidated. + public bool InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders) + { + if (!editors.Any() && !loaders.Any()) + return false; + + // get CanEdit/Load methods + MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit)); + MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad)); + if (canEdit == null || canLoad == null) + throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen + + // invalidate matching keys + return this.InvalidateCache(asset => + { + // check loaders + MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType); + if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset }))) + return true; + + // check editors + MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType); + return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset })); + }); + } + + /// 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 whether any cache entries were invalidated. + public bool InvalidateCache(Func predicate, bool dispose = false) + { + string locale = this.GetLocale(); + return this.InvalidateCache((assetName, type) => + { + IAssetInfo info = new AssetInfo(locale, assetName, type, this.NormaliseAssetName); + return predicate(info); + }); + } + + /// 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 whether any cache entries were invalidated. + public bool InvalidateCache(Func predicate, bool dispose = false) + { + return this.WithWriteLock(() => + { + // invalidate matching keys + HashSet removeKeys = new HashSet(StringComparer.InvariantCultureIgnoreCase); + HashSet removeAssetNames = new HashSet(StringComparer.InvariantCultureIgnoreCase); + this.Cache.Remove((key, type) => + { + this.ParseCacheKey(key, out string assetName, out _); + if (removeAssetNames.Contains(assetName) || predicate(assetName, type)) + { + removeAssetNames.Add(assetName); + removeKeys.Add(key); + return true; + } + return false; + }); + + // update reference tracking + foreach (string key in removeKeys) + this.ContentManagersByAssetKey.Remove(key); + + // reload core game assets + int reloaded = 0; + foreach (string key in removeAssetNames) + { + if (this.CoreAssets.ReloadForKey(Game1.content, key)) // use an intercepted content manager + reloaded++; + } + + // report result + if (removeKeys.Any()) + { + this.Monitor.Log($"Invalidated {removeAssetNames.Count} asset names: {string.Join(", ", removeKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); + return true; + } + this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); + return false; + }); + } + + /**** + ** Disposal + ****/ + /// Dispose assets for the given content manager shim. + /// The content manager whose assets to dispose. + internal void DisposeFor(ContentManagerShim shim) + { + this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace); + + this.WithWriteLock(() => + { + foreach (var entry in this.ContentManagersByAssetKey) + entry.Value.Remove(shim); + this.InvalidateCache((key, type) => !this.ContentManagersByAssetKey[key].Any(), dispose: true); + }); + } + + + /********* + ** Private methods + *********/ + /**** + ** Disposal + ****/ + /// Dispose held resources. + public void Dispose() + { + this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); + this.Content.Dispose(); + } + + /**** + ** Asset name/key handling + ****/ + /// Get a directory or file path relative to the content root. + /// The target file path. + private string GetRelativePath(string targetPath) + { + return PathUtilities.GetRelativePath(this.FullRootDirectory, targetPath); + } + + /// Get the locale codes (like ja-JP) used in asset keys. + /// Simplifies access to private game code. + private IDictionary GetKeyLocales(Reflector reflection) + { +#if !STARDEW_VALLEY_1_3 + IReflectedField codeField = reflection.GetField(typeof(LocalizedContentManager), "_currentLangCode"); + LocalizedContentManager.LanguageCode previousCode = codeField.GetValue(); +#endif + string previousOverride = this.Content.LanguageCodeOverride; + + try + { + // temporarily disable language override + this.Content.LanguageCodeOverride = null; + + // create locale => code map + IReflectedMethod languageCodeString = reflection +#if STARDEW_VALLEY_1_3 + .GetMethod(this.Content, "languageCodeString"); +#else + .GetMethod(this.Content, "languageCode"); +#endif + IDictionary map = new Dictionary(); + foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode))) + { +#if STARDEW_VALLEY_1_3 + map[code] = languageCodeString.Invoke(code); +#else + codeField.SetValue(code); + map[code] = languageCodeString.Invoke(); +#endif + } + + return map; + } + finally + { + // restore previous settings + this.Content.LanguageCodeOverride = previousOverride; +#if !STARDEW_VALLEY_1_3 + codeField.SetValue(previousCode); +#endif + + } + } + + /// Get the asset name from a cache key. + /// The input cache key. + private string GetAssetName(string cacheKey) + { + this.ParseCacheKey(cacheKey, out string assetName, out string _); + return assetName; + } + + /// 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). + private void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) + { + // handle localised key + if (!string.IsNullOrWhiteSpace(cacheKey)) + { + int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture); + if (lastSepIndex >= 0) + { + string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); + if (this.LanguageCodes.ContainsKey(suffix)) + { + assetName = cacheKey.Substring(0, lastSepIndex); + localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); + return; + } + } + } + + // handle simple key + assetName = cacheKey; + localeCode = null; + } + + /**** + ** Cache handling + ****/ + /// Get whether an asset has already been loaded. + /// The normalised asset name. + private bool IsNormalisedKeyLoaded(string normalisedAssetName) + { + return this.Cache.ContainsKey(normalisedAssetName) + || this.Cache.ContainsKey($"{normalisedAssetName}.{this.Locales[this.Content.GetCurrentLanguage()]}"); // translated asset + } + + /// Track that a content manager loaded an asset. + /// The asset key that was loaded. + /// The content manager that loaded the asset. + private void TrackAssetLoader(string key, ContentManager manager) + { + if (!this.ContentManagersByAssetKey.TryGetValue(key, out HashSet hash)) + hash = this.ContentManagersByAssetKey[key] = new HashSet(); + hash.Add(manager); + } + + /**** + ** Content loading + ****/ + /// Load an asset name without heuristics to support mod content. + /// The type of asset to load. + /// The asset path relative to the loader root directory, not including the .xnb extension. + /// The content manager instance for which to load the asset. + /// The language code for which to load content. + private T LoadImpl(string assetName, ContentManager instance +#if STARDEW_VALLEY_1_3 + , LocalizedContentManager.LanguageCode language +#endif + ) + { + return this.WithWriteLock(() => + { + // skip if already loaded + if (this.IsNormalisedKeyLoaded(assetName)) + { + this.TrackAssetLoader(assetName, instance); + return this.Content + +#if STARDEW_VALLEY_1_3 + .Load(assetName, language); +#else + .Load(assetName); +#endif + } + + // load asset + T data; + if (this.AssetsBeingLoaded.Contains(assetName)) + { + this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); + this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); + data = this.Content +#if STARDEW_VALLEY_1_3 + .Load(assetName, language); +#else + .Load(assetName); +#endif + } + else + { + data = this.AssetsBeingLoaded.Track(assetName, () => + { + string locale = +#if STARDEW_VALLEY_1_3 + this.GetLocale(language); +#else + this.GetLocale(); +#endif + IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.NormaliseAssetName); + IAssetData asset = this.ApplyLoader(info) +#if STARDEW_VALLEY_1_3 + ?? new AssetDataForObject(info, this.Content.Load(assetName, language), this.NormaliseAssetName); +#else + ?? new AssetDataForObject(info, this.Content.Load(assetName), this.NormaliseAssetName); +#endif + asset = this.ApplyEditors(info, asset); + return (T)asset.Data; + }); + } + + // update cache & return data + this.InjectWithoutLock(assetName, data, instance); + return data; + }); + } + + /// Inject an asset into the cache without acquiring a write lock. This should only be called from within a write lock. + /// The type of asset to inject. + /// The asset path relative to the loader root directory, not including the .xnb extension. + /// The asset value. + /// The content manager instance for which to load the asset. + private void InjectWithoutLock(string assetName, T value, ContentManager instance) + { + assetName = this.NormaliseAssetName(assetName); + this.Cache[assetName] = value; + this.TrackAssetLoader(assetName, instance); + } + + /// Get a file from the mod folder. + /// The asset path relative to the content folder. + private FileInfo GetModFile(string path) + { + // try exact match + FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path)); + + // try with default extension + if (!file.Exists && file.Extension.ToLower() != ".xnb") + { + FileInfo result = new FileInfo(file.FullName + ".xnb"); + if (result.Exists) + file = result; + } + + return file; + } + + /// Load the initial asset from the registered . + /// The basic asset metadata. + /// Returns the loaded asset metadata, or null if no loader matched. + private IAssetData ApplyLoader(IAssetInfo info) + { + // find matching loaders + var loaders = this.GetInterceptors(this.Loaders) + .Where(entry => + { + try + { + return entry.Value.CanLoad(info); + } + catch (Exception ex) + { + entry.Key.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return false; + } + }) + .ToArray(); + + // validate loaders + if (!loaders.Any()) + return null; + if (loaders.Length > 1) + { + string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); + this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); + return null; + } + + // fetch asset from loader + IModMetadata mod = loaders[0].Key; + IAssetLoader loader = loaders[0].Value; + T data; + try + { + data = loader.Load(info); + this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); + } + catch (Exception ex) + { + mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return null; + } + + // validate asset + if (data == null) + { + mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); + return null; + } + + // return matched asset + return new AssetDataForObject(info, data, this.NormaliseAssetName); + } + + /// Apply any to a loaded asset. + /// The asset type. + /// The basic asset metadata. + /// The loaded asset. + private IAssetData ApplyEditors(IAssetInfo info, IAssetData asset) + { + IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName); + + // edit asset + foreach (var entry in this.GetInterceptors(this.Editors)) + { + // check for match + IModMetadata mod = entry.Key; + IAssetEditor editor = entry.Value; + try + { + if (!editor.CanEdit(info)) + continue; + } + catch (Exception ex) + { + mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } + + // try edit + object prevAsset = asset.Data; + try + { + editor.Edit(asset); + this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace); + } + catch (Exception ex) + { + mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + } + + // validate edit + if (asset.Data == null) + { + mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + else if (!(asset.Data is T)) + { + mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + } + + // return result + return asset; + } + + /// Get all registered interceptors from a list. + private IEnumerable> GetInterceptors(IDictionary> entries) + { + foreach (var entry in entries) + { + IModMetadata mod = entry.Key; + IList interceptors = entry.Value; + + // registered editors + foreach (T interceptor in interceptors) + yield return new KeyValuePair(mod, interceptor); + } + } + + /// Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing. + /// The texture to premultiply. + /// Returns a premultiplied texture. + /// Based on code by Layoric. + private Texture2D PremultiplyTransparency(Texture2D texture) + { + // validate + if (Context.IsInDrawLoop) + throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop."); + + // process texture + SpriteBatch spriteBatch = Game1.spriteBatch; + GraphicsDevice gpu = Game1.graphics.GraphicsDevice; + using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height)) + { + // create blank render target to premultiply + gpu.SetRenderTarget(renderTarget); + gpu.Clear(Color.Black); + + // multiply each color by the source alpha, and write just the color values into the final texture + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorDestinationBlend = Blend.Zero, + ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue, + AlphaDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.SourceAlpha, + ColorSourceBlend = Blend.SourceAlpha + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // copy the alpha values from the source texture into the final one without multiplying them + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorWriteChannels = ColorWriteChannels.Alpha, + AlphaDestinationBlend = Blend.Zero, + ColorDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.One, + ColorSourceBlend = Blend.One + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // release GPU + gpu.SetRenderTarget(null); + + // extract premultiplied data + Color[] data = new Color[texture.Width * texture.Height]; + renderTarget.GetData(data); + + // unset texture from GPU to regain control + gpu.Textures[0] = null; + + // update texture with premultiplied data + texture.SetData(data); + } + + return texture; + } + + /**** + ** Concurrency logic + ****/ + /// Acquire a read lock which prevents concurrent writes to the cache while it's open. + /// The action's return value. + /// The action to perform. + private T WithReadLock(Func action) + { + try + { + this.Lock.EnterReadLock(); + return action(); + } + finally + { + this.Lock.ExitReadLock(); + } + } + + /// Acquire a write lock which prevents concurrent reads or writes to the cache while it's open. + /// The action to perform. + private void WithWriteLock(Action action) + { + try + { + this.Lock.EnterWriteLock(); + action(); + } + finally + { + this.Lock.ExitWriteLock(); + } + } + + /// Acquire a write lock which prevents concurrent reads or writes to the cache while it's open. + /// The action's return value. + /// The action to perform. + private T WithWriteLock(Func action) + { + try + { + this.Lock.EnterWriteLock(); + return action(); + } + finally + { + this.Lock.ExitWriteLock(); + } + } + } +} diff --git a/src/SMAPI/Framework/ContentManagerShim.cs b/src/SMAPI/Framework/ContentManagerShim.cs index d46f23a3..8f88fc2d 100644 --- a/src/SMAPI/Framework/ContentManagerShim.cs +++ b/src/SMAPI/Framework/ContentManagerShim.cs @@ -1,15 +1,17 @@ +using System; +using System.Globalization; using StardewValley; namespace StardewModdingAPI.Framework { - /// A minimal content manager which defers to SMAPI's main content manager. + /// A minimal content manager which defers to SMAPI's core content logic. internal class ContentManagerShim : LocalizedContentManager { /********* ** Properties *********/ - /// SMAPI's underlying content manager. - private readonly SContentManager ContentManager; + /// SMAPI's core content logic. + private readonly ContentCore ContentCore; /********* @@ -23,12 +25,16 @@ namespace StardewModdingAPI.Framework ** Public methods *********/ /// Construct an instance. - /// SMAPI's underlying content manager. + /// SMAPI's core content logic. /// The content manager's name for logs (if any). - public ContentManagerShim(SContentManager contentManager, string name) - : base(contentManager.ServiceProvider, contentManager.RootDirectory, contentManager.CurrentCulture, contentManager.LanguageCodeOverride) + /// 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 language code for which to localise content. + public ContentManagerShim(ContentCore contentCore, string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride) + : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride) { - this.ContentManager = contentManager; + this.ContentCore = contentCore; this.Name = name; } @@ -37,14 +43,58 @@ namespace StardewModdingAPI.Framework /// The asset path relative to the loader root directory, not including the .xnb extension. public override T Load(string assetName) { - return this.ContentManager.LoadFor(assetName, this); +#if STARDEW_VALLEY_1_3 + return this.Load(assetName, LocalizedContentManager.CurrentLanguageCode); +#else + return this.ContentCore.Load(assetName, this); +#endif } +#if STARDEW_VALLEY_1_3 + /// Load an asset that has been processed by the content pipeline. + /// The type of asset to load. + /// The asset path relative to the loader root directory, not including the .xnb extension. + /// The language code for which to load content. + public override T Load(string assetName, LanguageCode language) + { + return this.ContentCore.Load(assetName, this, language); + } + + /// Load the base asset without localisation. + /// The type of asset to load. + /// The asset path relative to the loader root directory, not including the .xnb extension. + public override T LoadBase(string assetName) + { + return this.Load(assetName, LanguageCode.en); + } +#endif + + /// Inject an asset into the cache. + /// The type of asset to inject. + /// The asset path relative to the loader root directory, not including the .xnb extension. + /// The asset value. + public void Inject(string assetName, T value) + { + this.ContentCore.Inject(assetName, value, this); + } + +#if STARDEW_VALLEY_1_3 + /// Create a new content manager for temporary use. + public override LocalizedContentManager CreateTemporary() + { + return this.ContentCore.CreateContentManager("(temporary)"); + } +#endif + + + /********* + ** Protected methods + *********/ /// Dispose held resources. /// Whether the content manager is disposing (rather than finalising). protected override void Dispose(bool disposing) { - this.ContentManager.DisposeFor(this); + this.ContentCore.DisposeFor(this); } } } diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs index 7d8bec1e..c7d4c39e 100644 --- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs @@ -22,8 +22,11 @@ namespace StardewModdingAPI.Framework.ModHelpers /********* ** Properties *********/ - /// SMAPI's underlying content manager. - private readonly SContentManager ContentManager; + /// SMAPI's core content logic. + private readonly ContentCore ContentCore; + + /// The content manager for this mod. + private readonly ContentManagerShim ContentManager; /// The absolute path to the mod folder. private readonly string ModFolderPath; @@ -39,10 +42,10 @@ namespace StardewModdingAPI.Framework.ModHelpers ** Accessors *********/ /// The game's current locale code (like pt-BR). - public string CurrentLocale => this.ContentManager.GetLocale(); + public string CurrentLocale => this.ContentCore.GetLocale(); /// The game's current locale as an enum value. - public LocalizedContentManager.LanguageCode CurrentLocaleConstant => this.ContentManager.GetCurrentLanguage(); + public LocalizedContentManager.LanguageCode CurrentLocaleConstant => this.ContentCore.Language; /// The observable implementation of . internal ObservableCollection ObservableAssetEditors { get; } = new ObservableCollection(); @@ -61,14 +64,16 @@ namespace StardewModdingAPI.Framework.ModHelpers ** Public methods *********/ /// Construct an instance. - /// SMAPI's underlying content manager. + /// SMAPI's core content logic. + /// The content manager for this mod. /// The absolute path to the mod folder. /// The unique ID of the relevant mod. /// The friendly mod name for use in errors. /// Encapsulates monitoring and logging. - public ContentHelper(SContentManager contentManager, string modFolderPath, string modID, string modName, IMonitor monitor) + public ContentHelper(ContentCore contentCore, ContentManagerShim contentManager, string modFolderPath, string modID, string modName, IMonitor monitor) : base(modID) { + this.ContentCore = contentCore; this.ContentManager = contentManager; this.ModFolderPath = modFolderPath; this.ModName = modName; @@ -100,10 +105,10 @@ namespace StardewModdingAPI.Framework.ModHelpers throw GetContentError($"there's no matching file at path '{file.FullName}'."); // get asset path - string assetName = this.ContentManager.GetAssetNameFromFilePath(file.FullName); + string assetName = this.ContentCore.GetAssetNameFromFilePath(file.FullName); // try cache - if (this.ContentManager.IsLoaded(assetName)) + if (this.ContentCore.IsLoaded(assetName)) return this.ContentManager.Load(assetName); // fix map tilesheets @@ -119,7 +124,7 @@ namespace StardewModdingAPI.Framework.ModHelpers this.FixCustomTilesheetPaths(map, key); // inject map - this.ContentManager.Inject(assetName, map, this.ContentManager); + this.ContentManager.Inject(assetName, map); return (T)(object)map; } @@ -141,7 +146,7 @@ namespace StardewModdingAPI.Framework.ModHelpers [Pure] public string NormaliseAssetName(string assetName) { - return this.ContentManager.NormaliseAssetName(assetName); + return this.ContentCore.NormaliseAssetName(assetName); } /// Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists. @@ -153,11 +158,11 @@ namespace StardewModdingAPI.Framework.ModHelpers switch (source) { case ContentSource.GameContent: - return this.ContentManager.NormaliseAssetName(key); + return this.ContentCore.NormaliseAssetName(key); case ContentSource.ModFolder: FileInfo file = this.GetModFile(key); - return this.ContentManager.NormaliseAssetName(this.ContentManager.GetAssetNameFromFilePath(file.FullName)); + return