using System; using System.Buffers; using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.Globalization; using System.IO; using System.Linq; using System.Runtime.CompilerServices; using BmFont; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using SkiaSharp; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; using StardewModdingAPI.Toolkit.Utilities.PathLookups; 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 sealed class ModContentManager : BaseContentManager { /********* ** Fields *********/ /// Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU. private readonly bool UseRawImageLoading; /// 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 lookup for files within the . private readonly IFileLookup FileLookup; /// If a map tilesheet's image source has no file extensions, the file extensions to check for in the local mod folder. private static readonly string[] LocalTilesheetExtensions = { ".png", ".xnb" }; /********* ** Accessors *********/ #if SMAPI_DEPRECATED /// Whether to enable legacy compatibility mode for PyTK scale-up textures. internal static bool EnablePyTkLegacyMode; #endif /********* ** 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. /// A lookup for files within the . /// Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU. public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onDisposing, IFileLookup fileLookup, bool useRawImageLoading) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true) { this.GameContentManager = gameContentManager; this.FileLookup = fileLookup; this.JsonHelper = jsonHelper; this.ModName = modName; this.UseRawImageLoading = useRawImageLoading; 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) this.ThrowLoadError(assetName, ContentLoadErrorType.AccessDenied, "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) this.ThrowLoadError(assetName, ContentLoadErrorType.AssetDoesNotExist, "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) { if (ex is SContentLoadException) throw; this.ThrowLoadError(assetName, ContentLoadErrorType.Other, "an unexpected error occurred.", ex); return default; } // track & return asset this.TrackAsset(assetName, asset, useCache: false); return asset; } /// [Obsolete($"Temporary {nameof(ModContentManager)}s are unsupported")] 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) { string internalKey = Path.Combine(this.Name, PathUtilities.NormalizeAssetName(key)); 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) { this.AssertValidType(assetName, file, typeof(XmlSource)); 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)) this.ThrowLoadError(assetName, ContentLoadErrorType.InvalidData, "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 (.png). /// 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) { this.AssertValidType(assetName, file, typeof(Texture2D), typeof(IRawTextureData)); bool expectsRawData = typeof(T).IsAssignableTo(typeof(IRawTextureData)); bool asRawData = expectsRawData || this.UseRawImageLoading; #if SMAPI_DEPRECATED // disable raw data if PyTK will rescale the image (until it supports raw data) if (asRawData && !expectsRawData) { if (ModContentManager.EnablePyTkLegacyMode) { // PyTK intercepts Texture2D file loads to rescale them (e.g. for HD portraits), // but doesn't support IRawTextureData loads yet. We can't just check if the // current file has a '.pytk.json' rescale file though, since PyTK may still // rescale it if the original asset or another edit gets rescaled. asRawData = false; this.Monitor.LogOnce("Enabled compatibility mode for PyTK 1.23.* or earlier. This won't cause any issues, but may impact performance. This will no longer be supported in the upcoming SMAPI 4.0.0.", LogLevel.Warn); } } #endif // load if (asRawData) { IRawTextureData raw = this.LoadRawImageData(file, expectsRawData); if (expectsRawData) return (T)raw; else { Texture2D texture = new(Game1.graphics.GraphicsDevice, raw.Width, raw.Height); texture.SetData(raw.Data); return (T)(object)texture; } } else { using FileStream stream = File.OpenRead(file.FullName); Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); texture = this.PremultiplyTransparency(texture); return (T)(object)texture; } } /// Load the raw image data from a file on disk. /// The file whose data to load. /// Whether the data is being loaded for an (true) or (false) instance. /// This is separate to let framework mods intercept the data before it's loaded, if needed. [SuppressMessage("ReSharper", "UnusedParameter.Local", Justification = "The 'forRawData' parameter is only added for mods which may intercept this method.")] [SuppressMessage("Style", "IDE0060:Remove unused parameter", Justification = "The 'forRawData' parameter is only