using System; using System.Globalization; using System.IO; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; using StardewValley; using xTile; using xTile.Format; using xTile.Tiles; namespace StardewModdingAPI.Framework.ContentManagers { /// A content manager which handles reading files from a SMAPI mod folder with support for unpacked files. internal class ModContentManager : BaseContentManager { /********* ** Fields *********/ /// Encapsulates SMAPI's JSON file parsing. private readonly JsonHelper JsonHelper; /// The mod display name to show in errors. private readonly string ModName; /// The game content manager used for map tilesheets not provided by the mod. private readonly IContentManager GameContentManager; /// The language code for language-agnostic mod assets. private readonly LanguageCode DefaultLanguage = Constants.DefaultLanguage; /// If a map tilesheet's image source has no file extensions, the file extensions to check for in the local mod folder. private readonly string[] LocalTilesheetExtensions = { ".png", ".xnb" }; /********* ** Public methods *********/ /// Construct an instance. /// A name for the mod manager. Not guaranteed to be unique. /// The game content manager used for map tilesheets not provided by the mod. /// The service provider to use to locate services. /// The mod display name to show in errors. /// 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. /// Encapsulates SMAPI's JSON file parsing. /// A callback to invoke when the content manager is being disposed. /// Whether to enable more aggressive memory optimizations. public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onDisposing, bool aggressiveMemoryOptimizations) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations) { this.GameContentManager = gameContentManager; this.JsonHelper = jsonHelper; this.ModName = modName; } /// public override T Load(string assetName) { return this.Load(assetName, this.DefaultLanguage, useCache: false); } /// public override T Load(string assetName, LanguageCode language) { return this.Load(assetName, language, useCache: false); } /// public override T Load(string assetName, LanguageCode language, bool useCache) { assetName = this.AssertAndNormalizeAssetName(assetName); // disable caching // This is necessary to avoid assets being shared between content managers, which can // cause changes to an asset through one content manager affecting the same asset in // others (or even fresh content managers). See https://www.patreon.com/posts/27247161 // for more background info. if (useCache) throw new InvalidOperationException("Mod content managers don't support asset caching."); // disable language handling // Mod files don't support automatic translation logic, so this should never happen. if (language != this.DefaultLanguage) throw new InvalidOperationException("Localized assets aren't supported by the mod content manager."); // resolve managed asset key { if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath)) { if (contentManagerID != this.Name) throw new SContentLoadException($"Can't load managed asset key '{assetName}' through content manager '{this.Name}' for a different mod."); assetName = relativePath; } } // get local asset SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}"); T asset; try { // get file FileInfo file = this.GetModFile(assetName); if (!file.Exists) throw GetContentError("the specified path doesn't exist."); // load content switch (file.Extension.ToLower()) { // XNB file case ".xnb": { asset = this.RawLoad(assetName, useCache: false); if (asset is Map map) { map.assetPath = assetName; this.FixTilesheetPaths(map, relativeMapPath: assetName, fixEagerPathPrefixes: true); } } break; // unpacked data case ".json": { if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out asset)) throw GetContentError("the JSON file is invalid."); // should never happen since we check for file existence above } break; // unpacked image case ".png": { // validate if (typeof(T) != typeof(Texture2D)) throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); // fetch & cache using FileStream stream = File.OpenRead(file.FullName); Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); texture = this.PremultiplyTransparency(texture); asset = (T)(object)texture; } break; // unpacked map case ".tbin": case ".tmx": { // validate if (typeof(T) != typeof(Map)) throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'."); // fetch & cache FormatManager formatManager = FormatManager.Instance; Map map = formatManager.LoadMap(file.FullName); map.assetPath = assetName; this.FixTilesheetPaths(map, relativeMapPath: assetName, fixEagerPathPrefixes: false); asset = (T)(object)map; } break; default: throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.json', '.png', '.tbin', or '.xnb'."); } } catch (Exception ex) when (!(ex is SContentLoadException)) { if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib") throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher."); throw new SContentLoadException($"The content manager failed loading content asset '{assetName}' from {this.Name}.", ex); } // track & return asset this.TrackAsset(assetName, asset, language, useCache); return asset; } /// public override LocalizedContentManager CreateTemporary() { throw new NotSupportedException("Can't create a temporary mod content manager."); } /// Get the underlying key in the game's content cache for an asset. This does not validate whether the asset exists. /// The local path to a content file relative to the mod folder. /// The is empty or contains invalid characters. public string GetInternalAssetKey(string key) { FileInfo file = this.GetModFile(key); string relativePath = PathUtilities.GetRelativePath(this.RootDirectory, file.FullName); return Path.Combine(this.Name, relativePath); } /********* ** Private methods *********/ /// protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language) { return this.Cache.ContainsKey(normalizedAssetName); } /// Get a file from the mod folder. /// The