using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Globalization; using System.IO; using System.Linq; using System.Reflection; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Deprecations; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Internal; using StardewValley; using xTile; using xTile.Tiles; 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(); /// <summary>Whether the next load is the first for any game content manager.</summary> private static bool IsFirstLoad = true; /// <summary>A callback to invoke the first time *any* game content manager loads an asset.</summary> private readonly Action OnLoadingFirstAsset; /// <summary>A callback to invoke when an asset is fully loaded.</summary> private readonly Action<BaseContentManager, IAssetName> OnAssetLoaded; /********* ** 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="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param> /// <param name="onAssetLoaded">A callback to invoke when an asset is fully loaded.</param> public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false) { this.OnLoadingFirstAsset = onLoadingFirstAsset; this.OnAssetLoaded = onAssetLoaded; } /// <inheritdoc /> public override bool DoesAssetExist<T>(IAssetName assetName) { if (base.DoesAssetExist<T>(assetName)) return true; // vanilla asset if (File.Exists(Path.Combine(this.RootDirectory, $"{assetName.Name}.xnb"))) return true; // managed asset if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string? contentManagerID, out IAssetName? relativePath)) return this.Coordinator.DoesManagedAssetExist<T>(contentManagerID, relativePath); // custom asset from a loader string locale = this.GetLocale(); IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); AssetLoadOperation[] loaders = this.GetLoaders<object>(info).ToArray(); if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error)) { this.Monitor.Log(error, LogLevel.Warn); return false; } return loaders.Any(); } /// <inheritdoc /> public override T LoadExact<T>(IAssetName assetName, bool useCache) { // raise first-load callback if (GameContentManager.IsFirstLoad) { GameContentManager.IsFirstLoad = false; this.OnLoadingFirstAsset(); } // get from cache if (useCache && this.IsLoaded(assetName)) return this.RawLoad<T>(assetName, useCache: true); // get managed asset if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string? contentManagerID, out IAssetName? relativePath)) { T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath); this.TrackAsset(assetName, managedAsset, useCache); return managedAsset; } // load asset T data; if (this.AssetsBeingLoaded.Contains(assetName.Name)) { this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}"); data = this.RawLoad<T>(assetName, useCache); } else { data = this.AssetsBeingLoaded.Track(assetName.Name, () => { IAssetInfo info = new AssetInfo(assetName.LocaleCode, assetName, typeof(T), this.AssertAndNormalizeAssetName); IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, useCache), this.AssertAndNormalizeAssetName, this.Reflection); asset = this.ApplyEditors<T>(info, asset); return (T)asset.Data; }); } // update cache this.TrackAsset(assetName, data, useCache); // raise event & return data this.OnAssetLoaded(this, assetName); return data; } /// <inheritdoc /> public override LocalizedContentManager CreateTemporary() { return this.Coordinator.CreateGameContentManager("(temporary)"); } /********* ** Private methods *********/ /// <summary>Load the initial asset from the registered loaders.</summary> /// <param name="info">The basic asset metadata.</param> /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns> private IAssetData? ApplyLoader<T>(IAssetInfo info) where T : notnull { // find matching loader AssetLoadOperation? loader; { AssetLoadOperation[] loaders = this.GetLoaders<T>(info).OrderByDescending(p => p.Priority).ToArray(); if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error)) { this.Monitor.Log(error, LogLevel.Warn); return null; } loader = loaders.FirstOrDefault(); } // no loader found if (loader == null) return null; // fetch asset from loader IModMetadata mod = loader.Mod; T data; try { data = (T)loader.GetData(info); this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.Name}'{this.GetOnBehalfOfLabel(loader.OnBehalfOf)}."); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when loading asset '{info.Name}'{this.GetOnBehalfOfLabel(loader.OnBehalfOf)}. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return null; } // return matched asset return this.TryFixAndValidateLoadedAsset(info, data, loader) ? new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName, this.Reflection) : null; } /// <summary>Apply any editors to a loaded asset.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="asset">The loaded asset.