added for mods which may intercept this method.")] private IRawTextureData LoadRawImageData(FileInfo file, bool forRawData) { // load raw data int width; int height; SKPMColor[] rawPixels; { using FileStream stream = File.OpenRead(file.FullName); using SKBitmap bitmap = SKBitmap.Decode(stream); if (bitmap is null) throw new InvalidDataException($"Failed to load {file.FullName}. This doesn't seem to be a valid PNG image."); rawPixels = SKPMColor.PreMultiply(bitmap.Pixels); width = bitmap.Width; height = bitmap.Height; } // convert to XNA pixel format var pixels = GC.AllocateUninitializedArray(rawPixels.Length); for (int i = 0; i < pixels.Length; i++) { SKPMColor pixel = rawPixels[i]; pixels[i] = pixel.Alpha == 0 ? Color.Transparent : new Color(r: pixel.Red, g: pixel.Green, b: pixel.Blue, alpha: pixel.Alpha); } return new RawTextureData(width, height, pixels); } /// 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) { this.AssertValidType(assetName, file, typeof(Map)); 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) { if (typeof(IRawTextureData).IsAssignableFrom(typeof(T))) this.ThrowLoadError(assetName, ContentLoadErrorType.Other, $"can't read XNB file as type {typeof(IRawTextureData)}; that type can only be read from a PNG file."); // 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) { this.ThrowLoadError(assetName, ContentLoadErrorType.InvalidName, $"unknown file extension '{file.Extension}'; must be one of '.fnt', '.json', '.png', '.tbin', '.tmx', or '.xnb'."); return default; } /// Assert that the asset type is compatible with one of the allowed types. /// The actual asset type. /// The asset name relative to the loader root directory. /// The file being loaded. /// The allowed asset types. /// The is not compatible with any of the . private void AssertValidType(IAssetName assetName, FileInfo file, params Type[] validTypes) { if (!validTypes.Any(validType => validType.IsAssignableFrom(typeof(TAsset)))) this.ThrowLoadError(assetName, ContentLoadErrorType.InvalidData, $"can't read file with extension '{file.Extension}' as type '{typeof(TAsset)}'; must be type '{string.Join("' or '", validTypes.Select(p => p.FullName))}'."); } /// Throws an error which indicates that an asset couldn't be loaded. /// Why loading an asset through the content pipeline failed. /// The asset name that failed to load. /// The reason the file couldn't be loaded. /// The underlying exception, if applicable. [DoesNotReturn] [DebuggerStepThrough, DebuggerHidden] [MethodImpl(MethodImplOptions.NoInlining)] #if NET6_0_OR_GREATER [StackTraceHidden] #endif private void ThrowLoadError(IAssetName assetName, ContentLoadErrorType errorType, string reasonPhrase, Exception? exception = null) { throw new SContentLoadException(errorType, $"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}", exception); } /// Get a file from the mod folder. /// The expected asset type. /// The asset path relative to the content folder. private FileInfo GetModFile(string path) { // get exact file FileInfo file = this.FileLookup.GetFile(path); // try with default image extensions if (!file.Exists && typeof(Texture2D).IsAssignableFrom(typeof(T)) && !ModContentManager.LocalTilesheetExtensions.Contains(file.Extension, StringComparer.OrdinalIgnoreCase)) { foreach (string extension in ModContentManager.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 int count = texture.Width * texture.Height; Color[] data = ArrayPool.Shared.Rent(count); texture.GetData(data, 0, count); bool changed = false; for (int i = 0; i < count; i++) { ref Color pixel = ref 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, 0, count); // return ArrayPool.Shared.Return(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[(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(ContentLoadErrorType.InvalidData, $"{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(ContentLoadErrorType.InvalidData, $"{errorPrefix} {error}"); if (assetName is not null) { if (!assetName.IsEquivalentTo(tilesheet.ImageSource)) this.Monitor.VerboseLog($" Mapped tilesheet '{tilesheet.ImageSource}' to '{assetName}'."); tilesheet.ImageSource = assetName.Name; } } catch (Exception ex) { if (ex is SContentLoadException) throw; throw new SContentLoadException(ContentLoadErrorType.InvalidData, $"{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) { 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 AssetName 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 assetName = null; 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", StringComparison.OrdinalIgnoreCase)) path += ".xnb"; // get file return File.Exists(path); } /// 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[..^4]; return key; } } }