#nullable disable using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Diagnostics.Contracts; using System.Globalization; using System.IO; using System.Linq; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewValley; using xTile; namespace StardewModdingAPI.Framework.ContentManagers { /// A content manager which handles reading files from a SMAPI mod folder with support for unpacked files. internal abstract class BaseContentManager : LocalizedContentManager, IContentManager { /********* ** Fields *********/ /// The central coordinator which manages content managers. protected readonly ContentCoordinator Coordinator; /// The underlying asset cache. protected readonly ContentCache Cache; /// Encapsulates monitoring and logging. protected readonly IMonitor Monitor; /// Whether to enable more aggressive memory optimizations. protected readonly bool AggressiveMemoryOptimizations; /// Whether to automatically try resolving keys to a localized form if available. protected bool TryLocalizeKeys = true; /// Whether the content coordinator has been disposed. private bool IsDisposed; /// A callback to invoke when the content manager is being disposed. private readonly Action OnDisposing; /// A list of disposable assets. private readonly List> Disposables = new(); /// The disposable assets tracked by the base content manager. /// This should be kept empty to avoid keeping disposable assets referenced forever, which prevents garbage collection when they're unused. Disposable assets are tracked by instead, which avoids a hard reference. private readonly List BaseDisposableReferences; /********* ** Accessors *********/ /// public string Name { get; } /// public LanguageCode Language => this.GetCurrentLanguage(); /// public string FullRootDirectory => Path.Combine(Constants.GamePath, this.RootDirectory); /// public bool IsNamespaced { get; } /********* ** Public methods *********/ /// Construct an instance. /// A name for the mod manager. Not guaranteed to be unique. /// The service provider to use to locate services. /// The root directory to search for content. /// The current culture for which to localize content. /// The central coordinator which manages content managers. /// Encapsulates monitoring and logging. /// Simplifies access to private code. /// A callback to invoke when the content manager is being disposed. /// Whether this content manager handles managed asset keys (e.g. to load assets from a mod folder). /// Whether to enable more aggressive memory optimizations. protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action onDisposing, bool isNamespaced, bool aggressiveMemoryOptimizations) : base(serviceProvider, rootDirectory, currentCulture) { // init this.Name = name; this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator)); this.Cache = new ContentCache(this, reflection); this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.OnDisposing = onDisposing; this.IsNamespaced = isNamespaced; this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations; // get asset data this.BaseDisposableReferences = reflection.GetField>(this, "disposableAssets").GetValue(); } /// public virtual bool DoesAssetExist(IAssetName assetName) { return this.Cache.ContainsKey(assetName.Name); } /// [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")] public sealed override T LoadBase(string assetName) { return this.Load(assetName, LanguageCode.en); } /// public sealed override T Load(string assetName) { return this.Load(assetName, this.Language); } /// public sealed override T Load(string assetName, LanguageCode language) { assetName = this.PrenormalizeRawAssetName(assetName); IAssetName parsedName = this.Coordinator.ParseAssetName(assetName, allowLocales: this.TryLocalizeKeys); return this.LoadLocalized(parsedName, language, useCache: true); } /// public T LoadLocalized(IAssetName assetName, LanguageCode language, bool useCache) { // ignore locale in English (or if disabled) if (!this.TryLocalizeKeys || language == LocalizedContentManager.LanguageCode.en) return this.LoadExact(assetName, useCache: useCache); // check for localized asset if (!LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.Name, out _)) { string localeCode = this.LanguageCodeString(language); IAssetName localizedName = new AssetName(baseName: assetName.BaseName, localeCode: localeCode, languageCode: language); try { T data = this.LoadExact(localizedName, useCache: useCache); LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name; return data; } catch (ContentLoadException) { localizedName = new AssetName(assetName.BaseName + "_international", null, null); try { T data = this.LoadExact(localizedName, useCache: useCache); LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name; return data; } catch (ContentLoadException) { LocalizedContentManager.localizedAssetNames[assetName.Name] = assetName.Name; } } } // use cached key string rawName = LocalizedContentManager.localizedAssetNames[assetName.Name]; if (assetName.Name != rawName) assetName = this.Coordinator.ParseAssetName(rawName, allowLocales: this.TryLocalizeKeys); return this.LoadExact(assetName, useCache: useCache); } /// public abstract T LoadExact(IAssetName assetName, bool useCache); /// [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] public string AssertAndNormalizeAssetName(string assetName) { // NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid // throwing other types like ArgumentException here. if (string.IsNullOrWhiteSpace(assetName)) throw new SContentLoadException("The asset key or local path is empty."); if (assetName.Intersect(Path.GetInvalidPathChars()).Any()) throw new SContentLoadException("The asset key or local path contains invalid characters."); return this.Cache.NormalizeKey(assetName); } /**** ** Content loading ****/ /// public string GetLocale() { return this.GetLocale(this.GetCurrentLanguage()); } /// public string GetLocale(LanguageCode language) { return this.LanguageCodeString(language); } /// public bool IsLoaded(IAssetName assetName) { return this.Cache.ContainsKey(assetName.Name); } /**** ** Cache invalidation ****/ /// public IDictionary InvalidateCache(Func predicate, bool dispose = false) { IDictionary removeAssets = new Dictionary(StringComparer.OrdinalIgnoreCase); this.Cache.Remove((key, asset) => { string baseAssetName = this.Coordinator.ParseAssetName(key, allowLocales: this.TryLocalizeKeys).BaseName; // check if asset should be removed bool remove = removeAssets.ContainsKey(baseAssetName); if (!remove && predicate(baseAssetName, asset.GetType())) { removeAssets[baseAssetName] = asset; remove = true; } // dispose if safe if (remove && this.AggressiveMemoryOptimizations) { if (asset is Map map) map.DisposeTileSheets(Game1.mapDisplayDevice); } return remove; }, dispose); return removeAssets; } /// protected override void Dispose(bool isDisposing) { // ignore if disposed if (this.IsDisposed) return; this.IsDisposed = true; // dispose uncached assets foreach (WeakReference reference in this.Disposables) { if (reference.TryGetTarget(out IDisposable disposable)) { try { disposable.Dispose(); } catch { /* ignore dispose errors */ } } } this.Disposables.Clear(); // raise event this.OnDisposing(this); base.Dispose(isDisposing); } /// public override void Unload() { if (this.IsDisposed) return; // base logic doesn't allow unloading twice, which happens due to SMAPI and the game both unloading base.Unload(); } /********* ** Private methods *********/ /// Apply initial normalization to a raw asset name before it's parsed. /// The asset name to normalize. private string PrenormalizeRawAssetName(string assetName) { // trim assetName = assetName?.Trim(); // For legacy reasons, mods can pass .xnb file extensions to the content pipeline which // are then stripped. This will be re-added as needed when reading from raw files. if (assetName?.EndsWith(".xnb") == true) assetName = assetName[..^".xnb".Length]; return assetName; } /// Normalize path separators in a file path. For asset keys, see instead. /// The file path to normalize. [Pure] protected string NormalizePathSeparators(string path) { return this.Cache.NormalizePathSeparators(path); } /// Load an asset file directly from the underlying content manager. /// The type of asset to load. /// The normalized asset key. /// Whether to read/write the loaded asset to the asset cache. protected virtual T RawLoad(IAssetName assetName, bool useCache) { return useCache ? base.LoadBase(assetName.Name) : this.ReadAsset(assetName.Name, disposable => this.Disposables.Add(new WeakReference(disposable))); } /// Add tracking data to an asset and add it to 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. /// Whether to save the asset to the asset cache. protected virtual void TrackAsset(IAssetName assetName, T value, bool useCache) { // track asset key if (value is Texture2D texture) texture.Name = assetName.Name; // save to cache // Note: even if the asset was loaded and cached right before this method was called, // we need to fully re-inject it because a mod editor may have changed the asset in a // way that doesn't change the instance stored in the cache, e.g. using // `asset.ReplaceWith`. if (useCache) this.Cache[assetName.Name] = value; // avoid hard disposable references; see remarks on the field this.BaseDisposableReferences.Clear(); } } }