using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Diagnostics.CodeAnalysis; using System.Diagnostics.Contracts; using System.IO; using System.Linq; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.ContentManagers; using StardewModdingAPI.Framework.Exceptions; using StardewValley; namespace StardewModdingAPI.Framework.ModHelpers { /// <summary>Provides an API for loading content assets.</summary> internal class ContentHelper : BaseHelper, IContentHelper { /********* ** Fields *********/ /// <summary>SMAPI's core content logic.</summary> private readonly ContentCoordinator ContentCore; /// <summary>A content manager for this mod which manages files from the game's Content folder.</summary> private readonly IContentManager GameContentManager; /// <summary>A content manager for this mod which manages files from the mod's folder.</summary> private readonly ModContentManager ModContentManager; /// <summary>The friendly mod name for use in errors.</summary> private readonly string ModName; /// <summary>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; /********* ** Accessors *********/ /// <inheritdoc /> public string CurrentLocale => this.GameContentManager.GetLocale(); /// <inheritdoc /> public LocalizedContentManager.LanguageCode CurrentLocaleConstant => this.GameContentManager.Language; /// <summary>The observable implementation of <see cref="AssetEditors"/>.</summary> internal ObservableCollection<IAssetEditor> ObservableAssetEditors { get; } = new ObservableCollection<IAssetEditor>(); /// <summary>The observable implementation of <see cref="AssetLoaders"/>.</summary> internal ObservableCollection<IAssetLoader> ObservableAssetLoaders { get; } = new ObservableCollection<IAssetLoader>(); /// <inheritdoc /> public IList<IAssetLoader> AssetLoaders => this.ObservableAssetLoaders; /// <inheritdoc /> public IList<IAssetEditor> AssetEditors => this.ObservableAssetEditors; /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="contentCore">SMAPI's core content logic.</param> /// <param name="modFolderPath">The absolute path to the mod folder.</param> /// <param name="modID">The unique ID of the relevant mod.</param> /// <param name="modName">The friendly mod name for use in errors.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> public ContentHelper(ContentCoordinator contentCore, string modFolderPath, string modID, string modName, IMonitor monitor) : base(modID) { string managedAssetPrefix = contentCore.GetManagedAssetPrefix(modID); this.ContentCore = contentCore; this.GameContentManager = contentCore.CreateGameContentManager(managedAssetPrefix + ".content"); this.ModContentManager = contentCore.CreateModContentManager(managedAssetPrefix, modName, modFolderPath, this.GameContentManager); this.ModName = modName; this.Monitor = monitor; } /// <inheritdoc /> public T Load<T>(string key, ContentSource source = ContentSource.ModFolder) { try { this.AssertAndNormalizeAssetName(key); switch (source) { case ContentSource.GameContent: return this.GameContentManager.Load<T>(key, this.CurrentLocaleConstant, useCache: false); case ContentSource.ModFolder: return this.ModContentManager.Load<T>(key, Constants.DefaultLanguage, useCache: false); default: throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: unknown content source '{source}'."); } } catch (Exception ex) when (!(ex is SContentLoadException)) { throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}.", ex); } } /// <inheritdoc /> [Pure] public string NormalizeAssetName(string assetName) { return this.ModContentManager.AssertAndNormalizeAssetName(assetName); } /// <inheritdoc /> public string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder) { switch (source) { case ContentSource.GameContent: return this.GameContentManager.AssertAndNormalizeAssetName(key); case ContentSource.ModFolder: return this.ModContentManager.GetInternalAssetKey(key); default: throw new NotSupportedException($"Unknown content source '{source}'."); } } /// <inheritdoc /> public bool InvalidateCache(string key) { string actualKey = this.GetActualAssetKey(key, ContentSource.GameContent); this.Monitor.Log($"Requested cache invalidation for '{actualKey}'.", LogLevel.Trace); return this.ContentCore.InvalidateCache(asset => asset.AssetNameEquals(actualKey)).Any(); } /// <inheritdoc /> public bool InvalidateCache<T>() { this.Monitor.Log($"Requested cache invalidation for all assets of type {typeof(T)}. This is an expensive operation and should be avoided if possible.", LogLevel.Trace); return this.ContentCore.InvalidateCache((key, type) => typeof(T).IsAssignableFrom(type)).Any(); } /// <inheritdoc /> public bool InvalidateCache(Func<IAssetInfo, bool> predicate) { this.Monitor.Log("Requested cache invalidation for all assets matching a predicate.", LogLevel.Trace); return this.ContentCore.InvalidateCache(predicate).Any(); } /// <inheritdoc /> public IAssetData GetPatchHelper<T>(T data, string assetName = null) { if (data == null) throw new ArgumentNullException(nameof(data), "Can't get a patch helper for a null value."); assetName ??= $"temp/{Guid.NewGuid():N}"; return new AssetDataForObject(this.CurrentLocale, assetName, data, this.NormalizeAssetName); } /********* ** Private methods *********/ /// <summary>Assert that the given key has a valid format.</summary> /// <param name="key">The asset key to check.</param> /// <exception cref="ArgumentException">The asset key is empty or contains invalid characters.</exception> [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] private void AssertAndNormalizeAssetName(string key) { this.ModContentManager.AssertAndNormalizeAssetName(key); if (Path.IsPathRooted(key)) throw new ArgumentException("The asset key must not be an absolute path."); } } }