using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Diagnostics.Contracts; using System.Globalization; using System.IO; using System.Linq; using System.Reflection; using System.Threading; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Metadata; using StardewValley; namespace StardewModdingAPI.Framework { /// A thread-safe content manager which intercepts assets being loaded to let SMAPI mods inject or edit them. /// /// This is the centralised content manager which manages all game assets. The game and mods don't use this class /// directly; instead they use one of several instances, which proxy requests to /// this class. That ensures that when the game disposes one content manager, the others can continue unaffected. /// That notably requires this class to be thread-safe, since the content managers can be disposed asynchronously. /// /// Note that assets in the cache have two identifiers: the asset name (like "bundles") and key (like "bundles.pt-BR"). /// For English and non-translatable assets, these have the same value. The underlying cache only knows about asset /// keys, and the game and mods only know about asset names. The content manager handles resolving them. /// internal class SContentManager : LocalizedContentManager { /********* ** Properties *********/ /// The preferred directory separator chaeacter in an asset key. private static readonly string PreferredPathSeparator = Path.DirectorySeparatorChar.ToString(); /// Encapsulates monitoring and logging. private readonly IMonitor Monitor; /// The underlying asset cache. private readonly ContentCache Cache; /// The private method which generates the locale portion of an asset name. private readonly IReflectedMethod GetKeyLocale; /// The language codes used in asset keys. private readonly IDictionary KeyLocales; /// Provides metadata for core game assets. private readonly CoreAssets CoreAssets; /// The assets currently being intercepted by instances. This is used to prevent infinite loops when a loader loads a new asset. private readonly ContextHash AssetsBeingLoaded = new ContextHash(); /// A lookup of the content managers which loaded each asset. private readonly IDictionary> ContentManagersByAssetKey = new Dictionary>(); /// The path prefix for assets in mod folders. private readonly string ModContentPrefix; /// A lock used to prevents concurrent changes to the cache while data is being read. private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion); /********* ** Accessors *********/ /// Interceptors which provide the initial versions of matching assets. internal IDictionary> Loaders { get; } = new Dictionary>(); /// Interceptors which edit matching assets after they're loaded. internal IDictionary> Editors { get; } = new Dictionary>(); /// The possible directory separator characters in an asset key. internal static readonly char[] PossiblePathSeparators = new[] { '/', '\\', Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }.Distinct().ToArray(); /// The absolute path to the . internal string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); /********* ** Public methods *********/ /**** ** Constructor ****/ /// Construct an instance. /// The service provider to use to locate services. /// The root directory to search for content. /// The current culture for which to localise content. /// The current language code for which to localise content. /// Encapsulates monitoring and logging. /// Simplifies access to private code. public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection) : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride) { // init this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.Cache = new ContentCache(this, reflection, SContentManager.PossiblePathSeparators, SContentManager.PreferredPathSeparator); this.GetKeyLocale = reflection.GetMethod(this, "languageCode"); this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath); // get asset data this.CoreAssets = new CoreAssets(this.NormaliseAssetName); this.KeyLocales = this.GetKeyLocales(reflection); } /**** ** Asset key/name handling ****/ /// Normalise path separators in a file path. For asset keys, see instead. /// The file path to normalise. [Pure] public string NormalisePathSeparators(string path) { return this.Cache.NormalisePathSeparators(path); } /// Normalise an asset name so it's consistent with the underlying cache. /// The asset key. [Pure] public string NormaliseAssetName(string assetName) { return this.Cache.NormaliseKey(assetName); } /// 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.")] public void AssertValidAssetKeyFormat(string key) { if (string.IsNullOrWhiteSpace(key)) throw new ArgumentException("The asset key or local path is empty."); if (key.Intersect(Path.GetInvalidPathChars()).Any()) throw new ArgumentException("The asset key or local path contains invalid characters."); } /// Convert an absolute file path into a appropriate asset name. /// The absolute path to the file. public string GetAssetNameFromFilePath(string absolutePath) { #if SMAPI_FOR_WINDOWS // XNA doesn't allow absolute asset paths, so get a path relative to the content folder return this.GetRelativePath(absolutePath); #else // MonoGame is weird about relative paths on Mac, but allows absolute paths return absolutePath; #endif } /**** ** Content loading ****/ /// Get the current content locale. public string GetLocale() { return this.GetKeyLocale.Invoke(); } /// Get whether the content manager has already loaded and cached the given asset. /// The asset path relative to the loader