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;
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 T Load(string assetName, LocalizedContentManager.LanguageCode language, bool useCache)
{
// raise first-load callback
if (GameContentManager.IsFirstLoad)
{
GameContentManager.IsFirstLoad = false;
this.OnLoadingFirstAsset();
}
// normalize asset name
assetName = this.AssertAndNormalizeAssetName(assetName);
if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage))
return this.Load(newAssetName, newLanguage, 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, out string contentManagerID, out string 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))
{
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, () =>
{
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 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))
removeAssetNames.Add(this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) ? assetName : key);
// invalidate translatable assets
string[] invalidated = this
.InvalidateCache((key, type) =>
removeAssetNames.Contains(key)
|| (this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) && removeAssetNames.Contains(assetName))
)
.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 bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language)
{
string cachedKey = null;
bool localized =
language != LocalizedContentManager.LanguageCode.en
&& !this.Coordinator.IsManagedAssetKey(normalizedAssetName)
&& this.LocalizedAssetNames.TryGetValue(normalizedAssetName, out cachedKey);
return localized
? this.Cache.ContainsKey(cachedKey)
: this.Cache.ContainsKey(normalizedAssetName);
}
///
protected override void TrackAsset(string assetName, T value, LanguageCode language, bool useCache)
{
// handle explicit language in asset name
{
if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage))
{
this.TrackAsset(newAssetName, value, newLanguage, 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)
{
string translatedKey = $"{assetName}.{this.GetLocale(language)}";
base.TrackAsset(assetName, value, language, useCache: true);
if (this.Cache.ContainsKey(translatedKey))
base.TrackAsset(translatedKey, value, language, useCache: true);
// track whether the injected asset is translatable for is-loaded lookups
if (this.Cache.ContainsKey(translatedKey))
this.LocalizedAssetNames[assetName] = translatedKey;
else if (this.Cache.ContainsKey(assetName))
this.LocalizedAssetNames[assetName] = assetName;
else
this.Monitor.Log($"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(string assetName, LanguageCode language, bool useCache)
{
try
{
// use cached key
if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey))
return base.RawLoad(cachedKey, useCache);
// try translated key
if (language != LocalizedContentManager.LanguageCode.en)
{
string translatedKey = $"{assetName}.{this.GetLocale(language)}";
try
{
T obj = base.RawLoad(translatedKey, useCache);
this.LocalizedAssetNames[assetName] = translatedKey;
return obj;
}
catch (ContentLoadException)
{
this.LocalizedAssetNames[assetName] = assetName;
}
}
// try base asset
return base.RawLoad(assetName, useCache);
}
catch (ContentLoadException ex) when (ex.InnerException is FileNotFoundException innerEx && innerEx.InnerException == null)
{
throw new SContentLoadException($"Error loading \"{assetName}\": it isn't in the Content folder and no mod provided it.");
}
}
/// Parse an asset key that contains an explicit language into its asset name and language, if applicable.
/// The asset key to parse.
/// The asset name without the language code.
/// The language code removed from the asset name.
/// Returns whether the asset key contains an explicit language and was successfully parsed.
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;
}
/// 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.Loaders
.Where(entry =>
{
try
{
return entry.Data.CanLoad(info);
}
catch (Exception ex)
{
entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
return false;
}
})
.ToArray();
// validate loaders
if (!loaders.Any())
return null;
if (loaders.Length > 1)
{
string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray();
this.Monitor.Log($"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].Mod;
IAssetLoader loader = loaders[0].Data;
T data;
try
{
data = loader.Load(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;
}
// return matched asset
return this.TryValidateLoadedAsset(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($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// try edit
object prevAsset = asset.Data;
try
{
editor.Edit(asset);
this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}.");
}
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($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn);
asset = GetNewData(prevAsset);
}
}
// return result
return asset;
}
/// Validate that an asset loaded by a mod is valid and won't cause issues.
/// The asset type.
/// The basic asset metadata.
/// The loaded asset data.
/// The mod which loaded the asset.
private bool TryValidateLoadedAsset(IAssetInfo info, T data, IModMetadata mod)
{
// can't load a null asset
if (data == null)
{
mod.LogAsMod($"SMAPI blocked asset replacement for '{info.AssetName}': 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.AssetName);
foreach (TilesheetReference vanillaSheet in vanillaTilesheetRefs)
{
// skip if match
if (loadedMap.TileSheets.Count > vanillaSheet.Index && loadedMap.TileSheets[vanillaSheet.Index].Id == vanillaSheet.Id)
continue;
// handle mismatch
{
// 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.AssetNameEquals("Maps/Farm") || info.AssetNameEquals("Maps/Farm_Combat") || info.AssetNameEquals("Maps/Farm_Fishing") || info.AssetNameEquals("Maps/Farm_Foraging") || info.AssetNameEquals("Maps/Farm_FourCorners") || info.AssetNameEquals("Maps/Farm_Island") || info.AssetNameEquals("Maps/Farm_Mining");
int loadedIndex = this.TryFindTilesheet(loadedMap, vanillaSheet.Id);
string reason = loadedIndex != -1
? $"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."
: $"mod has no tilesheet with ID '{vanillaSheet.Id}'. Map replacements must keep the original tilesheets to avoid errors or crashes.";
SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval);
if (isFarmMap)
{
mod.LogAsMod($"SMAPI blocked '{info.AssetName}' map load: {reason}", LogLevel.Error);
return false;
}
mod.LogAsMod($"SMAPI found an issue with '{info.AssetName}' map load: {reason}", LogLevel.Warn);
}
}
}
return true;
}
/// Find a map tilesheet by ID.
/// The map whose tilesheets to search.
/// The tilesheet ID to match.
private int TryFindTilesheet(Map map, string id)
{
for (int i = 0; i < map.TileSheets.Count; i++)
{
if (map.TileSheets[i].Id == id)
return i;
}
return -1;
}
}
}