this.ContentCore.NormaliseAssetName(this.ContentCore.GetAssetNameFromFilePath(file.FullName)); default: throw new NotSupportedException($"Unknown content source '{source}'."); @@ -172,7 +177,7 @@ namespace StardewModdingAPI.Framework.ModHelpers { string actualKey = this.GetActualAssetKey(key, ContentSource.GameContent); this.Monitor.Log($"Requested cache invalidation for '{actualKey}'.", LogLevel.Trace); - return this.ContentManager.InvalidateCache(asset => asset.AssetNameEquals(actualKey)); + return this.ContentCore.InvalidateCache(asset => asset.AssetNameEquals(actualKey)); } /// Remove all assets of the given type from the cache so they're reloaded on the next request. This can be a very expensive operation and should only be used in very specific cases. This will reload core game assets if needed, but references to the former assets will still show the previous content. @@ -181,7 +186,7 @@ namespace StardewModdingAPI.Framework.ModHelpers public bool InvalidateCache() { this.Monitor.Log($"Requested cache invalidation for all assets of type {typeof(T)}. This is an expensive operation and should be avoided if possible.", LogLevel.Trace); - return this.ContentManager.InvalidateCache((key, type) => typeof(T).IsAssignableFrom(type)); + return this.ContentCore.InvalidateCache((key, type) => typeof(T).IsAssignableFrom(type)); } /// Remove matching assets from the content cache so they're reloaded on the next request. This will reload core game assets if needed, but references to the former asset will still show the previous content. @@ -190,7 +195,7 @@ namespace StardewModdingAPI.Framework.ModHelpers public bool InvalidateCache(Func predicate) { this.Monitor.Log("Requested cache invalidation for all assets matching a predicate.", LogLevel.Trace); - return this.ContentManager.InvalidateCache(predicate); + return this.ContentCore.InvalidateCache(predicate); } /********* @@ -202,7 +207,7 @@ namespace StardewModdingAPI.Framework.ModHelpers [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] private void AssertValidAssetKeyFormat(string key) { - this.ContentManager.AssertValidAssetKeyFormat(key); + this.ContentCore.AssertValidAssetKeyFormat(key); if (Path.IsPathRooted(key)) throw new ArgumentException("The asset key must not be an absolute path."); } @@ -230,7 +235,7 @@ namespace StardewModdingAPI.Framework.ModHelpers // get map info if (!map.TileSheets.Any()) return; - mapKey = this.ContentManager.NormaliseAssetName(mapKey); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators + mapKey = this.ContentCore.NormaliseAssetName(mapKey); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators string relativeMapFolder = Path.GetDirectoryName(mapKey) ?? ""; // folder path containing the map, relative to the mod folder // fix tilesheets @@ -336,7 +341,7 @@ namespace StardewModdingAPI.Framework.ModHelpers private FileInfo GetModFile(string path) { // try exact match - path = Path.Combine(this.ModFolderPath, this.ContentManager.NormalisePathSeparators(path)); + path = Path.Combine(this.ModFolderPath, this.ContentCore.NormalisePathSeparators(path)); FileInfo file = new FileInfo(path); // try with default extension @@ -355,7 +360,7 @@ namespace StardewModdingAPI.Framework.ModHelpers private FileInfo GetContentFolderFile(string key) { // get file path - string path = Path.Combine(this.ContentManager.FullRootDirectory, key); + string path = Path.Combine(this.ContentCore.FullRootDirectory, key); if (!path.EndsWith(".xnb")) path += ".xnb"; diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs deleted file mode 100644 index 29c6c684..00000000 --- a/src/SMAPI/Framework/SContentManager.cs +++ /dev/null @@ -1,809 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Diagnostics.CodeAnalysis; -using System.Diagnostics.Contracts; -using System.Globalization; -using System.IO; -using System.Linq; -using System.Reflection; -using System.Threading; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Content; -using Microsoft.Xna.Framework.Graphics; -using StardewModdingAPI.Framework.Content; -using StardewModdingAPI.Framework.Exceptions; -using StardewModdingAPI.Framework.Reflection; -using StardewModdingAPI.Framework.Utilities; -using StardewModdingAPI.Metadata; -using StardewValley; - -namespace StardewModdingAPI.Framework -{ - /// 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 - { - /********* - ** Properties - *********/ - /// Encapsulates monitoring and logging. - private readonly IMonitor Monitor; - - /// The underlying asset cache. - private readonly ContentCache Cache; - - /// The locale codes used in asset keys indexed by enum value. - private readonly IDictionary Locales; - - /// The language enum values indexed by locale code. - private readonly IDictionary LanguageCodes; - - /// Provides metadata for core game assets. - private readonly CoreAssets CoreAssets; - - /// The assets currently being intercepted by instances. This is used to prevent infinite loops when a loader loads a new asset. - private readonly ContextHash AssetsBeingLoaded = new ContextHash(); - - /// A lookup of the content managers which loaded each asset. - private readonly IDictionary> ContentManagersByAssetKey = new Dictionary>(); - - /// The path prefix for assets in mod folders. - private readonly string ModContentPrefix; - - /// A lock used to prevents concurrent changes to the cache while data is being read. - private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion); - - - /********* - ** Accessors - *********/ - /// Interceptors which provide the initial versions of matching assets. - internal IDictionary> Loaders { get; } = new Dictionary>(); - - /// Interceptors which edit matching assets after they're loaded. - internal IDictionary> Editors { get; } = new Dictionary>(); - - /// The absolute path to the . - internal string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); - - - /********* - ** Public methods - *********/ - /**** - ** Constructor - ****/ - /// 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 language code for which to localise content. - /// Encapsulates monitoring and logging. - /// Simplifies access to private code. - public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection) - : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride) - { - // init - this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); - this.Cache = new ContentCache(this, reflection); - this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath); - - // get asset data - this.CoreAssets = new CoreAssets(this.NormaliseAssetName, reflection); - this.Locales = this.GetKeyLocales(reflection); - this.LanguageCodes = this.Locales.ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase); - } - - /**** - ** Asset key/name handling - ****/ - /// Normalise path separators in a file path. For asset keys, see instead. - /// The file path to normalise. - [Pure] - public string NormalisePathSeparators(string path) - { - 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) - { - return this.Cache.NormaliseKey(assetName); - } - - /// Assert that the given key has a valid format. - /// 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 void AssertValidAssetKeyFormat(string key) - { - if (string.IsNullOrWhiteSpace(key)) - throw new ArgumentException("The asset key or local path is empty."); - if (key.Intersect(Path.GetInvalidPathChars()).Any()) - throw new ArgumentException("The asset key or local path contains invalid characters."); - } - - /// Convert an absolute file path into a appropriate asset name. - /// The absolute path to the file. - public string GetAssetNameFromFilePath(string absolutePath) - { -#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 - } - - /**** - ** Content loading - ****/ - /// Get the current content locale. - public string GetLocale() - { - return this.Locales[this.GetCurrentLanguage()]; - } - - /// 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) - { - assetName = this.Cache.NormaliseKey(assetName); - return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName)); - } - - /// Get the cached asset keys. - public IEnumerable GetAssetKeys() - { - return this.WithReadLock(() => - this.Cache.Keys - .Select(this.GetAssetName) - .Distinct() - ); - } - - /// Load an asset through the content pipeline. When loading a .png file, this must be called outside the game's draw loop. - /// The expected asset type. - /// The asset path relative to the content directory. - public override T Load(string assetName) - { - return this.LoadFor(assetName, this); - } - - /// Load an asset through the content pipeline. When loading a .png file, this must be called outside the game's draw loop. - /// The expected asset type. - /// The asset path relative to the content directory. - /// The content manager instance for which to load the asset. - /// The is empty or contains invalid characters. - /// The content asset couldn't be loaded (e.g. because it doesn't exist). - public T LoadFor(string assetName, ContentManager instance) - { - // normalise asset key - this.AssertValidAssetKeyFormat(assetName); - assetName = this.NormaliseAssetName(assetName); - - // load game content - if (!assetName.StartsWith(this.ModContentPrefix)) - return this.LoadImpl(assetName, instance); - - // load mod content - SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}"); - try - { - return this.WithWriteLock(() => - { - // try cache - if (this.IsLoaded(assetName)) - return this.LoadImpl(assetName, instance); - - // get file - FileInfo file = this.GetModFile(assetName); - if (!file.Exists) - throw GetContentError("the specified path doesn't exist."); - - // load content - switch (file.Extension.ToLower()) - { - // XNB file - case ".xnb": - return this.LoadImpl(assetName, instance); - - // unpacked map - case ".tbin": - throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper."); - - // unpacked image - case ".png": - // validate - if (typeof(T) != typeof(Texture2D)) - throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); - - // fetch & cache - using (FileStream stream = File.OpenRead(file.FullName)) - { - Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); - texture = this.PremultiplyTransparency(texture); - this.InjectWithoutLock(assetName, texture, instance); - return (T)(object)texture; - } - - default: - throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'."); - } - }); - } - catch (Exception ex) when (!(ex is SContentLoadException)) - { - if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib") - throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher."); - throw new SContentLoadException($"The content manager failed loading content asset '{assetName}'.", ex); - } - } - - /// Inject an asset into the cache. - /// The type of asset to inject. - /// The asset path relative to the loader root directory, not including the .xnb extension. - /// The asset value. - /// The content manager instance for which to load the asset. - public void Inject(string assetName, T value, ContentManager instance) - { - this.WithWriteLock(() => this.InjectWithoutLock(assetName, value, instance)); - } - - /**** - ** Cache invalidation - ****/ - /// Purge assets from the cache that match one of the interceptors. - /// The asset editors for which to purge matching assets. - /// The asset loaders for which to purge matching assets. - /// Returns whether any cache entries were invalidated. - public bool InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders) - { - if (!editors.Any() && !loaders.Any()) - return false; - - // get CanEdit/Load methods - MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit)); - MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad)); - if (canEdit == null || canLoad == null) - throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen - - // invalidate matching keys - return this.InvalidateCache(asset => - { - // check loaders - MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType); - if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset }))) - return true; - - // check editors - MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType); - return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset })); - }); - } - - /// 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 whether any cache entries were invalidated. - public bool InvalidateCache(Func predicate, bool dispose = false) - { - string locale = this.GetLocale(); - return this.InvalidateCache((assetName, type) => - { - IAssetInfo info = new AssetInfo(locale, assetName, type, this.NormaliseAssetName); - return predicate(info); - }); - } - - /// 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 whether any cache entries were invalidated. - public bool InvalidateCache(Func predicate, bool dispose = false) - { - return this.WithWriteLock(() => - { - // invalidate matching keys - HashSet removeKeys = new HashSet(StringComparer.InvariantCultureIgnoreCase); - HashSet removeAssetNames = new HashSet(StringComparer.InvariantCultureIgnoreCase); - this.Cache.Remove((key, type) => - { - this.ParseCacheKey(key, out string assetName, out _); - if (removeAssetNames.Contains(assetName) || predicate(assetName, type)) - { - removeAssetNames.Add(assetName); - removeKeys.Add(key); - return true; - } - return false; - }); - - // update reference tracking - foreach (string key in removeKeys) - this.ContentManagersByAssetKey.Remove(key); - - // reload core game assets - int reloaded = 0; - foreach (string key in removeAssetNames) - { - if (this.CoreAssets.ReloadForKey(this, key)) - reloaded++; - } - - // report result - if (removeKeys.Any()) - { - this.Monitor.Log($"Invalidated {removeAssetNames.Count} asset names: {string.Join(", ", removeKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); - return true; - } - this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); - return false; - }); - } - - /**** - ** Disposal - ****/ - /// Dispose assets for the given content manager shim. - /// The content manager whose assets to dispose. - internal void DisposeFor(ContentManagerShim shim) - { - this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace); - - this.WithWriteLock(() => - { - foreach (var entry in this.ContentManagersByAssetKey) - entry.Value.Remove(shim); - this.InvalidateCache((key, type) => !this.ContentManagersByAssetKey[key].Any(), dispose: true); - }); - } - - - /********* - ** Private methods - *********/ - /**** - ** Disposal - ****/ - /// Dispose held