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.Serialisation;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
using xTile;
using xTile.Format;
using xTile.ObjectModel;
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 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 const LanguageCode NoLanguage = LanguageCode.en;
/*********
** 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 root directory to search for content.
/// The current culture for which to localise 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.
public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onDisposing)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true)
{
this.GameContentManager = gameContentManager;
this.JsonHelper = jsonHelper;
}
/// Load an asset that has been processed by the content pipeline.
/// The type of asset to load.
/// The asset path relative to the loader root directory, not including the .xnb extension.
public override T Load(string assetName)
{
return this.Load(assetName, ModContentManager.NoLanguage, useCache: false);
}
/// Load an asset that has been processed by the content pipeline.
/// The type of asset to load.
/// The asset path relative to the loader root directory, not including the .xnb extension.
/// The language code for which to load content.
public override T Load(string assetName, LanguageCode language)
{
return this.Load(assetName, language, useCache: false);
}
/// Load an asset that has been processed by the content pipeline.
/// The type of asset to load.
/// The asset path relative to the loader root directory, not including the .xnb extension.
/// The language code for which to load content.
/// Whether to read/write the loaded asset to the asset cache.
public override T Load(string assetName, LanguageCode language, bool useCache)
{
assetName = this.AssertAndNormaliseAssetName(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 != ModContentManager.NoLanguage)
throw new InvalidOperationException("Caching is not 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}");
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":
return this.RawLoad(assetName, useCache: false);
// unpacked data
case ".json":
{
if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T data))
throw GetContentError("the JSON file is invalid."); // should never happen since we check for file existence above
return data;
}
// unpacked image
case ".png":
// validate
if (typeof(T) != typeof(Texture2D))
throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// fetch & cache
using (FileStream stream = File.OpenRead(file.FullName))
{
Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
texture = this.PremultiplyTransparency(texture);
return (T)(object)texture;
}
// unpacked map
case ".tbin":
// validate
if (typeof(T) != typeof(Map))
throw GetContentError($"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);
this.FixCustomTilesheetPaths(map, relativeMapPath: assetName);
return (T)(object)map;
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);
}
}
/// Create a new content manager for temporary use.
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
*********/
/// Get whether an asset has already been loaded.
/// The normalised asset name.
protected override bool IsNormalisedKeyLoaded(string normalisedAssetName)
{
return this.Cache.ContainsKey(normalisedAssetName);
}
/// 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.ToLower() != ".xnb")
{
FileInfo result = new FileInfo(file.FullName + ".xnb");
if (result.Exists)
file = result;
}
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)
{
// Textures loaded by Texture2D.FromStream are already premultiplied on Linux/Mac, even
// though the XNA documentation explicitly says otherwise. That's a glitch in MonoGame
// fixed in newer versions, but the game uses a bundled version that will always be
// affected. See https://github.com/MonoGame/MonoGame/issues/4820 for more info.
if (Constants.TargetPlatform != GamePlatform.Windows)
return texture;
// premultiply pixels
Color[] data = new Color[texture.Width * texture.Height];
texture.GetData(data);
for (int i = 0; i < data.Length; i++)
data[i] = 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.
/// A map tilesheet couldn't be resolved.
///
/// The game's logic for tilesheets in is a bit specialised. It boils
/// down to this:
/// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded
/// as-is relative to the Content folder.
/// * Else it's loaded from Content\Maps with a seasonal prefix.
///
/// That logic doesn't work well in our case, mainly because we have no location metadata at this point.
/// Instead we use a more heuristic approach: check relative to the map file first, then relative to
/// Content\Maps, then Content. If the image source filename contains a seasonal prefix, try for a
/// seasonal variation and then an exact match.
///
/// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference.
///
private void FixCustomTilesheetPaths(Map map, string relativeMapPath)
{
// get map info
if (!map.TileSheets.Any())
return;
relativeMapPath = this.AssertAndNormaliseAssetName(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
bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null;
// fix tilesheets
foreach (TileSheet tilesheet in map.TileSheets)
{
string imageSource = tilesheet.ImageSource;
// validate tilesheet path
if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains(".."))
throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../).");
// get seasonal name (if applicable)
string seasonalImageSource = null;
if (isOutdoors && Context.IsSaveLoaded && Game1.currentSeason != null)
{
string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"The '{imageSource}' tilesheet couldn't be loaded: filename is unexpectedly null.");
bool hasSeasonalPrefix =
filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase)
|| filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase)
|| filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase)
|| filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase);
if (hasSeasonalPrefix && !filename.StartsWith(Game1.currentSeason + "_"))
{
string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename, StringComparison.CurrentCultureIgnoreCase));
seasonalImageSource = $"{dirPath}{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}";
}
}
// load best match
try
{
string key =
this.GetTilesheetAssetName(relativeMapFolder, seasonalImageSource)
?? this.GetTilesheetAssetName(relativeMapFolder, imageSource);
if (key != null)
{
tilesheet.ImageSource = key;
continue;
}
}
catch (Exception ex)
{
throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex);
}
// none found
throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.");
}
}
/// Get the actual asset name for a tilesheet.
/// The folder path containing the map, relative to the mod folder.
/// The tilesheet image source to load.
/// Returns the asset name.
/// See remarks on .
private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource)
{
if (imageSource == null)
return null;
// check relative to map file
{
string localKey = Path.Combine(modRelativeMapFolder, imageSource);
FileInfo localFile = this.GetModFile(localKey);
if (localFile.Exists)
return this.GetInternalAssetKey(localKey);
}
// check relative to content folder
{
foreach (string candidateKey in new[] { imageSource, Path.Combine("Maps", imageSource) })
{
string contentKey = candidateKey.EndsWith(".png")
? candidateKey.Substring(0, candidateKey.Length - 4)
: candidateKey;
try
{
this.GameContentManager.Load(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
return contentKey;
}
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
return null;
}
/// 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;
}
}
}