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 { /// Provides an API for loading content assets. [Obsolete] internal class ContentHelper : BaseHelper, IContentHelper { /********* ** Fields *********/ /// SMAPI's core content logic. private readonly ContentCoordinator ContentCore; /// A content manager for this mod which manages files from the game's Content folder. private readonly IContentManager GameContentManager; /// A content manager for this mod which manages files from the mod's folder. private readonly ModContentManager ModContentManager; /// The friendly mod name for use in errors. private readonly string ModName; /// Encapsulates monitoring and logging. private readonly IMonitor Monitor; /********* ** Accessors *********/ /// public string CurrentLocale => this.GameContentManager.GetLocale(); /// public LocalizedContentManager.LanguageCode CurrentLocaleConstant => this.GameContentManager.Language; /// The observable implementation of . internal ObservableCollection ObservableAssetEditors { get; } = new(); /// The observable implementation of . internal ObservableCollection ObservableAssetLoaders { get; } = new(); /// public IList AssetLoaders { get { SCore.DeprecationManager.Warn( source: this.ModName, nounPhrase: $"{nameof(IContentHelper)}.{nameof(IContentHelper.AssetLoaders)}", version: "3.14.0", severity: DeprecationLevel.Notice ); return this.ObservableAssetLoaders; } } /// public IList AssetEditors { get { SCore.DeprecationManager.Warn( source: this.ModName, nounPhrase: $"{nameof(IContentHelper)}.{nameof(IContentHelper.AssetEditors)}", version: "3.14.0", severity: DeprecationLevel.Notice ); return this.ObservableAssetEditors; } } /********* ** Public methods *********/ /// Construct an instance. /// SMAPI's core content logic. /// The absolute path to the mod folder. /// The unique ID of the relevant mod. /// The friendly mod name for use in errors. /// Encapsulates monitoring and logging. public ContentHelper(ContentCoordinator contentCore, string modFolderPath, string modID, string modName, IMonitor monitor) : base(modID) { string managedAssetPrefix = contentCore.GetManagedAssetPrefix(modID); this.ContentCore = contentCore; this.GameContentManager = contentCore.CreateGameContentManager(managedAssetPrefix + ".content"); this.ModContentManager = contentCore.CreateModContentManager(managedAssetPrefix, modName, modFolderPath, this.GameContentManager); this.ModName = modName; this.Monitor = monitor; } /// public T Load(string key, ContentSource source = ContentSource.ModFolder) { IAssetName assetName = this.ContentCore.ParseAssetName(key, allowLocales: source == ContentSource.GameContent); try { this.AssertAndNormalizeAssetName(key); switch (source) { case ContentSource.GameContent: return this.GameContentManager.LoadLocalized(assetName, this.CurrentLocaleConstant, useCache: false); case ContentSource.ModFolder: return this.ModContentManager.LoadExact(assetName, useCache: false); default: throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: unknown content source '{source}'."); } } catch (Exception ex) when (!(ex is SContentLoadException)) { throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}.", ex); } } /// [Pure] public string NormalizeAssetName(string assetName) { return this.ModContentManager.AssertAndNormalizeAssetName(assetName); } /// public string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder) { switch (source) { case ContentSource.GameContent: return this.GameContentManager.AssertAndNormalizeAssetName(key); case ContentSource.ModFolder: return this.ModContentManager.GetInternalAssetKey(key).Name; default: throw new NotSupportedException($"Unknown content source '{source}'."); } } /// public bool InvalidateCache(string key) { string actualKey = this.GetActualAssetKey(key, ContentSource.GameContent); this.Monitor.Log($"Requested cache invalidation for '{actualKey}'."); return this.ContentCore.InvalidateCache(asset => asset.Name.IsEquivalentTo(actualKey)).Any(); } /// public bool InvalidateCache() { this.Monitor.Log($"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(); } /// public bool InvalidateCache(Func predicate) { this.Monitor.Log("Requested cache invalidation for all assets matching a predicate."); return this.ContentCore.InvalidateCache(predicate).Any(); } /// public IAssetData GetPatchHelper(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, this.ContentCore.ParseAssetName(assetName, allowLocales: true/* no way to know if it's a game or mod asset here*/), data, this.NormalizeAssetName); } /********* ** Private methods *********/ /// Assert that the given key has a valid format. /// The asset key to check. /// The asset key is empty or contains invalid characters. [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."); } } }