</param> private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset) where T : notnull { IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName, this.Reflection); // special case: if the asset was loaded with a more general type like 'object', call editors with the actual type instead. { Type actualType = asset.Data.GetType(); Type? actualOpenType = actualType.IsGenericType ? actualType.GetGenericTypeDefinition() : null; if (typeof(T) != actualType && (actualOpenType == typeof(Dictionary<,>) || actualOpenType == typeof(List<>) || actualType == typeof(Texture2D) || actualType == typeof(Map))) { return (IAssetData)this.GetType() .GetMethod(nameof(this.ApplyEditors), BindingFlags.NonPublic | BindingFlags.Instance)! .MakeGenericMethod(actualType) .Invoke(this, new object[] { info, asset })!; } } // edit asset AssetEditOperation[] editors = this.GetEditors<T>(info).OrderBy(p => p.Priority).ToArray(); foreach (AssetEditOperation editor in editors) { IModMetadata mod = editor.Mod; // try edit object prevAsset = asset.Data; try { editor.ApplyEdit(asset); this.Monitor.Log($"{mod.DisplayName} edited {info.Name}{this.GetOnBehalfOfLabel(editor.OnBehalfOf)}."); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when editing asset '{info.Name}'{this.GetOnBehalfOfLabel(editor.OnBehalfOf)}, which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit // ReSharper disable once ConditionIsAlwaysTrueOrFalse -- it's only guaranteed non-null after this method if (asset.Data == null) { mod.LogAsMod($"Mod incorrectly set asset '{info.Name}'{this.GetOnBehalfOfLabel(editor.OnBehalfOf)} to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } else if (asset.Data is not T) { mod.LogAsMod($"Mod incorrectly set asset '{asset.Name}'{this.GetOnBehalfOfLabel(editor.OnBehalfOf)} to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } } // return result return asset; } /// <summary>Get the asset loaders which handle an asset.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> private IEnumerable<AssetLoadOperation> GetLoaders<T>(IAssetInfo info) where T : notnull { return this.Coordinator .GetAssetOperations<T>(info) .SelectMany(p => p.LoadOperations); } /// <summary>Get the asset editors to apply to an asset.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> private IEnumerable<AssetEditOperation> GetEditors<T>(IAssetInfo info) where T : notnull { return this.Coordinator .GetAssetOperations<T>(info) .SelectMany(p => p.EditOperations); } /// <summary>Assert that at most one loader will be applied to an asset.</summary> /// <param name="info">The basic asset metadata.</param> /// <param name="loaders">The asset loaders to apply.</param> /// <param name="error">The error message to show to the user, if the method returns false.</param> /// <returns>Returns true if only one loader will apply, else false.</returns> private bool AssertMaxOneRequiredLoader(IAssetInfo info, AssetLoadOperation[] loaders, [NotNullWhen(false)] out string? error) { AssetLoadOperation[] required = loaders.Where(p => p.Priority == AssetLoadPriority.Exclusive).ToArray(); if (required.Length <= 1) { error = null; return true; } string[] loaderNames = required .Select(p => p.Mod.DisplayName + this.GetOnBehalfOfLabel(p.OnBehalfOf)) .OrderBy(p => p) .Distinct() .ToArray(); string errorPhrase = loaderNames.Length > 1 ? $"Multiple mods want to provide the '{info.Name}' asset: {string.Join(", ", loaderNames)}" : $"The '{loaderNames[0]}' mod wants to provide the '{info.Name}' asset multiple times"; error = $"{errorPhrase}. An asset can't be loaded multiple times, so 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.)"; return false; } /// <summary>Get a parenthetical label for log messages for the content pack on whose behalf the action is being performed, if any.</summary> /// <param name="onBehalfOf">The content pack on whose behalf the action is being performed.</param> /// <param name="parenthetical">whether to format the label as a parenthetical shown after the mod name like <c> (for the 'X' content pack)</c>, instead of a standalone label like <c>the 'X' content pack</c>.</param> /// <returns>Returns the on-behalf-of label if applicable, else <c>null</c>.</returns> [return: NotNullIfNotNull("onBehalfOf")] private string? GetOnBehalfOfLabel(IModMetadata? onBehalfOf, bool parenthetical = true) { if (onBehalfOf == null) return null; return parenthetical ? $" (for the '{onBehalfOf.Manifest.Name}' content pack)" : $"the '{onBehalfOf.Manifest.Name}' content pack"; } /// <summary>Validate that an asset loaded by a mod is valid and won't cause issues, and fix issues if possible.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="data">The loaded asset data.</param> /// <param name="loader">The loader which loaded the asset.</param> /// <returns>Returns whether the asset passed validation checks (after any fixes were applied).</returns> private bool TryFixAndValidateLoadedAsset<T>(IAssetInfo info, [NotNullWhen(true)] T? data, AssetLoadOperation loader) where T : notnull { IModMetadata mod = loader.Mod; // can't load a null asset if (data == null) { mod.LogAsMod($"SMAPI blocked asset replacement for '{info.Name}': {this.GetOnBehalfOfLabel(loader.OnBehalfOf, parenthetical: false) ?? "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 = $"{this.GetOnBehalfOfLabel(loader.OnBehalfOf, parenthetical: false) ?? "mod"} reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\nTechnical details for mod author: Expected order: {string.Join(", ", vanillaTilesheetRefs.Select(p => p.Id))}. See https://stardewvalleywiki.com/Modding:Maps#Tilesheet_order for help."; SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval); if (isFarmMap) { mod.LogAsMod($"SMAPI blocked a '{info.Name}' map load: {reason}", LogLevel.Error); return false; } mod.LogAsMod($"SMAPI found an issue with a '{info.Name}' map load: {reason}", LogLevel.Warn); } } } return true; } } }