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; } } }