resources. - /// Whether the content manager is disposing (rather than finalising). - protected override void Dispose(bool disposing) - { - this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); - base.Dispose(disposing); - } - - /**** - ** Asset name/key handling - ****/ - /// Get a directory or file path relative to the content root. - /// The target file path. - private string GetRelativePath(string targetPath) - { - return PathUtilities.GetRelativePath(this.FullRootDirectory, targetPath); - } - - /// Get the locale codes (like ja-JP) used in asset keys. - /// Simplifies access to private game code. - private IDictionary GetKeyLocales(Reflector reflection) - { -#if !STARDEW_VALLEY_1_3 - IReflectedField codeField = reflection.GetField(typeof(LocalizedContentManager), "_currentLangCode"); - LanguageCode previousCode = codeField.GetValue(); -#endif - string previousOverride = this.LanguageCodeOverride; - - try - { - // temporarily disable language override - this.LanguageCodeOverride = null; - - // create locale => code map - IReflectedMethod languageCodeString = reflection -#if STARDEW_VALLEY_1_3 - .GetMethod(this, "languageCodeString"); -#else - .GetMethod(this, "languageCode"); -#endif - IDictionary map = new Dictionary(); - foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode))) - { -#if STARDEW_VALLEY_1_3 - map[code] = languageCodeString.Invoke(code); -#else - codeField.SetValue(code); - map[code] = languageCodeString.Invoke(); -#endif - } - - return map; - } - finally - { - // restore previous settings - this.LanguageCodeOverride = previousOverride; -#if !STARDEW_VALLEY_1_3 - codeField.SetValue(previousCode); -#endif - - } - } - - /// Get the asset name from a cache key. - /// The input cache key. - private string GetAssetName(string cacheKey) - { - this.ParseCacheKey(cacheKey, out string assetName, out string _); - return assetName; - } - - /// 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). - private void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) - { - // handle localised key - if (!string.IsNullOrWhiteSpace(cacheKey)) - { - int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture); - if (lastSepIndex >= 0) - { - string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); - if (this.LanguageCodes.ContainsKey(suffix)) - { - assetName = cacheKey.Substring(0, lastSepIndex); - localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); - return; - } - } - } - - // handle simple key - assetName = cacheKey; - localeCode = null; - } - - /**** - ** Cache handling - ****/ - /// Get whether an asset has already been loaded. - /// The normalised asset name. - private bool IsNormalisedKeyLoaded(string normalisedAssetName) - { - return this.Cache.ContainsKey(normalisedAssetName) - || this.Cache.ContainsKey($"{normalisedAssetName}.{this.Locales[this.GetCurrentLanguage()]}"); // translated asset - } - - /// Track that a content manager loaded an asset. - /// The asset key that was loaded. - /// The content manager that loaded the asset. - private void TrackAssetLoader(string key, ContentManager manager) - { - if (!this.ContentManagersByAssetKey.TryGetValue(key, out HashSet hash)) - hash = this.ContentManagersByAssetKey[key] = new HashSet(); - hash.Add(manager); - } - - /**** - ** Content loading - ****/ - /// Load an asset name without heuristics to support mod content. - /// The type of asset to load. - /// The asset path relative to the loader root directory, not including the .xnb extension. - /// The content manager instance for which to load the asset. - private T LoadImpl(string assetName, ContentManager instance) - { - return this.WithWriteLock(() => - { - // skip if already loaded - if (this.IsNormalisedKeyLoaded(assetName)) - { - this.TrackAssetLoader(assetName, instance); - return base.Load(assetName); - } - - // load asset - T data; - if (this.AssetsBeingLoaded.Contains(assetName)) - { - this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); - this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); - data = base.Load(assetName); - } - else - { - data = this.AssetsBeingLoaded.Track(assetName, () => - { - IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName); - IAssetData asset = this.ApplyLoader(info) ?? new AssetDataForObject(info, base.Load(assetName), this.NormaliseAssetName); - asset = this.ApplyEditors(info, asset); - return (T)asset.Data; - }); - } - - // update cache & return data - this.InjectWithoutLock(assetName, data, instance); - return data; - }); - } - - /// Inject an asset into the cache without acquiring a write lock. This should only be called from within a write lock. - /// The type of asset to inject. - /// The asset path relative to the loader root directory, not including the .xnb extension. - /// The asset value. - /// The content manager instance for which to load the asset. - private void InjectWithoutLock(string assetName, T value, ContentManager instance) - { - assetName = this.NormaliseAssetName(assetName); - this.Cache[assetName] = value; - this.TrackAssetLoader(assetName, instance); - } - - /// Get a file from the mod folder. - /// The asset path relative to the content folder. - private FileInfo GetModFile(string path) - { - // try exact match - FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path)); - - // try with default extension - if (!file.Exists && file.Extension.ToLower() != ".xnb") - { - FileInfo result = new FileInfo(file.FullName + ".xnb"); - if (result.Exists) - file = result; - } - - return file; - } - - /// Load the initial asset from the registered . - /// The basic asset metadata. - /// Returns the loaded asset metadata, or null if no loader matched. - private IAssetData ApplyLoader(IAssetInfo info) - { - // find matching loaders - var loaders = this.GetInterceptors(this.Loaders) - .Where(entry => - { - try - { - return entry.Value.CanLoad(info); - } - catch (Exception ex) - { - entry.Key.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - return false; - } - }) - .ToArray(); - - // validate loaders - if (!loaders.Any()) - return null; - if (loaders.Length > 1) - { - string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); - this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); - return null; - } - - // fetch asset from loader - IModMetadata mod = loaders[0].Key; - IAssetLoader loader = loaders[0].Value; - T data; - try - { - data = loader.Load(info); - this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); - } - catch (Exception ex) - { - mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - return null; - } - - // validate asset - if (data == null) - { - mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); - return null; - } - - // return matched asset - return new AssetDataForObject(info, data, this.NormaliseAssetName); - } - - /// Apply any to a loaded asset. - /// The asset type. - /// The basic asset metadata. - /// The loaded asset. - private IAssetData ApplyEditors(IAssetInfo info, IAssetData asset) - { - IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName); - - // edit asset - foreach (var entry in this.GetInterceptors(this.Editors)) - { - // check for match - IModMetadata mod = entry.Key; - IAssetEditor editor = entry.Value; - try - { - if (!editor.CanEdit(info)) - continue; - } - catch (Exception ex) - { - mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - continue; - } - - // try edit - object prevAsset = asset.Data; - try - { - editor.Edit(asset); - this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace); - } - catch (Exception ex) - { - mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); - } - - // validate edit - if (asset.Data == null) - { - mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); - asset = GetNewData(prevAsset); - } - else if (!