using System; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; using System.Reflection; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Internal; using StardewValley; using xTile; using xTile.Tiles; namespace StardewModdingAPI.Framework.ContentManagers { /// A content manager which handles reading files from the game content folder with support for interception. internal class GameContentManager : BaseContentManager { /********* ** Fields *********/ /// The assets currently being intercepted by instances. This is used to prevent infinite loops when a loader loads a new asset. private readonly ContextHash AssetsBeingLoaded = new ContextHash(); /// Interceptors which provide the initial versions of matching assets. private IList> Loaders => this.Coordinator.Loaders; /// Interceptors which edit matching assets after they're loaded. private IList> Editors => this.Coordinator.Editors; /// Maps asset names to their localized form, like LooseSprites\Billboard => LooseSprites\Billboard.fr-FR (localized) or Maps\AnimalShop => Maps\AnimalShop (not localized). private IDictionary LocalizedAssetNames => LocalizedContentManager.localizedAssetNames; /// Whether the next load is the first for any game content manager. private static bool IsFirstLoad = true; /// A callback to invoke the first time *any* game content manager loads an asset. private readonly Action OnLoadingFirstAsset; /********* ** 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. /// A callback to invoke the first time *any* game content manager loads an asset. /// Whether to enable more aggressive memory optimizations. public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action onDisposing, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations) { this.OnLoadingFirstAsset = onLoadingFirstAsset; } /// public override bool DoesAssetExist(IAssetName assetName) { if (base.DoesAssetExist(assetName)) return true; // vanilla asset if (File.Exists(Path.Combine(this.RootDirectory, $"{assetName.Name}.xnb"))) return true; // managed asset if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath)) return this.Coordinator.DoesManagedAssetExist(contentManagerID, relativePath); // custom asset from a loader string locale = this.GetLocale(); IAssetInfo info = new AssetInfo(locale, assetName, typeof(object), this.AssertAndNormalizeAssetName); ModLinked[] loaders = this.GetLoaders(info).ToArray(); if (loaders.Length > 1) { string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray(); this.Monitor.Log($"Multiple mods want to provide the '{info.Name}' 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 loaders.Length == 1; } /// public override T Load(IAssetName assetName, LanguageCode language, bool useCache) { // raise first-load callback if (GameContentManager.IsFirstLoad) { GameContentManager.IsFirstLoad = false; this.OnLoadingFirstAsset(); } // normalize asset name if (assetName.LanguageCode.HasValue) return this.Load(this.Coordinator.ParseAssetName(assetName.BaseName), assetName.LanguageCode.Value, useCache); // get from cache if (useCache && this.IsLoaded(assetName, language)) return this.RawLoad(assetName, language, useCache: true); // get managed asset if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath)) { T managedAsset = this.Coordinator.LoadManagedAsset(contentManagerID, relativePath); this.TrackAsset(assetName, managedAsset, language, useCache); return managedAsset; } // load asset T data; if (this.AssetsBeingLoaded.Contains(assetName.Name)) { 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}"); data = this.RawLoad(assetName, language, useCache); } else { data = this.AssetsBeingLoaded.Track(assetName.Name, () => { string locale = this.GetLocale(language); IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); IAssetData asset = this.ApplyLoader(info) ?? new AssetDataForObject(info, this.RawLoad(assetName, language, useCache), this.AssertAndNormalizeAssetName); asset = this.ApplyEditors(info, asset); return (T)asset.Data; }); } // update cache & return data this.TrackAsset(assetName, data, language, useCache); return data; } /// public override bool IsLoaded(IAssetName assetName, LanguageCode language) { string cachedKey = null; bool localized = language != LanguageCode.en && !this.Coordinator.IsManagedAssetKey(assetName) && this.LocalizedAssetNames.TryGetValue(assetName.Name, out cachedKey); return localized ? this.Cache.ContainsKey(cachedKey) : this.Cache.ContainsKey(assetName.Name); } /// public override void OnLocaleChanged() { base.OnLocaleChanged(); // find