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.Deprecations; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewValley; namespace StardewModdingAPI.Framework.ModHelpers { /// <summary>Provides an API for loading content assets.</summary> [Obsolete($"Use {nameof(IMod.Helper)}.{nameof(IModHelper.GameContent)} or {nameof(IMod.Helper)}.{nameof(IModHelper.ModContent)} instead. This interface will be removed in SMAPI 4.0.0.")] 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>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; /// <summary>Simplifies access to private code.</summary> private readonly Reflector Reflection; /********* ** 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(); /// <summary>The observable implementation of <see cref="AssetLoaders"/>.</summary> internal ObservableCollection<IAssetLoader> ObservableAssetLoaders { get; } = new(); /// <inheritdoc /> public IList<IAssetLoader> AssetLoaders { get { SCore.DeprecationManager.Warn( source: this.Mod, nounPhrase: $"{nameof(IContentHelper)}.{nameof(IContentHelper.AssetLoaders)}", version: "3.14.0", severity: DeprecationLevel.Notice ); return this.ObservableAssetLoaders; } } /// <inheritdoc /> public IList<IAssetEditor> AssetEditors { get { SCore.DeprecationManager.Warn( source: this.Mod, nounPhrase: $"{nameof(IContentHelper)}.{nameof(IContentHelper.AssetEditors)}", version: "3.14.0", severity: DeprecationLevel.Notice ); return 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="mod">The mod using this instance.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="reflection">Simplifies access to private code.</param> public ContentHelper(ContentCoordinator contentCore, string modFolderPath, IModMetadata mod, IMonitor monitor, Reflector reflection) : base(mod) { string managedAssetPrefix = contentCore.GetManagedAssetPrefix(mod.Manifest.UniqueID); this.ContentCore = contentCore; this.GameContentManager = contentCore.CreateGameContentManager(managedAssetPrefix + ".content"); this.ModContentManager = contentCore.CreateModContentManager(managedAssetPrefix, this.Mod.DisplayName, modFolderPath, this.GameContentManager); this.Monitor = monitor; this.Reflection = reflection; } /// <inheritdoc /> public T Load<T>(string key, ContentSource source = ContentSource.ModFolder) where T : notnull { IAssetName assetName = this.ContentCore.ParseAssetName(key, allowLocales: source == ContentSource.GameContent); try { this.AssertAndNormalizeAssetName(key); switch (source) { case ContentSource.GameContent: if (assetName.Name.EndsWith(".xnb", StringComparison.OrdinalIgnoreCase)) { assetName = this.ContentCore.ParseAssetName(assetName.Name[..^4], allowLocales: true); SCore.DeprecationManager.Warn( this.Mod, "loading assets from the Content folder with a .xnb file extension", "3.14.0", DeprecationLevel.Notice ); } return this.GameContentManager.LoadLocalized<T>(assetName, this.CurrentLocaleConstant, useCache: false); case ContentSource.ModFolder: try { return this.ModContentManager.LoadExact<T>(assetName, useCache: false); } catch (SContentLoadException ex) when (ex.ErrorType == ContentLoadErrorType.AssetDoesNotExist) { // legacy behavior: you can load a .xnb file without the file extension try { IAssetName newName = this.ContentCore.ParseAssetName(assetName.Name + ".xnb", allowLocales: false); if (this.ModContentManager.DoesAssetExist<T>(newName)) { T data = this.ModContentManager.LoadExact<T>(newName, useCache: false); SCore.DeprecationManager.Warn( this.Mod, "loading XNB files from the mod folder without the .xnb file extension", "3.14.0", DeprecationLevel.Notice ); return data; } } catch { /* legacy behavior failed, rethrow original error */ } throw; } default: throw new SContentLoadException(ContentLoadErrorType.Other, $"{this.Mod.DisplayName} failed loading content asset '{key}' from {source}: unknown content source '{source}'."); } } catch (Exception ex) when (ex is not SContentLoadException) { throw new SContentLoadException(ContentLoadErrorType.Other, $"{this.Mod.DisplayName} failed loading content asset '{key}' from {source}.", ex); } } /// <inheritdoc /> [Pure] public string NormalizeAssetName(string? assetName) { return this.ModContentManager.AssertAndNormalizeAssetName(assetName); } /// <inheritdoc /> public string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder) { switch (source) { case ContentSource.GameContent: return this.GameContentManager.AssertAndNormalizeAssetName(key); case ContentSource.ModFolder: return this.ModContentManager.GetInternalAssetKey(key).Name; default: throw new NotSupportedException($"Unknown content source '{source}'."); } } /// <inheritdoc /> public bool InvalidateCache(string key) { string actualKey = this.GetActualAssetKey(key, ContentSource.GameContent); this.Monitor.Log($"Requested cache invalidation for '{actualKey}'."); return this.ContentCore.InvalidateCache(asset => asset.Name.IsEquivalentTo(actualKey)).Any(); } /// <inheritdoc /> public bool InvalidateCache<T>() where T : notnull { this.Monitor.Log($"Requested cache invalidation for all assets of type {typeof(T)}. This is an expensive operation and should be avoided if possible."); return this.ContentCore.InvalidateCache((_, _, 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."); return this.ContentCore.InvalidateCache(predicate).Any(); } /// <inheritdoc /> public IAssetData GetPatchHelper<T>(T data, string? assetName = null) where T : notnull { 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( locale: this.CurrentLocale, assetName: this.ContentCore.ParseAssetName(assetName, allowLocales: true/* no way to know if it's a game or mod asset here*/), data: data, getNormalizedPath: this.NormalizeAssetName, reflection: this.Reflection ); } /********* ** 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."); } } }