using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Globalization; using System.IO; using System.Linq; using System.Threading; using Microsoft.Xna.Framework.Content; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.ContentManagers; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.StateTracking.Comparers; using StardewModdingAPI.Metadata; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; using StardewValley; namespace StardewModdingAPI.Framework { /// The central logic for creating content managers, invalidating caches, and propagating asset changes. internal class ContentCoordinator : IDisposable { /********* ** Fields *********/ /// An asset key prefix for assets from SMAPI mod folders. private readonly string ManagedPrefix = "SMAPI"; /// Encapsulates monitoring and logging. private readonly IMonitor Monitor; /// Provides metadata for core game assets. private readonly CoreAssetPropagator CoreAssets; /// Simplifies access to private code. private readonly Reflector Reflection; /// Encapsulates SMAPI's JSON file parsing. private readonly JsonHelper JsonHelper; /// A callback to invoke the first time *any* game content manager loads an asset. private readonly Action OnLoadingFirstAsset; /// The loaded content managers (including the ). private readonly IList ContentManagers = new List(); /// The language code for language-agnostic mod assets. private readonly LocalizedContentManager.LanguageCode DefaultLanguage = Constants.DefaultLanguage; /// Whether the content coordinator has been disposed. private bool IsDisposed; /// A lock used to prevent asynchronous changes to the content manager list. /// The game may adds content managers in asynchronous threads (e.g. when populating the load screen). private readonly ReaderWriterLockSlim ContentManagerLock = new ReaderWriterLockSlim(); /********* ** Accessors *********/ /// The primary content manager used for most assets. public GameContentManager MainContentManager { get; private set; } /// The current language as a constant. public LocalizedContentManager.LanguageCode Language => this.MainContentManager.Language; /// Interceptors which provide the initial versions of matching assets. public IList> Loaders { get; } = new List>(); /// Interceptors which edit matching assets after they're loaded. public IList> Editors { get; } = new List>(); /// The absolute path to the . public string FullRootDirectory { get; } /********* ** Public methods *********/ /// Construct an instance. /// The service provider to use to locate services. /// The root directory to search for content. /// The current culture for which to localize content. /// Encapsulates monitoring and logging. /// Simplifies access to private code. /// Encapsulates SMAPI's JSON file parsing. /// A callback to invoke the first time *any* game content manager loads an asset. public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset) { this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.Reflection = reflection; this.JsonHelper = jsonHelper; this.OnLoadingFirstAsset = onLoadingFirstAsset; this.FullRootDirectory = Path.Combine(Constants.ExecutionPath, rootDirectory); this.ContentManagers.Add( this.MainContentManager = new GameContentManager("Game1.content", serviceProvider, rootDirectory, currentCulture, this, monitor, reflection, this.OnDisposing, onLoadingFirstAsset) ); 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. /// A name for the mod manager. Not guaranteed to be unique. public GameContentManager CreateGameContentManager(string name) { return this.ContentManagerLock.InWriteLock(() => { GameContentManager manager = new GameContentManager(name, this.MainContentManager.ServiceProvider, this.MainContentManager.RootDirectory, this.MainContentManager.CurrentCulture, this, this.Monitor, this.Reflection, this.OnDisposing, this.OnLoadingFirstAsset); this.ContentManagers.Add(manager); return manager; }); } /// Get a new content manager which handles reading files from a SMAPI mod folder with support for unpacked files. /// A name for the mod manager. Not guaranteed to be unique. /// The mod display name to show in errors. /// The root directory to search for content (or null for the default). /// The game content manager used for map tilesheets not provided by the mod. public ModContentManager CreateModContentManager(string name, string modName, string rootDirectory, IContentManager gameContentManager) { return this.ContentManagerLock.InWriteLock(() => { ModContentManager manager = new ModContentManager( name: name, gameContentManager: gameContentManager, serviceProvider: this.MainContentManager.ServiceProvider, rootDirectory: rootDirectory, modName: modName, currentCulture: this.MainContentManager.CurrentCulture, coordinator: this, monitor: this.Monitor, reflection: this.Reflection, jsonHelper: this.JsonHelper, onDisposing: this.OnDisposing ); this.ContentManagers.Add(manager); return manager; }); } /// Get the current content locale. public string GetLocale() { return this.MainContentManager.GetLocale(LocalizedContentManager.CurrentLanguageCode); } /// Perform any cleanup needed when the