assets for which a translatable version was loaded HashSet removeAssetNames = new HashSet(StringComparer.OrdinalIgnoreCase); foreach (string key in this.LocalizedAssetNames.Where(p => p.Key != p.Value).Select(p => p.Key)) { IAssetName assetName = this.Coordinator.ParseAssetName(key); removeAssetNames.Add(assetName.BaseName); } // invalidate translatable assets string[] invalidated = this .InvalidateCache((key, type) => removeAssetNames.Contains(key) || removeAssetNames.Contains(this.Coordinator.ParseAssetName(key).BaseName) ) .Select(p => p.Key) .OrderBy(p => p, StringComparer.OrdinalIgnoreCase) .ToArray(); if (invalidated.Any()) this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change."); } /// public override LocalizedContentManager CreateTemporary() { return this.Coordinator.CreateGameContentManager("(temporary)"); } /********* ** Private methods *********/ /// protected override void TrackAsset(IAssetName assetName, T value, LanguageCode language, bool useCache) { // handle explicit language in asset name { if (assetName.LanguageCode.HasValue) { this.TrackAsset(this.Coordinator.ParseAssetName(assetName.BaseName), value, assetName.LanguageCode.Value, useCache); return; } } // save to cache // Note: even if the asset was loaded and cached right before this method was called, // we need to fully re-inject it here for two reasons: // 1. So we can look up an asset by its base or localized key (the game/XNA logic // only caches by the most specific key). // 2. Because a mod asset loader/editor may have changed the asset in a way that // doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`. if (useCache) { IAssetName translatedKey = new AssetName(assetName.Name, this.GetLocale(language), language); base.TrackAsset(assetName, value, language, useCache: true); if (this.Cache.ContainsKey(translatedKey.Name)) base.TrackAsset(translatedKey, value, language, useCache: true); // track whether the injected asset is translatable for is-loaded lookups if (this.Cache.ContainsKey(translatedKey.Name)) this.LocalizedAssetNames[assetName.Name] = translatedKey.Name; else if (this.Cache.ContainsKey(assetName.Name)) this.LocalizedAssetNames[assetName.Name] = assetName.Name; else this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error); } } /// Load an asset file directly from the underlying content manager. /// The type of asset to load. /// The normalized asset key. /// The language code for which to load content. /// Whether to read/write the loaded asset to the asset cache. /// Derived from . private T RawLoad(IAssetName assetName, LanguageCode language, bool useCache) { try { // use cached key if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName.Name, out string cachedKey)) return base.RawLoad(cachedKey, useCache); // try translated key if (language != LanguageCode.en) { string translatedKey = $"{assetName}.{this.GetLocale(language)}"; try { T obj = base.RawLoad(translatedKey, useCache); this.LocalizedAssetNames[assetName.Name] = translatedKey; return obj; } catch (ContentLoadException) { this.LocalizedAssetNames[assetName.Name] = assetName.Name; } } // try base asset return base.RawLoad(assetName.Name, useCache); } catch (ContentLoadException ex) when (ex.InnerException is FileNotFoundException innerEx && innerEx.InnerException == null) { throw new SContentLoadException($"Error loading \"{assetName}\": it isn't in the Content folder and no mod provided it."); } } /// Load the initial asset from the registered . /// The basic asset metadata. /// Returns the loaded asset metadata, or null if no loader matched. private IAssetData ApplyLoader(IAssetInfo info) { // find matching loaders var loaders = this.GetLoaders(info).ToArray(); // validate loaders if (!loaders.Any()) return null; if (loaders.Length > 1) { string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray(); this.Monitor.Log($"Multiple mods want to provide the '{info.Name}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); return null; } // fetch asset from loader IModMetadata mod = loaders[0].Mod; IAssetLoader loader = loaders[0].Data; T data; try { data = loader.Load(info); this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.Name}'.", LogLevel.Trace); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when loading asset '{info.Name}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return null; } // return matched asset return this.TryFixAndValidateLoadedAsset(info, data, mod) ? new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName) : null; } /// Apply