root directory, not including the .xnb extension. public bool IsLoaded(string assetName) { assetName = this.Cache.NormaliseKey(assetName); return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName)); } /// Get the cached asset keys. public IEnumerable GetAssetKeys() { return this.WithReadLock(() => this.Cache.Keys .Select(this.GetAssetName) .Distinct() ); } /// Load an asset through the content pipeline. When loading a .png file, this must be called outside the game's draw loop. /// The expected asset type. /// The asset path relative to the content directory. public override T Load(string assetName) { return this.LoadFor(assetName, this); } /// Load an asset through the content pipeline. When loading a .png file, this must be called outside the game's draw loop. /// The expected asset type. /// The asset path relative to the content directory. /// The content manager instance for which to load the asset. /// The is empty or contains invalid characters. /// The content asset couldn't be loaded (e.g. because it doesn't exist). public T LoadFor(string assetName, ContentManager instance) { // normalise asset key this.AssertValidAssetKeyFormat(assetName); assetName = this.NormaliseAssetName(assetName); // load game content if (!assetName.StartsWith(this.ModContentPrefix)) return this.LoadImpl(assetName, instance); // load mod content SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}"); try { return this.WithWriteLock(() => { // try cache if (this.IsLoaded(assetName)) return this.LoadImpl(assetName, instance); // get file FileInfo file = this.GetModFile(assetName); if (!file.Exists) throw GetContentError("the specified path doesn't exist."); // load content switch (file.Extension.ToLower()) { // XNB file case ".xnb": return this.LoadImpl(assetName, instance); // unpacked map case ".tbin": throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper."); // unpacked image case ".png": // validate if (typeof(T) != typeof(Texture2D)) throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); // fetch & cache using (FileStream stream = File.OpenRead(file.FullName)) { Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); texture = this.PremultiplyTransparency(texture); this.InjectWithoutLock(assetName, texture, instance); return (T)(object)texture; } default: throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.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}'.", ex); } } /// Inject an asset into the cache. /// The type of asset to inject. /// The asset path relative to the loader root directory, not including the .xnb extension. /// The asset value. /// The content manager instance for which to load the asset. public void Inject(string assetName, T value, ContentManager instance) { this.WithWriteLock(() => this.InjectWithoutLock(assetName, value, instance)); } /**** ** Cache invalidation ****/ /// Purge assets from the cache that match one of the interceptors. /// The asset editors for which to purge matching assets. /// The asset loaders for which to purge matching assets. /// Returns whether any cache entries were invalidated. public bool InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders) { if (!editors.Any() && !loaders.Any()) return false; // get CanEdit/Load methods MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit)); MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad)); if (canEdit == null || canLoad == null) throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen // invalidate matching keys return this.InvalidateCache(asset => { // check loaders MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType); if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset }))) return true; // check editors MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType); return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset })); }); } /// Purge matched assets from the cache. /// Matches the asset keys to invalidate. /// Whether to dispose invalidated assets. This should only be true when they're being invalidated as part of a dispose, to avoid crashing the game. /// Returns whether any cache entries were invalidated. public bool InvalidateCache(Func predicate, bool dispose = false) { string locale = this.GetLocale(); return this.InvalidateCache((assetName, type) => { IAssetInfo info = new AssetInfo(locale, assetName, type, this.NormaliseAssetName); return predicate(info); }); } /// Purge matched assets from the cache. /// Matches the asset keys to invalidate. /// Whether to dispose invalidated assets. This should only be true when they're being invalidated as part of a dispose, to avoid crashing the game. /// Returns whether any cache entries were invalidated. public bool InvalidateCache(Func predicate, bool dispose = false) { return this.WithWriteLock(() => { // invalidate matching keys HashSet removeKeys = new HashSet(StringComparer.InvariantCultureIgnoreCase); HashSet removeAssetNames = new HashSet(StringComparer.InvariantCultureIgnoreCase); this.Cache.Remove((key, type) => { this.ParseCacheKey(key, out string assetName, out _); if (removeAssetNames.Contains(assetName) || predicate(assetName, type)) { removeAssetNames.Add(assetName); removeKeys.Add(key); return true; } return false; }); // update reference tracking foreach (string key in removeKeys) this.ContentManagersByAssetKey.Remove(key); // reload core game assets int reloaded = 0; foreach (string key in removeAssetNames) { if (this.CoreAssets.ReloadForKey(this, key)) reloaded++; } // report result if (removeKeys.Any()) { this.Monitor.Log($"Invalidated {removeAssetNames.Count} asset names: {string.Join(", ", removeKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); return true; } this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); return false; }); } /**** ** Disposal ****/ /// Dispose assets for the given content manager shim. /// The content manager whose assets to dispose. internal void DisposeFor(ContentManagerShim shim) { this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace); this.WithWriteLock(() => { foreach (var entry in this.ContentManagersByAssetKey) entry.Value.Remove(shim); this.InvalidateCache((key, type) => !this.ContentManagersByAssetKey[key].Any(), dispose: true); }); } /********* ** Private methods *********/ /**** ** Disposal ****/ /// Dispose held resources. /// Whether the content manager is disposing (rather than finalising). protected override void Dispose(bool disposing) { this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); base.Dispose(disposing); } /**** ** Asset name/key handling ****/ /// Get a directory or file path relative to the content root. /// The target file path. private string GetRelativePath(string targetPath) { // convert to URIs Uri from = new Uri(this.FullRootDirectory + "/"); Uri to = new Uri(targetPath + "/"); if (from.Scheme != to.Scheme) throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'."); // get relative path return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString()) .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform } /// Get the locale codes (like ja-JP) used in asset keys. /// Simplifies access to private game code. private IDictionary GetKeyLocales(Reflector reflection) { // get the private code field directly to avoid changed-code logic IReflectedField codeField = reflection.GetField(typeof(LocalizedContentManager), "_currentLangCode"); // remember previous settings LanguageCode previousCode = codeField.GetValue(); string previousOverride = this.LanguageCodeOverride; // create locale => code map IDictionary map = new Dictionary(StringComparer.InvariantCultureIgnoreCase); this.LanguageCodeOverride = null; foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode))) { codeField.SetValue(code); map[this.GetKeyLocale.Invoke()] = code; } // restore previous settings codeField.SetValue(previousCode); this.LanguageCodeOverride = previousOverride; return map; } /// Get the asset name from a cache key. /// The input cache key. private string GetAssetName(string cacheKey) { this.ParseCacheKey(cacheKey, out string assetName, out string _); return assetName; } /// Parse a cache key into its component parts. /// The input cache key. /// The original asset name. /// The asset locale code (or null if not localised). private void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) { // handle localised key if (!string.IsNullOrWhiteSpace(cacheKey)) { int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture); if (lastSepIndex >= 0) { string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); if (this.KeyLocales.ContainsKey(suffix)) { assetName = cacheKey.Substring(0, lastSepIndex); localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); return; } } } // handle simple key assetName = cacheKey; localeCode = null; } /**** ** Cache handling ****/ /// Get whether an asset has already been loaded. /// The normalised asset name. private bool IsNormalisedKeyLoaded(string normalisedAssetName) { return this.Cache.ContainsKey(normalisedAssetName) || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke()}"); // translated asset } /// Track that a content manager loaded an asset. /// The asset key that was loaded. /// The content manager that loaded the asset. private void TrackAssetLoader(string key, ContentManager manager) { if (!this.ContentManagersByAssetKey.TryGetValue(key, out HashSet hash)) hash = this.ContentManagersByAssetKey[key] = new HashSet(); hash.Add(manager); } /**** ** Content loading ****/ /// Load an asset name without heuristics to support mod content. /// The type of asset to load. /// The asset path relative to the loader root directory, not including the .xnb extension. /// The content manager instance for which to load the asset. private T LoadImpl(string assetName, ContentManager instance) { return this.WithWriteLock(() => { // skip if already loaded if (this.IsNormalisedKeyLoaded(assetName)) { this.TrackAssetLoader(assetName, instance); return base.Load(assetName); } // load asset T data; if (this.AssetsBeingLoaded.Contains(assetName)) { this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); data = base.Load(assetName); } else { data = this.AssetsBeingLoaded.Track(assetName, () => { IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName); IAssetData asset = this.ApplyLoader(info) ?? new AssetDataForObject(info, base.Load(assetName), this.NormaliseAssetName); asset = this.ApplyEditors(info, asset); return (T)asset.Data; }); } // update cache & return data this.InjectWithoutLock(assetName, data, instance); return data; }); } /// Inject an asset into the cache without acquiring a write lock. This should only be called from within a write lock. /// The type of asset to inject. /// The asset path relative to the loader root directory, not including the .xnb extension. /// The asset value. /// The content manager instance for which to load the asset. private void InjectWithoutLock(string assetName, T value, ContentManager instance) { assetName = this.NormaliseAssetName(assetName); this.Cache[assetName] = value; this.TrackAssetLoader(assetName, instance); } /// Get a