#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 { /// <summary>A content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary> internal abstract class BaseContentManager : LocalizedContentManager, IContentManager { /********* ** Fields *********/ /// <summary>The central coordinator which manages content managers.</summary> protected readonly ContentCoordinator Coordinator; /// <summary>The underlying asset cache.</summary> protected readonly ContentCache Cache; /// <summary>Encapsulates monitoring and logging.</summary> protected readonly IMonitor Monitor; /// <summary>Whether to enable more aggressive memory optimizations.</summary> protected readonly bool AggressiveMemoryOptimizations; /// <summary>Whether to automatically try resolving keys to a localized form if available.</summary> protected bool TryLocalizeKeys = true; /// <summary>Whether the content coordinator has been disposed.</summary> private bool IsDisposed; /// <summary>A callback to invoke when the content manager is being disposed.</summary> private readonly Action<BaseContentManager> OnDisposing; /// <summary>A list of disposable assets.</summary> private readonly List<WeakReference<IDisposable>> Disposables = new(); /// <summary>The disposable assets tracked by the base content manager.</summary> /// <remarks>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 <see cref="Disposables"/> instead, which avoids a hard reference.</remarks> private readonly List<IDisposable> BaseDisposableReferences; /********* ** Accessors *********/ /// <inheritdoc /> public string Name { get; } /// <inheritdoc /> public LanguageCode Language => this.GetCurrentLanguage(); /// <inheritdoc /> public string FullRootDirectory => Path.Combine(Constants.GamePath, this.RootDirectory); /// <inheritdoc /> public bool IsNamespaced { get; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param> /// <param name="serviceProvider">The service provider to use to locate services.</param> /// <param name="rootDirectory">The root directory to search for content.</param> /// <param name="currentCulture">The current culture for which to localize content.</param> /// <param name="coordinator">The central coordinator which manages content managers.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="reflection">Simplifies access to private code.</param> /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param> /// <param name="isNamespaced">Whether this content manager handles managed asset keys (e.g. to load assets from a mod folder).</param> /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> 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<List<IDisposable>>(this, "disposableAssets").GetValue(); } /// <inheritdoc /> public virtual bool DoesAssetExist<T>(IAssetName assetName) { return this.Cache.ContainsKey(assetName.Name); } /// <inheritdoc /> [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<T>(string assetName) { return this.Load<T>(assetName, LanguageCode.en); } /// <inheritdoc /> public sealed override T Load<T>(string assetName) { return this.Load<T>(assetName, this.Language); } /// <inheritdoc /> public sealed override T Load<T>(string assetName, LanguageCode language) { assetName = this.PrenormalizeRawAssetName(assetName); IAssetName parsedName = this.Coordinator.ParseAssetName(assetName, allowLocales: this.TryLocalizeKeys); return this.LoadLocalized<T>(parsedName, language, useCache: true); } /// <inheritdoc /> public T LoadLocalized<T>(IAssetName assetName, LanguageCode language, bool useCache) { // ignore locale in English (or if disabled) if (!this.TryLocalizeKeys || language == LocalizedContentManager.LanguageCode.en) return this.LoadExact<T>(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<T>(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<T>(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<T>(assetName, useCache: useCache); } /// <inheritdoc /> public abstract T LoadExact<T>(IAssetName assetName, bool useCache); /// <inheritdoc /> [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 ****/ /// <inheritdoc /> public string GetLocale() { return this.GetLocale(this.GetCurrentLanguage()); } /// <inheritdoc /> public string GetLocale(LanguageCode language) { return this.LanguageCodeString(language); } /// <inheritdoc /> public bool IsLoaded(IAssetName assetName) { return this.Cache.ContainsKey(assetName.Name); } /**** ** Cache invalidation ****/ /// <inheritdoc /> public IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) { IDictionary<string, object> removeAssets = new Dictionary<string, object>(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; } /// <inheritdoc /> protected override void Dispose(bool isDisposing) { // ignore if disposed if (this.IsDisposed) return; this.IsDisposed = true; // dispose uncached assets foreach (WeakReference<IDisposable> 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); } /// <inheritdoc /> 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 *********/ /// <summary>Apply initial normalization to a raw asset name before it's parsed.</summary> /// <param name="assetName">The asset name to normalize.</param> 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; } /// <summary>Normalize path separators in a file path. For asset keys, see <see cref="AssertAndNormalizeAssetName"/> instead.</summary> /// <param name="path">The file path to normalize.</param> [Pure] protected string NormalizePathSeparators(string path) { return this.Cache.NormalizePathSeparators(path); } /// <summary>Load an asset file directly from the underlying content manager.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> /// <param name="assetName">The normalized asset key.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> protected virtual T RawLoad<T>(IAssetName assetName, bool useCache) { return useCache ? base.LoadBase<T>(assetName.Name) : this.ReadAsset<T>(assetName.Name, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable))); } /// <summary>Add tracking data to an asset and add it to the cache.</summary> /// <typeparam name="T">The type of asset to inject.</typeparam> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> /// <param name="value">The asset value.</param> /// <param name="useCache">Whether to save the asset to the asset cache.</param> protected virtual void TrackAsset<T>(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(); } } }