locale changes. public void OnLocaleChanged() { this.ContentManagerLock.InReadLock(() => { foreach (IContentManager contentManager in this.ContentManagers) contentManager.OnLocaleChanged(); }); } /// Get whether this asset is mapped to a mod folder. /// The asset key. public bool IsManagedAssetKey(string key) { return key.StartsWith(this.ManagedPrefix); } /// Parse a managed SMAPI asset key which maps to a mod folder. /// The asset key. /// The unique name for the content manager which should load this asset. /// The relative path within the mod folder. /// Returns whether the asset was parsed successfully. public bool TryParseManagedAssetKey(string key, out string contentManagerID, out string relativePath) { contentManagerID = null; relativePath = null; // not a managed asset if (!key.StartsWith(this.ManagedPrefix)) return false; // parse string[] parts = PathUtilities.GetSegments(key, 3); if (parts.Length != 3) // managed key prefix, mod id, relative path return false; contentManagerID = Path.Combine(parts[0], parts[1]); relativePath = parts[2]; return true; } /// Get the managed asset key prefix for a mod. /// The mod's unique ID. public string GetManagedAssetPrefix(string modID) { return Path.Combine(this.ManagedPrefix, modID.ToLower()); } /// Get a copy of an asset from a mod folder. /// The asset type. /// The unique name for the content manager which should load this asset. /// The internal SMAPI asset key. public T LoadManagedAsset(string contentManagerID, string relativePath) { // get content manager IContentManager contentManager = this.ContentManagerLock.InReadLock(() => this.ContentManagers.FirstOrDefault(p => p.IsNamespaced && p.Name == contentManagerID) ); if (contentManager == null) throw new InvalidOperationException($"The '{contentManagerID}' prefix isn't handled by any mod."); // get fresh asset return contentManager.Load(relativePath, this.DefaultLanguage, useCache: false); } /// Purge matched assets from the cache. /// Matches the asset keys to invalidate. /// Whether to dispose invalidated assets. This should only be true when they're being invalidated as part of a dispose, to avoid crashing the game. /// Returns the invalidated asset keys. public IEnumerable InvalidateCache(Func predicate, bool dispose = false) { string locale = this.GetLocale(); return this.InvalidateCache((assetName, type) => { IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormalizeAssetName); return predicate(info); }, dispose); } /// Purge matched assets from the cache. /// Matches the asset keys to invalidate. /// Whether to dispose invalidated assets. This should only be true when they're being invalidated as part of a dispose, to avoid crashing the game. /// Returns the invalidated asset names. public IEnumerable InvalidateCache(Func predicate, bool dispose = false) { // invalidate cache & track removed assets IDictionary> removedAssets = new Dictionary>(StringComparer.InvariantCultureIgnoreCase); this.ContentManagerLock.InReadLock(() => { foreach (IContentManager contentManager in this.ContentManagers) { foreach (var entry in contentManager.InvalidateCache(predicate, dispose)) { if (!removedAssets.TryGetValue(entry.Key, out ISet assets)) removedAssets[entry.Key] = assets = new HashSet(new ObjectReferenceComparer()); assets.Add(entry.Value); } } }); // reload core game assets if (removedAssets.Any()) { IDictionary propagated = this.CoreAssets.Propagate(this.MainContentManager, removedAssets.ToDictionary(p => p.Key, p => p.Value.First().GetType())); // use an intercepted content manager this.Monitor.Log($"Invalidated {removedAssets.Count} asset names ({string.Join(", ", removedAssets.Keys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}); propagated {propagated.Count(p => p.Value)} core assets.", LogLevel.Trace); } else this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); return removedAssets.Keys; } /// Get all loaded instances of an asset name. /// The asset name. [SuppressMessage("ReSharper", "UnusedMember.Global", Justification = "This method is provided for Content Patcher.")] public IEnumerable GetLoadedValues(string assetName) { return this.ContentManagerLock.InReadLock(() => { List values = new List(); foreach (IContentManager content in this.ContentManagers.Where(p => !p.IsNamespaced && p.IsLoaded(assetName))) { object value = content.Load(assetName, this.Language, useCache: true); values.Add(value); } return values; }); } /// Dispose held resources. public void Dispose() { if (this.IsDisposed) return; this.IsDisposed = true; this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.", LogLevel.Trace); foreach (IContentManager contentManager in this.ContentManagers) contentManager.Dispose(); this.ContentManagers.Clear(); this.MainContentManager = null; this.ContentManagerLock.Dispose(); } /********* ** Private methods *********/ /// A callback invoked when a content manager is disposed. /// The content manager being disposed. private void OnDisposing(IContentManager contentManager) { if (this.IsDisposed) return; this.ContentManagerLock.InWriteLock(() => this.ContentManagers.Remove(contentManager) ); } } }