using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Diagnostics.Contracts; 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.Content; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewValley; namespace StardewModdingAPI.Framework { /// A minimal content manager which defers to SMAPI's core content logic. internal class SContentManager : LocalizedContentManager { /********* ** Properties *********/ /// The central coordinator which manages content managers. private readonly ContentCoordinator Coordinator; /// The underlying asset cache. private readonly ContentCache Cache; /// Encapsulates monitoring and logging. private readonly IMonitor Monitor; /// A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded. private readonly IDictionary IsLocalisableLookup; /// The language enum values indexed by locale code. private readonly IDictionary LanguageCodes; /// 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(); /// The path prefix for assets in mod folders. private readonly string ModContentPrefix; /// A callback to invoke when the content manager is being disposed. private readonly Action OnDisposing; /// Interceptors which provide the initial versions of matching assets. private IDictionary> Loaders => this.Coordinator.Loaders; /// Interceptors which edit matching assets after they're loaded. private IDictionary> Editors => this.Coordinator.Editors; /// Whether the content coordinator has been disposed. private bool IsDisposed; /********* ** Accessors *********/ /// A name for the mod manager. Not guaranteed to be unique. public string Name { get; } /// Whether this content manager is wrapped around a mod folder. public bool IsModFolder { get; } /// The current language as a constant. public LocalizedContentManager.LanguageCode Language => this.GetCurrentLanguage(); /// The absolute path to the . public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); /********* ** Public methods *********/ /// Construct an instance. /// A name for the mod manager. Not guaranteed to be unique. /// 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. /// Whether this content manager is wrapped around a mod folder. /// A callback to invoke when the content manager is being disposed. public SContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action onDisposing, bool isModFolder) : base(serviceProvider, rootDirectory, currentCulture) { // init this.Name = name; this.IsModFolder = isModFolder; this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator)); this.Cache = new ContentCache(this, reflection); this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath, ContentSource.GameContent); this.OnDisposing = onDisposing; // get asset data this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase); this.IsLocalisableLookup = reflection.GetField>(this, "_localizedAsset").GetValue(); } /// 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, LocalizedContentManager.CurrentLanguageCode); } /// 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) { // normalise asset key this.AssertValidAssetKeyFormat(assetName); assetName = this.NormaliseAssetName(assetName); // load game content if (!this.IsModFolder && !assetName.StartsWith(this.ModContentPrefix)) return this.LoadImpl(assetName, language); // load mod content SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}"); try { // try cache if (this.IsLoaded(assetName)) return this.LoadImpl(assetName, language); // get file FileInfo file = this.GetModFile(assetName); if (!file.Exists) throw GetContentError("the specified path doesn't exist."); // load content switch (file.Extension.ToLower()) { // XNB file case ".xnb": return this.LoadImpl(assetName, language); // unpacked map case ".tbin": throw GetContentError($"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($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); // fetch & cache using (FileStream stream = File.OpenRead(file.FullName)) { Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); texture = this.PremultiplyTransparency(texture); this.Inject(assetName, texture); return (T)(object)texture; } default: throw GetContentError($"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); } } /// Load the base asset without localisation. /// The type of asset to load. /// The asset path relative to the loader root directory, not including the .xnb extension. public override T LoadBase(string assetName) { return this.Load(assetName, LanguageCode.en); } /// 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. public void Inject(string assetName, T value) { assetName = this.NormaliseAssetName(assetName); this.Cache[assetName] = value; } /// Create a new content manager for temporary use. public override LocalizedContentManager CreateTemporary() { return this.Coordinator.CreateContentManager("(temporary)", isModFolder: false); } /// 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 an appropriate asset name. /// The absolute path to the file. /// The folder to which to get a relative path. public string GetAssetNameFromFilePath(string absolutePath, ContentSource relativeTo) { #if SMAPI_FOR_WINDOWS // XNA doesn't allow