file from the mod folder. /// The asset path relative to the content folder. private FileInfo GetModFile(string path) { // try exact match FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path)); // try with default extension if (!file.Exists && file.Extension.ToLower() != ".xnb") { FileInfo result = new FileInfo(file.FullName + ".xnb"); if (result.Exists) file = result; } return file; } /// Load the initial asset from the registered . /// The basic asset metadata. /// Returns the loaded asset metadata, or null if no loader matched. private IAssetData ApplyLoader(IAssetInfo info) { // find matching loaders var loaders = this.GetInterceptors(this.Loaders) .Where(entry => { try { return entry.Value.CanLoad(info); } catch (Exception ex) { this.Monitor.Log($"{entry.Key.DisplayName} crashed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return false; } }) .ToArray(); // validate loaders if (!loaders.Any()) return null; if (loaders.Length > 1) { string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); return null; } // fetch asset from loader IModMetadata mod = loaders[0].Key; IAssetLoader loader = loaders[0].Value; T data; try { data = loader.Load(info); this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); } catch (Exception ex) { this.Monitor.Log($"{mod.DisplayName} crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return null; } // validate asset if (data == null) { this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); return null; } // return matched asset return new AssetDataForObject(info, data, this.NormaliseAssetName); } /// Apply any to a loaded asset. /// The asset type. /// The basic asset metadata. /// The loaded asset. private IAssetData ApplyEditors(IAssetInfo info, IAssetData asset) { IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName); // edit asset foreach (var entry in this.GetInterceptors(this.Editors)) { // check for match IModMetadata mod = entry.Key; IAssetEditor editor = entry.Value; try { if (!editor.CanEdit(info)) continue; } catch (Exception ex) { this.Monitor.Log($"{mod.DisplayName} crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // try edit object prevAsset = asset.Data; try { editor.Edit(asset); this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace); } catch (Exception ex) { this.Monitor.Log($"{mod.DisplayName} crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit if (asset.Data == null) { this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } else if (!(asset.Data is T)) { this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } } // return result return asset; } /// Get all registered interceptors from a list. private IEnumerable> GetInterceptors(IDictionary> entries) { foreach (var entry in entries) { IModMetadata mod = entry.Key; IList interceptors = entry.Value; // registered editors foreach (T interceptor in interceptors) yield return new KeyValuePair(mod, interceptor); } } /// Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing. /// The texture to premultiply. /// Returns a premultiplied texture. /// Based on code by Layoric. private Texture2D PremultiplyTransparency(Texture2D texture) { // validate if (Context.IsInDrawLoop) throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop."); // process texture SpriteBatch spriteBatch = Game1.spriteBatch; GraphicsDevice gpu = Game1.graphics.GraphicsDevice; using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height)) { // create blank render target to premultiply gpu.SetRenderTarget(renderTarget); gpu.Clear(Color.Black); // multiply each color by the source alpha, and write just the color values into the final texture spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState { ColorDestinationBlend = Blend.Zero, ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue, AlphaDestinationBlend = Blend.Zero, AlphaSourceBlend = Blend.SourceAlpha, ColorSourceBlend = Blend.SourceAlpha }); spriteBatch.Draw(texture, texture.Bounds, Color.White); spriteBatch.End(); // copy the alpha values from the source texture into the final one without multiplying them spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState { ColorWriteChannels = ColorWriteChannels.Alpha, AlphaDestinationBlend = Blend.Zero, ColorDestinationBlend = Blend.Zero, AlphaSourceBlend = Blend.One, ColorSourceBlend = Blend.One }); spriteBatch.Draw(texture, texture.Bounds, Color.White); spriteBatch.End(); // release GPU gpu.SetRenderTarget(null); // extract premultiplied data Color[] data = new Color[texture.Width * texture.Height]; renderTarget.GetData(data); // unset texture from GPU to regain control gpu.Textures[0] = null; // update texture with premultiplied data texture.SetData(data); } return texture; } /**** ** Concurrency logic ****/ /// Acquire a read lock which prevents concurrent writes to the cache while it's open. /// The action's return value. /// The action to perform. private T WithReadLock(Func action) { try { this.Lock.EnterReadLock(); return action(); } finally { this.Lock.ExitReadLock(); } } /// Acquire a write lock which prevents concurrent reads or writes to the cache while it's open. /// The action to perform. private void WithWriteLock(Action action) { try { this.Lock.EnterWriteLock(); action(); } finally { this.Lock.ExitWriteLock(); } } /// Acquire a write lock which prevents concurrent reads or writes to the cache while it's open. /// The action's return value. /// The action to perform. private T WithWriteLock(Func action) { try { this.Lock.EnterReadLock(); return action(); } finally { this.Lock.ExitReadLock(); } } } }