#nullable disable using System; using System.Globalization; using System.IO; using System.Linq; using BmFont; 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.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; /// A case-insensitive lookup of relative paths within the . private readonly CaseInsensitivePathCache RelativePathCache; /// 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. /// A case-insensitive lookup of relative paths within the . 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, CaseInsensitivePathCache relativePathCache) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations) { this.GameContentManager = gameContentManager; this.RelativePathCache = relativePathCache; this.JsonHelper = jsonHelper; this.ModName = modName; this.TryLocalizeKeys = false; } /// public override bool DoesAssetExist(IAssetName assetName) { if (base.DoesAssetExist(assetName)) return true; FileInfo file = this.GetModFile(assetName.Name); return file.Exists; } /// public override T LoadExact(IAssetName assetName, bool useCache) { // 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."); // resolve managed asset key { if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath)) { if (contentManagerID != this.Name) throw this.GetLoadError(assetName, "can't load a different mod's managed asset key through this mod content manager."); assetName = relativePath; } } // get local asset T asset; try { // get file FileInfo file = this.GetModFile(assetName.Name); if (!file.Exists) throw this.GetLoadError(assetName, "the specified path doesn't exist."); // load content asset = file.Extension.ToLower() switch { ".fnt" => this.LoadFont(assetName, file), ".json" => this.LoadDataFile(assetName, file), ".png" => this.LoadImageFile(assetName, file), ".tbin" or ".tmx" => this.LoadMapFile(assetName, file), ".xnb" => this.LoadXnbFile(assetName), _ => this.HandleUnknownFileType(assetName, file) }; } catch (Exception ex) when (ex is not SContentLoadException) { throw this.GetLoadError(assetName, "an unexpected occurred.", ex); } // track & return asset this.TrackAsset(assetName, asset, useCache: false); 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 IAssetName GetInternalAssetKey(string key) { FileInfo file = this.GetModFile(key); string relativePath = Path.GetRelativePath(this.RootDirectory, file.FullName); string internalKey = Path.Combine(this.Name, relativePath); return this.Coordinator.ParseAssetName(internalKey, allowLocales: false); } /********* ** Private methods *********/ /// Load an unpacked font file (.fnt). /// The type of asset to load. /// The asset name relative to the loader root directory. /// The file to load. private T LoadFont(IAssetName assetName, FileInfo file) { // validate if (!typeof(T).IsAssignableFrom(typeof(XmlSource))) throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(XmlSource)}'."); // load string source = File.ReadAllText(file.FullName); return (T)(object)new XmlSource(source); } /// Load an unpacked data file (.json). /// The type of asset to load. /// The asset name relative to the loader root directory. /// The file to load. private T LoadDataFile(IAssetName assetName, FileInfo file) { if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T asset)) throw this.GetLoadError(assetName, "the JSON file is invalid."); // should never happen since we check for file existence before calling this method return asset; } /// Load an unpacked image file (.json). /// The type of asset to load. /// The asset name relative to the loader root directory. /// The file to load. private T LoadImageFile(IAssetName assetName, FileInfo file) { // validate if (typeof(T) != typeof(Texture2D)) throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); // load using FileStream stream = File.OpenRead(file.FullName); Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); texture = this.PremultiplyTransparency(texture); return (T)(object)texture; } /// Load an unpacked image file (.tbin or .tmx). /// The type of asset to load. /// The asset name relative to the loader root directory. /// The file to load. private T LoadMapFile(IAssetName assetName, FileInfo file) { // validate if (typeof(T) != typeof(Map)) throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'."); // load FormatManager formatManager = FormatManager.Instance; Map map = formatManager.LoadMap(file.FullName); map.assetPath = assetName.Name; this.FixTilesheetPaths(map, relativeMapPath: assetName.Name, fixEagerPathPrefixes: false); return (T)(object)map; } /// Load a packed file (.xnb). /// The type of asset to load. /// The asset name relative to the loader root directory. private T LoadXnbFile(IAssetName assetName) { // the underlying content manager adds a .xnb extension implicitly, so // we need to strip it here to avoid trying to load a '.xnb.xnb' file. IAssetName loadName = assetName.Name.EndsWith(".xnb", StringComparison.OrdinalIgnoreCase) ? this.Coordinator.ParseAssetName(assetName.Name[..^".xnb".Length], allowLocales: false) : assetName; // load asset T asset = this.RawLoad(loadName, useCache: false); if (asset is Map map) { map.assetPath = loadName.Name; this.FixTilesheetPaths(map, relativeMapPath: loadName.Name, fixEagerPathPrefixes: true); } return asset; } /// Handle a request to load a file type that isn't supported by SMAPI. /// The expected file type. /// The asset name relative to the loader root directory. /// The file to load. private T HandleUnknownFileType(IAssetName assetName, FileInfo file) { throw this.GetLoadError(assetName, $"unknown file extension '{file.Extension}'; must be one of '.fnt', '.json', '.png', '.tbin', '.tmx', or '.xnb'."); } /// Get an error which indicates that an asset couldn't be loaded. /// The asset name that failed to load. /// The reason the file couldn't be loaded. /// The underlying exception, if applicable. private SContentLoadException GetLoadError(IAssetName assetName, string reasonPhrase, Exception exception = null) { return new($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}", exception); } /// Get a file from the mod folder. /// The asset path relative to the content folder. private FileInfo GetModFile(string path) { // map to case-insensitive path if needed path = this.RelativePathCache.GetFilePath(path); // try exact match FileInfo file = new(Path.Combine(this.FullRootDirectory, path)); // try with default extension if (!file.Exists) { foreach (string extension in this.LocalTilesheetExtensions) { FileInfo result = new(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); bool changed = false; for (int i = 0; i < data.Length; i++) { Color pixel = data[i]; if (pixel.A is (byte.MinValue or 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()) changed = true; } if (changed) 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 IAssetName assetName, out string error)) throw new SContentLoadException($"{errorPrefix} {error}"); if (!assetName.IsEquivalentTo(tilesheet.ImageSource)) this.Monitor.VerboseLog($" Mapped tilesheet '{tilesheet.ImageSource}' to '{assetName}'."); tilesheet.ImageSource = assetName.Name; } catch (Exception ex) when (ex is not 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 IAssetName assetName, out string error) { assetName = null; error = null; // nothing to do if (string.IsNullOrWhiteSpace(relativePath)) { assetName = null; 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 IAssetName contentKey = this.Coordinator.ParseAssetName(this.GetContentKeyForTilesheetImageSource(relativePath), allowLocales: false); try { this.GameContentManager.LoadLocalized(contentKey, this.GameContentManager.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.Name)) 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; } } }