(asset.Data is T)) - { - mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); - asset = GetNewData(prevAsset); - } - } - - // return result - return asset; - } - - /// Get all registered interceptors from a list. - private IEnumerable> GetInterceptors(IDictionary> entries) - { - foreach (var entry in entries) - { - IModMetadata mod = entry.Key; - IList interceptors = entry.Value; - - // registered editors - foreach (T interceptor in interceptors) - yield return new KeyValuePair(mod, interceptor); - } - } - - /// Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing. - /// The texture to premultiply. - /// Returns a premultiplied texture. - /// Based on code by Layoric. - private Texture2D PremultiplyTransparency(Texture2D texture) - { - // validate - if (Context.IsInDrawLoop) - throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop."); - - // process texture - SpriteBatch spriteBatch = Game1.spriteBatch; - GraphicsDevice gpu = Game1.graphics.GraphicsDevice; - using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height)) - { - // create blank render target to premultiply - gpu.SetRenderTarget(renderTarget); - gpu.Clear(Color.Black); - - // multiply each color by the source alpha, and write just the color values into the final texture - spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState - { - ColorDestinationBlend = Blend.Zero, - ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue, - AlphaDestinationBlend = Blend.Zero, - AlphaSourceBlend = Blend.SourceAlpha, - ColorSourceBlend = Blend.SourceAlpha - }); - spriteBatch.Draw(texture, texture.Bounds, Color.White); - spriteBatch.End(); - - // copy the alpha values from the source texture into the final one without multiplying them - spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState - { - ColorWriteChannels = ColorWriteChannels.Alpha, - AlphaDestinationBlend = Blend.Zero, - ColorDestinationBlend = Blend.Zero, - AlphaSourceBlend = Blend.One, - ColorSourceBlend = Blend.One - }); - spriteBatch.Draw(texture, texture.Bounds, Color.White); - spriteBatch.End(); - - // release GPU - gpu.SetRenderTarget(null); - - // extract premultiplied data - Color[] data = new Color[texture.Width * texture.Height]; - renderTarget.GetData(data); - - // unset texture from GPU to regain control - gpu.Textures[0] = null; - - // update texture with premultiplied data - texture.SetData(data); - } - - return texture; - } - - /**** - ** Concurrency logic - ****/ - /// Acquire a read lock which prevents concurrent writes to the cache while it's open. - /// The action's return value. - /// The action to perform. - private T WithReadLock(Func action) - { - try - { - this.Lock.EnterReadLock(); - return action(); - } - finally - { - this.Lock.ExitReadLock(); - } - } - - /// Acquire a write lock which prevents concurrent reads or writes to the cache while it's open. - /// The action to perform. - private void WithWriteLock(Action action) - { - try - { - this.Lock.EnterWriteLock(); - action(); - } - finally - { - this.Lock.ExitWriteLock(); - } - } - - /// Acquire a write lock which prevents concurrent reads or writes to the cache while it's open. - /// The action's return value. - /// The action to perform. - private T WithWriteLock(Func action) - { - try - { - this.Lock.EnterWriteLock(); - return action(); - } - finally - { - this.Lock.ExitWriteLock(); - } - } - } -} diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index acb3e794..aeaab9ea 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -161,7 +161,7 @@ namespace StardewModdingAPI.Framework ** Accessors *********/ /// SMAPI's content manager. - public SContentManager SContentManager { get; } + public ContentCore ContentCore { get; } /// Whether SMAPI should log more information about the game context. public bool VerboseLogging { get; set; } @@ -190,10 +190,12 @@ namespace StardewModdingAPI.Framework // override content manager this.Monitor?.Log("Overriding content manager...", LogLevel.Trace); - this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor, reflection); - this.Content = new ContentManagerShim(this.SContentManager, "SGame.Content"); - Game1.content = new ContentManagerShim(this.SContentManager, "Game1.content"); - reflection.GetField(typeof(Game1), "_temporaryContent").SetValue(new ContentManagerShim(this.SContentManager, "Game1._temporaryContent")); // regenerate value with new content manager + this.ContentCore = new ContentCore(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor, reflection); + this.Content = this.ContentCore.CreateContentManager("SGame.Content"); + Game1.content = this.ContentCore.CreateContentManager("Game1.content"); + + // replace already-created temporary content managers + reflection.GetField(typeof(Game1), "_temporaryContent").SetValue(this.ContentCore.CreateContentManager("Game1._temporaryContent")); // regenerate value with new content manager } /**** @@ -205,7 +207,7 @@ namespace StardewModdingAPI.Framework protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory) { // return default if SMAPI's content manager isn't initialised yet - if (this.SContentManager == null) + if (this.ContentCore == null) { this.Monitor?.Log("SMAPI's content manager isn't initialised; skipping content manager interception.", LogLevel.Trace); return base.CreateContentManager(serviceProvider, rootDirectory); @@ -216,7 +218,7 @@ namespace StardewModdingAPI.Framework throw new InvalidOperationException("SMAPI uses a single content manager internally. You can't get a new content manager with a different service provider."); if (rootDirectory != this.Content.RootDirectory) throw new InvalidOperationException($"SMAPI uses a single content manager internally. You can't get a new content manager with a different root directory (current is {this.Content.RootDirectory}, requested {rootDirectory})."); - return new ContentManagerShim(this.SContentManager, "(generated instance)"); + return this.ContentCore.CreateContentManager("(generated instance)"); } /// The method called when the game is updating its state. This happens roughly 60 times per second. diff --git a/src/SMAPI/Metadata/CoreAssets.cs b/src/SMAPI/Metadata/CoreAssets.cs index c027df25..378117a8 100644 --- a/src/SMAPI/Metadata/CoreAssets.cs +++ b/src/SMAPI/Metadata/CoreAssets.cs @@ -2,7 +2,6 @@ using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework.Graphics; -using StardewModdingAPI.Framework; using StardewModdingAPI.Framework.Reflection; using StardewValley; using StardewValley.BellsAndWhistles; @@ -24,7 +23,7 @@ namespace StardewModdingAPI.Metadata protected readonly Func GetNormalisedPath; /// Setters which update static or singleton texture fields indexed by normalised