any to a loaded asset. /// The asset type. /// The basic asset metadata. /// The loaded asset. private IAssetData ApplyEditors(IAssetInfo info, IAssetData asset) { IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName); // special case: if the asset was loaded with a more general type like 'object', call editors with the actual type instead. { Type actualType = asset.Data.GetType(); Type actualOpenType = actualType.IsGenericType ? actualType.GetGenericTypeDefinition() : null; if (typeof(T) != actualType && (actualOpenType == typeof(Dictionary<,>) || actualOpenType == typeof(List<>) || actualType == typeof(Texture2D) || actualType == typeof(Map))) { return (IAssetData)this.GetType() .GetMethod(nameof(this.ApplyEditors), BindingFlags.NonPublic | BindingFlags.Instance) .MakeGenericMethod(actualType) .Invoke(this, new object[] { info, asset }); } } // edit asset foreach (var entry in this.Editors) { // check for match IModMetadata mod = entry.Mod; IAssetEditor editor = entry.Data; try { if (!editor.CanEdit(info)) continue; } catch (Exception ex) { mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // try edit object prevAsset = asset.Data; try { editor.Edit(asset); this.Monitor.Log($"{mod.DisplayName} edited {info.Name}."); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when editing asset '{info.Name}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit if (asset.Data == null) { mod.LogAsMod($"Mod incorrectly set asset '{info.Name}' to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } else if (!(asset.Data is T)) { mod.LogAsMod($"Mod incorrectly set asset '{asset.Name}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } } // return result return asset; } /// Get the asset loaders which handle the asset. /// The asset type. /// The basic asset metadata. private IEnumerable> GetLoaders(IAssetInfo info) { return this.Loaders .Where(entry => { try { return entry.Data.CanLoad(info); } catch (Exception ex) { entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return false; } }); } /// Validate that an asset loaded by a mod is valid and won't cause issues, and fix issues if possible. /// The asset type. /// The basic asset metadata. /// The loaded asset data. /// The mod which loaded the asset. /// Returns whether the asset passed validation checks (after any fixes were applied). private bool TryFixAndValidateLoadedAsset(IAssetInfo info, T data, IModMetadata mod) { // can't load a null asset if (data == null) { mod.LogAsMod($"SMAPI blocked asset replacement for '{info.Name}': mod incorrectly set asset to a null value.", LogLevel.Error); return false; } // when replacing a map, the vanilla tilesheets must have the same order and IDs if (data is Map loadedMap) { TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.Name.Name); foreach (TilesheetReference vanillaSheet in vanillaTilesheetRefs) { // add missing tilesheet if (loadedMap.GetTileSheet(vanillaSheet.Id) == null) { mod.Monitor.LogOnce("SMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.", LogLevel.Warn); this.Monitor.Log($"Fixed broken map replacement: {mod.DisplayName} loaded '{info.Name}' without a required tilesheet (id: {vanillaSheet.Id}, source: {vanillaSheet.ImageSource})."); loadedMap.AddTileSheet(new TileSheet(vanillaSheet.Id, loadedMap, vanillaSheet.ImageSource, vanillaSheet.SheetSize, vanillaSheet.TileSize)); } // handle mismatch if (loadedMap.TileSheets.Count <= vanillaSheet.Index || loadedMap.TileSheets[vanillaSheet.Index].Id != vanillaSheet.Id) { // only show warning if not farm map // This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting. bool isFarmMap = info.Name.IsEquivalentTo("Maps/Farm") || info.Name.IsEquivalentTo("Maps/Farm_Combat") || info.Name.IsEquivalentTo("Maps/Farm_Fishing") || info.Name.IsEquivalentTo("Maps/Farm_Foraging") || info.Name.IsEquivalentTo("Maps/Farm_FourCorners") || info.Name.IsEquivalentTo("Maps/Farm_Island") || info.Name.IsEquivalentTo("Maps/Farm_Mining"); string reason = $"mod reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\nTechnical details for mod author: Expected order: {string.Join(", ", vanillaTilesheetRefs.Select(p => p.Id))}. See https://stardewvalleywiki.com/Modding:Maps#Tilesheet_order for help."; SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval); if (isFarmMap) { mod.LogAsMod($"SMAPI blocked '{info.Name}' map load: {reason}", LogLevel.Error); return false; } mod.LogAsMod($"SMAPI found an issue with '{info.Name}' map load: {reason}", LogLevel.Warn); } } } return true; } } }