From f63484e5e76306a08e2f2f2c2f1224cc6b0af1ba Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 27 Oct 2017 01:17:25 -0400 Subject: minor cleanup (#373) --- src/SMAPI/Framework/ModHelpers/ContentHelper.cs | 26 +++++++++++++------------ 1 file changed, 14 insertions(+), 12 deletions(-) (limited to 'src') diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs index 2dd8a2e3..ae812e71 100644 --- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs @@ -117,7 +117,7 @@ namespace StardewModdingAPI.Framework.ModHelpers // fetch & cache FormatManager formatManager = FormatManager.Instance; Map map = formatManager.LoadMap(file.FullName); - this.FixLocalMapTilesheets(map, key); + this.FixCustomTilesheetPaths(map, key); // inject map this.ContentManager.Inject(assetName, map, this.ContentManager); @@ -180,25 +180,27 @@ namespace StardewModdingAPI.Framework.ModHelpers /********* ** Private methods *********/ - /// Fix the tilesheets for a map loaded from the mod folder. + /// Fix custom map tilesheet paths so they can be found by the content manager. /// The map whose tilesheets to fix. /// The map asset key within the mod folder. - /// The map tilesheets could not be loaded. + /// A map tilesheet couldn't be resolved. /// - /// The game's logic for tilesheets in is a bit specialised. 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. + /// The game's logic for tilesheets in is a bit specialised. 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. /// * Else it's loaded from Content\Maps with a seasonal prefix. /// /// That logic doesn't work well in our case, mainly because we have no location metadata at this point. /// Instead we use a more heuristic approach: check relative to the map file first, then relative to - /// Content\Maps, then Content. If the image source filename contains a seasonal prefix, we try - /// for a seasonal variation and then an exact match. + /// Content\Maps, then Content. If the image source filename contains a seasonal prefix, try for a + /// seasonal variation and then an exact match. /// /// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference. /// - private void FixLocalMapTilesheets(Map map, string mapKey) + private void FixCustomTilesheetPaths(Map map, string mapKey) { - // check map info + // get map info if (!map.TileSheets.Any()) return; mapKey = this.ContentManager.NormaliseAssetName(mapKey); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators @@ -209,7 +211,7 @@ namespace StardewModdingAPI.Framework.ModHelpers { string imageSource = tilesheet.ImageSource; - // validate + // validate tilesheet path if (Path.IsPathRooted(imageSource) || imageSource.Split(SContentManager.PossiblePathSeparators).Contains("..")) throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../)."); @@ -256,7 +258,7 @@ namespace StardewModdingAPI.Framework.ModHelpers /// The folder path containing the map, relative to the mod folder. /// The tilesheet image source to load. /// Returns the asset name. - /// See remarks on . + /// See remarks on . private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource) { if (imageSource == null) @@ -286,7 +288,7 @@ namespace StardewModdingAPI.Framework.ModHelpers catch { // ignore file-not-found errors - // TODO: while it's useful to suppress a asset-not-found error here to avoid + // TODO: while it's useful to suppress an asset-not-found error here to avoid // confusion, this is a pretty naive approach. Even if the file doesn't exist, // the file may have been loaded through an IAssetLoader which failed. So even // if the content file doesn't exist, that doesn't mean the error here is a -- cgit