absolute asset paths, so get a path relative to the source folder string sourcePath = relativeTo == ContentSource.GameContent ? this.Coordinator.FullRootDirectory : this.FullRootDirectory; return this.GetRelativePath(sourcePath, 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.GetLocale(this.GetCurrentLanguage()); } /// The locale for a language. /// The language. public string GetLocale(LocalizedContentManager.LanguageCode language) { return this.LanguageCodeString(language); } /// 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.IsNormalisedKeyLoaded(assetName); } /// Get the cached asset keys. public IEnumerable GetAssetKeys() { return this.Cache.Keys .Select(this.GetAssetName) .Distinct(); } /**** ** Cache invalidation ****/ /// 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 the number of invalidated assets. public IEnumerable InvalidateCache(Func predicate, bool dispose = false) { 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); return true; } return false; }); return removeAssetNames; } /// Dispose held resources. /// Whether the content manager is being disposed (rather than finalized). protected override void Dispose(bool isDisposing) { if (this.IsDisposed) return; this.IsDisposed = true; this.OnDisposing(this); base.Dispose(isDisposing); } /// public override void Unload() { if (this.IsDisposed) return; // base logic doesn't allow unloading twice, which happens due to SMAPI and the game both unloading base.Unload(); } /********* ** Private methods *********/ /**** ** Asset name/key handling ****/ /// Get a directory or file path relative to the content root. /// The source file path. /// The target file path. private string GetRelativePath(string sourcePath, string targetPath) { return PathUtilities.GetRelativePath(sourcePath, targetPath); } /// Get the locale codes (like ja-JP) used in asset keys. private IDictionary GetKeyLocales() { // create locale => code map IDictionary map = new Dictionary(); foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode))) map[code] = this.GetLocale(code); 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.LanguageCodes.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) { // default English if (this.Language == LocalizedContentManager.LanguageCode.en) return this.Cache.ContainsKey(normalisedAssetName); // translated string localeKey = $"{normalisedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}"; if (this.IsLocalisableLookup.TryGetValue(localeKey, out bool localisable)) { return localisable ? this.Cache.ContainsKey(localeKey) : this.Cache.ContainsKey(normalisedAssetName); } // not loaded yet return false; } /**** ** Content loading ****/ /// Load an asset name without heuristics to support mod content. /// The type of asset to load. /// The asset path relative to the loader root directory, not including the .xnb extension. /// The language code for which to load content. private T LoadImpl(string assetName, LocalizedContentManager.LanguageCode language) { // skip if already loaded if (this.IsNormalisedKeyLoaded(assetName)) return base.Load(assetName, language); // load asset T data; if (this.AssetsBeingLoaded.Contains(assetName)) { this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); data = base.Load(assetName, language); } else { data = this.AssetsBeingLoaded.Track(assetName, () => { string locale = this.GetLocale(language); IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.NormaliseAssetName); IAssetData asset = this.ApplyLoader(info) ?? new AssetDataForObject(info, base.Load(assetName, language), this.NormaliseAssetName); asset = this.ApplyEditors(info, asset); return (T)asset.Data; }); } // update cache & return data this.Inject(assetName, data); return data; } /// Get a file from the mod folder. /// The asset path relative to the content folder. private FileInfo GetModFile(string path) { // try exact match FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path)); // try with default extension if (!file.Exists && file.Extension.ToLower() != ".xnb") { FileInfo result = new FileInfo(file.FullName + ".xnb"); if (result.Exists) file = result; } return file; } /// Load the initial asset from the registered . /// The basic asset metadata. /// Returns the loaded asset metadata, or null if no loader matched. private IAssetData ApplyLoader(IAssetInfo info) { // find matching loaders var loaders = this.GetInterceptors(this.Loaders) .Where(entry => { try { return entry.Value.CanLoad(info); } catch (Exception ex) { entry.Key.LogAsMod($"Mod failed 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) { mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return null; } // validate asset if (data == null) { mod.LogAsMod($"Mod 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) { mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // try edit object prevAsset = asset.Data; try { editor.Edit(asset); this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit if (asset.Data == null) { mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } else if (!(asset.Data is T)) { mod.LogAsMod($"Mod 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; } } }