asset path relative to the content folder. private FileInfo GetModFile(string path) { // try exact match FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path)); // try with default extension if (!file.Exists && file.Extension == string.Empty) { foreach (string extension in this.LocalTilesheetExtensions) { FileInfo result = new FileInfo(file.FullName + extension); if (result.Exists) { file = result; break; } } } return file; } /// Premultiply a texture's alpha values to avoid transparency issues in the game. /// The texture to premultiply. /// Returns a premultiplied texture. /// Based on code by David Gouveia. private Texture2D PremultiplyTransparency(Texture2D texture) { // premultiply pixels Color[] data = new Color[texture.Width * texture.Height]; texture.GetData(data); for (int i = 0; i < data.Length; i++) { var pixel = data[i]; if (pixel.A == byte.MinValue || pixel.A == byte.MaxValue) continue; // no need to change fully transparent/opaque pixels data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4()) } texture.SetData(data); return texture; } /// Fix custom map tilesheet paths so they can be found by the content manager. /// The map whose tilesheets to fix. /// The relative map path within the mod folder. /// Whether to undo the game's eager tilesheet path prefixing for maps loaded from an .xnb file, which incorrectly prefixes tilesheet paths with the map's local asset key folder. /// A map tilesheet couldn't be resolved. private void FixTilesheetPaths(Map map, string relativeMapPath, bool fixEagerPathPrefixes) { // get map info relativeMapPath = this.AssertAndNormalizeAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder // fix tilesheets this.Monitor.VerboseLog($"Fixing tilesheet paths for map '{relativeMapPath}' from mod '{this.ModName}'..."); foreach (TileSheet tilesheet in map.TileSheets) { // get image source tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource); string imageSource = tilesheet.ImageSource; // reverse incorrect eager tilesheet path prefixing if (fixEagerPathPrefixes && relativeMapFolder.Length > 0 && imageSource.StartsWith(relativeMapFolder)) imageSource = imageSource.Substring(relativeMapFolder.Length + 1); // validate tilesheet path string errorPrefix = $"{this.ModName} loaded map '{relativeMapPath}' with invalid tilesheet path '{imageSource}'."; if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains("..")) throw new SContentLoadException($"{errorPrefix} Tilesheet paths must be a relative path without directory climbing (../)."); // load best match try { if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out string assetName, out string error)) throw new SContentLoadException($"{errorPrefix} {error}"); if (assetName != tilesheet.ImageSource) this.Monitor.VerboseLog($" Mapped tilesheet '{tilesheet.ImageSource}' to '{assetName}'."); tilesheet.ImageSource = assetName; } catch (Exception ex) when (!(ex is SContentLoadException)) { throw new SContentLoadException($"{errorPrefix} The tilesheet couldn't be loaded.", ex); } } } /// Get the actual asset name for a tilesheet. /// The folder path containing the map, relative to the mod folder. /// The tilesheet path to load. /// The found asset name. /// A message indicating why the file couldn't be loaded. /// Returns whether the asset name was found. /// See remarks on . private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string relativePath, out string assetName, out string error) { assetName = null; error = null; // nothing to do if (string.IsNullOrWhiteSpace(relativePath)) { assetName = relativePath; return true; } // special case: local filenames starting with a dot should be ignored // For example, this lets mod authors have a '.spring_town.png' file in their map folder so it can be // opened in Tiled, while still mapping it to the vanilla 'Maps/spring_town' asset at runtime. { string filename = Path.GetFileName(relativePath); if (filename.StartsWith(".")) relativePath = Path.Combine(Path.GetDirectoryName(relativePath) ?? "", filename.TrimStart('.')); } // get relative to map file { string localKey = Path.Combine(modRelativeMapFolder, relativePath); if (this.GetModFile(localKey).Exists) { assetName = this.GetInternalAssetKey(localKey); return true; } } // get from game assets string contentKey = this.GetContentKeyForTilesheetImageSource(relativePath); try { this.GameContentManager.Load(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset assetName = contentKey; return true; } catch { // ignore file-not-found errors // TODO: while it's useful to suppress an asset-not-found error here to avoid // confusion, this is a pretty naive approach. Even if the file doesn't exist, // the file may have been loaded through an IAssetLoader which failed. So even // if the content file doesn't exist, that doesn't mean the error here is a // content-not-found error. Unfortunately XNA doesn't provide a good way to // detect the error type. if (this.GetContentFolderFileExists(contentKey)) throw; } // not found error = "The tilesheet couldn't be found relative to either map file or the game's content folder."; return false; } /// Get whether a file from the game's content folder exists. /// The asset key. private bool GetContentFolderFileExists(string key) { // get file path string path = Path.Combine(this.GameContentManager.FullRootDirectory, key); if (!path.EndsWith(".xnb")) path += ".xnb"; // get file return new FileInfo(path).Exists; } /// Get the asset key for a tilesheet in the game's Maps content folder. /// The tilesheet image source. private string GetContentKeyForTilesheetImageSource(string relativePath) { string key = relativePath; string topFolder = PathUtilities.GetSegments(key, limit: 2)[0]; // convert image source relative to map file into asset key if (!topFolder.Equals("Maps", StringComparison.OrdinalIgnoreCase)) key = Path.Combine("Maps", key); // remove file extension from unpacked file if (key.EndsWith(".png", StringComparison.OrdinalIgnoreCase)) key = key.Substring(0, key.Length - 4); return key; } } }