asset key. - private readonly IDictionary> SingletonSetters; + private readonly IDictionary> SingletonSetters; /********* @@ -37,7 +36,7 @@ namespace StardewModdingAPI.Metadata { this.GetNormalisedPath = getNormalisedPath; this.SingletonSetters = - new Dictionary> + new Dictionary> { // from CraftingRecipe.InitShared ["Data\\CraftingRecipes"] = (content, key) => CraftingRecipe.craftingRecipes = content.Load>(key), @@ -151,10 +150,10 @@ namespace StardewModdingAPI.Metadata /// The content manager through which to reload the asset. /// The asset key to reload. /// Returns whether an asset was reloaded. - public bool ReloadForKey(SContentManager content, string key) + public bool ReloadForKey(LocalizedContentManager content, string key) { // static assets - if (this.SingletonSetters.TryGetValue(key, out Action reload)) + if (this.SingletonSetters.TryGetValue(key, out Action reload)) { reload(content, key); return true; diff --git a/src/SMAPI/Program.cs b/src/SMAPI/Program.cs index 9c00e581..39a5754b 100644 --- a/src/SMAPI/Program.cs +++ b/src/SMAPI/Program.cs @@ -58,7 +58,7 @@ namespace StardewModdingAPI private SGame GameInstance; /// The underlying content manager. - private SContentManager ContentManager => this.GameInstance.SContentManager; + private ContentCore ContentCore => this.GameInstance.ContentCore; /// The SMAPI configuration settings. /// This is initialised after the game starts. @@ -286,10 +286,11 @@ namespace StardewModdingAPI // dispose core components this.IsGameRunning = false; - this.LogFile?.Dispose(); this.ConsoleManager?.Dispose(); + this.ContentCore?.Dispose(); this.CancellationTokenSource?.Dispose(); this.GameInstance?.Dispose(); + this.LogFile?.Dispose(); } @@ -389,7 +390,7 @@ namespace StardewModdingAPI mods = resolver.ProcessDependencies(mods, modDatabase).ToArray(); // load mods - this.LoadMods(mods, this.JsonHelper, this.ContentManager, modDatabase); + this.LoadMods(mods, this.JsonHelper, this.ContentCore, modDatabase); // check for updates this.CheckForUpdatesAsync(mods); @@ -413,8 +414,8 @@ namespace StardewModdingAPI private void OnLocaleChanged() { // get locale - string locale = this.ContentManager.GetLocale(); - LocalizedContentManager.LanguageCode languageCode = this.ContentManager.GetCurrentLanguage(); + string locale = this.ContentCore.GetLocale(); + LocalizedContentManager.LanguageCode languageCode = this.ContentCore.Language; // update mod translation helpers foreach (IModMetadata mod in this.ModRegistry.GetAll(contentPacks: false)) @@ -671,9 +672,9 @@ namespace StardewModdingAPI /// Load and hook up the given mods. /// The mods to load. /// The JSON helper with which to read mods' JSON files. - /// The content manager to use for mod content. + /// The content manager to use for mod content. /// Handles access to SMAPI's internal mod metadata list. - private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, SContentManager contentManager, ModDatabase modDatabase) + private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCore contentCore, ModDatabase modDatabase) { this.Monitor.Log("Loading mods...", LogLevel.Trace); @@ -697,7 +698,8 @@ namespace StardewModdingAPI // load mod as content pack IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName); - IContentHelper contentHelper = new ContentHelper(contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor); + ContentManagerShim contentManager = this.ContentCore.CreateContentManager($"Mods.{metadata.Manifest.UniqueID}", metadata.DirectoryPath); + IContentHelper contentHelper = new ContentHelper(this.ContentCore, contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor); IContentPack contentPack = new ContentPack(metadata.DirectoryPath, manifest, contentHelper, jsonHelper); metadata.SetMod(contentPack, monitor); this.ModRegistry.Add(metadata); @@ -777,15 +779,17 @@ namespace StardewModdingAPI IModHelper modHelper; { ICommandHelper commandHelper = new CommandHelper(manifest.UniqueID, metadata.DisplayName, this.CommandManager); - IContentHelper contentHelper = new ContentHelper(contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor); + ContentManagerShim contentManager = this.ContentCore.CreateContentManager($"Mods.{metadata.Manifest.UniqueID}", metadata.DirectoryPath); + IContentHelper contentHelper = new ContentHelper(contentCore, contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor); IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, metadata.DisplayName, this.Reflection, this.DeprecationManager); IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor); - ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentManager.GetLocale(), contentManager.GetCurrentLanguage()); + ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentCore.GetLocale(), contentCore.Language); IContentPack CreateTransitionalContentPack(string packDirPath, IManifest packManifest) { IMonitor packMonitor = this.GetSecondaryMonitor(packManifest.Name); - IContentHelper packContentHelper = new ContentHelper(contentManager, packDirPath, packManifest.UniqueID, packManifest.Name, packMonitor); + ContentManagerShim packContentManager = this.ContentCore.CreateContentManager($"Mods.{packManifest.UniqueID}", packDirPath); + IContentHelper packContentHelper = new ContentHelper(contentCore, packContentManager, packDirPath, packManifest.UniqueID, packManifest.Name, packMonitor); return new ContentPack(packDirPath, packManifest, packContentHelper, this.JsonHelper); } @@ -881,8 +885,8 @@ namespace StardewModdingAPI helper.ObservableAssetLoaders.Add(loader); // ReSharper restore SuspiciousTypeConversion.Global - this.ContentManager.Editors[metadata] = helper.ObservableAssetEditors; - this.ContentManager.Loaders[metadata] = helper.ObservableAssetLoaders; + this.ContentCore.Editors[metadata] = helper.ObservableAssetEditors; + this.ContentCore.Loaders[metadata] = helper.ObservableAssetLoaders; } // call entry method @@ -927,7 +931,7 @@ namespace StardewModdingAPI if (e.NewItems.Count > 0) { this.Monitor.Log("Invalidating cache entries for new asset editors...", LogLevel.Trace); - this.ContentManager.InvalidateCacheFor(e.NewItems.Cast().ToArray(), new IAssetLoader[0]); + this.ContentCore.InvalidateCacheFor(e.NewItems.Cast().ToArray(), new IAssetLoader[0]); } }; helper.ObservableAssetLoaders.CollectionChanged += (sender, e) => @@ -935,7 +939,7 @@ namespace StardewModdingAPI if (e.NewItems.Count > 0) { this.Monitor.Log("Invalidating cache entries for new asset loaders...", LogLevel.Trace); - this.ContentManager.InvalidateCacheFor(new IAssetEditor[0], e.NewItems.Cast().ToArray()); + this.ContentCore.InvalidateCacheFor(new IAssetEditor[0], e.NewItems.Cast().ToArray()); } }; } @@ -947,7 +951,7 @@ namespace StardewModdingAPI if (editors.Any() || loaders.Any()) { this.Monitor.Log("Invalidating cached assets for new editors & loaders...", LogLevel.Trace); - this.ContentManager.InvalidateCacheFor(editors, loaders); + this.ContentCore.InvalidateCacheFor(editors, loaders); } // unlock mod integrations diff --git a/src/SMAPI/StardewModdingAPI.csproj b/src/SMAPI/StardewModdingAPI.csproj index 1dc7740e..bffb96e2 100644 --- a/src/SMAPI/StardewModdingAPI.csproj +++ b/src/SMAPI/StardewModdingAPI.csproj @@ -196,7 +196,7 @@ - + -- cgit