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.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 the content coordinator has been disposed. private bool IsDisposed; /// A callback to invoke when the content manager is being disposed. private readonly Action OnDisposing; /// The language enum values indexed by locale code. protected IDictionary LanguageCodes { get; } /// A list of disposable assets. private readonly List> Disposables = new List>(); /// 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.ExecutionPath, 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.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.OrdinalIgnoreCase); this.BaseDisposableReferences = reflection.GetField>(this, "disposableAssets").GetValue(); } /// public override T Load(string assetName) { return this.Load(assetName, this.Language, useCache: true); } /// public override T Load(string assetName, LanguageCode language) { return this.Load(assetName, language, useCache: true); } /// public abstract T Load(string assetName, LocalizedContentManager.LanguageCode language, bool useCache); /// [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 override T LoadBase(string assetName) { return this.Load(assetName, LanguageCode.en, useCache: true); } /// public virtual void OnLocaleChanged() { } /// public virtual void OnReturningToTitleScreen() { } /// [Pure] public string NormalizePathSeparators(string path) { return this.Cache.NormalizePathSeparators(path); } /// [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(string assetName, LanguageCode language) { assetName = this.Cache.NormalizeKey(assetName); return this.IsNormalizedKeyLoaded(assetName, language); } /// public IEnumerable GetAssetKeys() { return this.Cache.Keys .Select(this.GetAssetName) .Distinct(); } /**** ** Cache invalidation ****/ /// public IDictionary InvalidateCache(Func predicate, bool dispose = false) { IDictionary removeAssets = new Dictionary(StringComparer.OrdinalIgnoreCase); this.Cache.Remove((key, asset) => { this.ParseCacheKey(key, out string assetName, out _); // check if asset should be removed bool remove = removeAssets.ContainsKey(assetName); if (!remove && predicate(assetName, asset.GetType())) { removeAssets[assetName] = 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 *********/ /// 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(string assetName, bool useCache) { return useCache ? base.LoadBase(assetName) : base.ReadAsset(assetName, 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. /// The language code for which to inject the asset. /// Whether to save the asset to the asset cache. protected virtual void TrackAsset(string assetName, T value, LanguageCode language, bool useCache) { // track asset key if (value is Texture2D texture) texture.Name = assetName; // cache asset if (useCache) { assetName = this.AssertAndNormalizeAssetName(assetName); this.Cache[assetName] = value; } // avoid hard disposable references; see remarks on the field this.BaseDisposableReferences.Clear(); } /// Parse a cache key into its component parts. /// The input cache key. /// The original asset name. /// The asset locale code (or null if not localized). protected void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) { // handle localized key if (!string.IsNullOrWhiteSpace(cacheKey)) { int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.Ordinal); 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; } /// Get whether an asset has already been loaded. /// The normalized asset name. /// The language to check. protected abstract bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language); /// Get the locale codes (like ja-JP) used in asset keys. private IDictionary GetKeyLocales() { // create locale => code map IDictionary map = new Dictionary(); foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode))) map[code] = this.GetLocale(code); return map; } /// 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; } } }