using System; using System.Collections.Generic; using System.Globalization; using System.Linq; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewValley; namespace StardewModdingAPI.Framework.ContentManagers { /// <summary>A content manager which handles reading files from the game content folder with support for interception.</summary> internal class GameContentManager : BaseContentManager { /********* ** Fields *********/ /// <summary>The assets currently being intercepted by <see cref="IAssetLoader"/> instances. This is used to prevent infinite loops when a loader loads a new asset.</summary> private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>(); /// <summary>Interceptors which provide the initial versions of matching assets.</summary> private IDictionary<IModMetadata, IList<IAssetLoader>> Loaders => this.Coordinator.Loaders; /// <summary>Interceptors which edit matching assets after they're loaded.</summary> private IDictionary<IModMetadata, IList<IAssetEditor>> Editors => this.Coordinator.Editors; /// <summary>A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded.</summary> private readonly IDictionary<string, bool> IsLocalisableLookup; /********* ** 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 localise 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> public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: false) { this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue(); } /// <summary>Load an asset that has been processed by the content pipeline.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> /// <param name="language">The language code for which to load content.</param> public override T Load<T>(string assetName, LanguageCode language) { // normalise asset name assetName = this.AssertAndNormaliseAssetName(assetName); if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage)) return this.Load<T>(newAssetName, newLanguage); // get from cache if (this.IsLoaded(assetName)) return base.Load<T>(assetName, language); // get managed asset if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath)) { T managedAsset = this.Coordinator.LoadAndCloneManagedAsset<T>(assetName, contentManagerID, relativePath, language); this.Inject(assetName, managedAsset); return managedAsset; } // load asset T data; if (this.AssetsBeingLoaded.Contains(assetName)) { this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); data = base.Load<T>(assetName, language); } else { data = this.AssetsBeingLoaded.Track(assetName, () => { string locale = this.GetLocale(language); IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormaliseAssetName); IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, base.Load<T>(assetName, language), this.AssertAndNormaliseAssetName); asset = this.ApplyEditors<T>(info, asset); return (T)asset.Data; }); } // update cache & return data this.Inject(assetName, data); return data; } /// <summary>Create a new content manager for temporary use.</summary> public override LocalizedContentManager CreateTemporary() { return this.Coordinator.CreateGameContentManager("(temporary)"); } /********* ** Private methods *********/ /// <summary>Get whether an asset has already been loaded.</summary> /// <param name="normalisedAssetName">The normalised asset name.</param> protected override bool IsNormalisedKeyLoaded(string normalisedAssetName) { // default English if (this.Language == LocalizedContentManager.LanguageCode.en || this.Coordinator.IsManagedAssetKey(normalisedAssetName)) return this.Cache.ContainsKey(normalisedAssetName); // translated string localeKey = $"{normalisedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}"; if (this.IsLocalisableLookup.TryGetValue(localeKey, out bool localisable)) { return localisable ? this.Cache.ContainsKey(localeKey) : this.Cache.ContainsKey(normalisedAssetName); } // not loaded yet return false; } /// <summary>Parse an asset key that contains an explicit language into its asset name and language, if applicable.</summary> /// <param name="rawAsset">The asset key to parse.</param> /// <param name="assetName">The asset name without the language code.</param> /// <param name="language">The language code removed from the asset name.</param> private bool TryParseExplicitLanguageAssetKey(string rawAsset, out string assetName, out LanguageCode language) { if (string.IsNullOrWhiteSpace(rawAsset)) throw new SContentLoadException("The asset key is empty."); // extract language code int splitIndex = rawAsset.LastIndexOf('.'); if (splitIndex != -1 && this.LanguageCodes.TryGetValue(rawAsset.Substring(splitIndex + 1), out language)) { assetName = rawAsset.Substring(0, splitIndex); return true; } // no explicit language code found assetName = rawAsset; language = this.Language; return false; } /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary> /// <param name="info">The basic asset metadata.</param> /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns> private IAssetData ApplyLoader<T>(IAssetInfo info) { // find matching loaders var loaders = this.GetInterceptors(this.Loaders) .Where(entry => { try { return entry.Value.CanLoad<T>(info); } catch (Exception ex) { entry.Key.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return false; } }) .ToArray(); // validate loaders if (!loaders.Any()) return null; if (loaders.Length > 1) { string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); return null; } // fetch asset from loader IModMetadata mod = loaders[0].Key; IAssetLoader loader = loaders[0].Value; T data; try { data = this.CloneIfPossible(loader.Load<T>(info)); this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return null; } // validate asset if (data == null) { mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); return null; } // return matched asset return new AssetDataForObject(info, data, this.AssertAndNormaliseAssetName); } /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="asset">The loaded asset.</param> private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset) { IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormaliseAssetName); // edit asset foreach (var entry in this.GetInterceptors(this.Editors)) { // check for match IModMetadata mod = entry.Key; IAssetEditor editor = entry.Value; try { if (!editor.CanEdit<T>(info)) continue; } catch (Exception ex) { mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // try edit object prevAsset = asset.Data; try { editor.Edit<T>(asset); this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}.", LogLevel.Trace); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit if (asset.Data == null) { mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } else if (!(asset.Data is T)) { mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } } // return result return asset; } /// <summary>Get all registered interceptors from a list.</summary> private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries) { foreach (var entry in entries) { IModMetadata mod = entry.Key; IList<T> interceptors = entry.Value; // registered editors foreach (T interceptor in interceptors) yield return new KeyValuePair<IModMetadata, T>(mod, interceptor); } } } }