using System; using System.Collections.Generic; 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.AssemblyRewriters; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Reflection; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Objects; using StardewValley.Projectiles; namespace StardewModdingAPI.Framework { /// SMAPI's implementation of the game's content manager which lets it raise content events. internal class SContentManager : LocalizedContentManager { /********* ** Properties *********/ /// The possible directory separator characters in an asset key. private static readonly char[] PossiblePathSeparators = new[] { '/', '\\', Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }.Distinct().ToArray(); /// 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 content manager's asset cache. private readonly IDictionary Cache; /// Applies platform-specific asset key normalisation so it's consistent with the underlying cache. private readonly Func NormaliseAssetNameForPlatform; /// The private method which generates the locale portion of an asset name. private readonly IPrivateMethod GetKeyLocale; /********* ** 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 absolute path to the . public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); /********* ** Public methods *********/ /// 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. public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor) : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride) { // validate if (monitor == null) throw new ArgumentNullException(nameof(monitor)); // initialise var reflection = new Reflector(); this.Monitor = monitor; // get underlying fields for interception this.Cache = reflection.GetPrivateField>(this, "loadedAssets").GetValue(); this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode"); // get asset key normalisation logic if (Constants.TargetPlatform == Platform.Windows) { IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath"); this.NormaliseAssetNameForPlatform = path => method.Invoke(path); } else this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load logic } /// Normalise path separators in a file path. For asset keys, see instead. /// The file path to normalise. public string NormalisePathSeparators(string path) { string[] parts = path.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); string normalised = string.Join(SContentManager.PreferredPathSeparator, parts); if (path.StartsWith(SContentManager.PreferredPathSeparator)) normalised = SContentManager.PreferredPathSeparator + normalised; // keep root slash return normalised; } /// Normalise an asset name so it's consistent with the underlying cache. /// The asset key. public string NormaliseAssetName(string assetName) { assetName = this.NormalisePathSeparators(assetName); if (assetName.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase)) return assetName.Substring(0, assetName.Length - 4); return this.NormaliseAssetNameForPlatform(assetName); } /// 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.NormaliseAssetName(assetName); return this.IsNormalisedKeyLoaded(assetName); } /// 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) { assetName = this.NormaliseAssetName(assetName); // skip if already loaded if (this.IsNormalisedKeyLoaded(assetName)) return base.Load(assetName); // load asset T data; { 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); data = (T)asset.Data; } // update cache & return data this.Cache[assetName] = data; return data; } /// 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; } /// Get the current content locale. public string GetLocale() { return this.GetKeyLocale.Invoke(); } /// Reset the asset cache and reload the game's static assets. /// This implementation is derived from . public void Reset() { this.Monitor.Log("Resetting asset cache...", LogLevel.Trace); this.Cache.Clear(); // from Game1.LoadContent Game1.daybg = this.Load("LooseSprites\\daybg"); Game1.nightbg = this.Load("LooseSprites\\nightbg"); Game1.menuTexture = this.Load("Maps\\MenuTiles"); Game1.lantern = this.Load("LooseSprites\\Lighting\\lantern"); Game1.windowLight = this.Load("LooseSprites\\Lighting\\windowLight"); Game1.sconceLight = this.Load("LooseSprites\\Lighting\\sconceLight"); Game1.cauldronLight = this.Load("LooseSprites\\Lighting\\greenLight"); Game1.indoorWindowLight = this.Load("LooseSprites\\Lighting\\indoorWindowLight"); Game1.shadowTexture = this.Load("LooseSprites\\shadow"); Game1.mouseCursors = this.Load("LooseSprites\\Cursors"); Game1.controllerMaps = this.Load("LooseSprites\\ControllerMaps"); Game1.animations = this.Load("TileSheets\\animations"); Game1.achievements = this.Load>("Data\\Achievements"); Game1.NPCGiftTastes = this.Load>("Data\\NPCGiftTastes"); Game1.dialogueFont = this.Load("Fonts\\SpriteFont1"); Game1.smallFont = this.Load("Fonts\\SmallFont"); Game1.tinyFont = this.Load("Fonts\\tinyFont"); Game1.tinyFontBorder = this.Load("Fonts\\tinyFontBorder"); Game1.objectSpriteSheet = this.Load("Maps\\springobjects"); Game1.cropSpriteSheet = this.Load("TileSheets\\crops"); Game1.emoteSpriteSheet = this.Load("TileSheets\\emotes"); Game1.debrisSpriteSheet = this.Load("TileSheets\\debris"); Game1.bigCraftableSpriteSheet = this.Load("TileSheets\\Craftables"); Game1.rainTexture = this.Load("TileSheets\\rain"); Game1.buffsIcons = this.Load("TileSheets\\BuffsIcons"); Game1.objectInformation = this.Load>("Data\\ObjectInformation"); Game1.bigCraftablesInformation = this.Load>("Data\\BigCraftablesInformation"); FarmerRenderer.hairStylesTexture = this.Load("Characters\\Farmer\\hairstyles"); FarmerRenderer.shirtsTexture = this.Load("Characters\\Farmer\\shirts"); FarmerRenderer.hatsTexture = this.Load("Characters\\Farmer\\hats"); FarmerRenderer.accessoriesTexture = this.Load("Characters\\Farmer\\accessories"); Furniture.furnitureTexture = this.Load("TileSheets\\furniture"); SpriteText.spriteTexture = this.Load("LooseSprites\\font_bold"); SpriteText.coloredTexture = this.Load("LooseSprites\\font_colored"); Tool.weaponsTexture = this.Load("TileSheets\\weapons"); Projectile.projectileSheet = this.Load("TileSheets\\Projectiles"); // from Farmer constructor if (Game1.player != null) Game1.player.FarmerRenderer = new FarmerRenderer(this.Load("Characters\\Farmer\\farmer_" + (Game1.player.isMale ? "" : "girl_") + "base")); } /********* ** Private methods *********/ /// 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($"{normalisedAssetName}.{this.GetKeyLocale.Invoke()}"); // translated asset } /// Load the initial asset from the registered . /// The basic asset metadata. /// Returns the loaded asset metadata, or null if no loader matched. private IAssetData ApplyLoader(IAssetInfo info) { // find matching loaders var loaders = this.GetInterceptors(this.Loaders) .Where(entry => { try { return entry.Value.CanLoad(info); } catch (Exception ex) { this.Monitor.Log($"{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 metadata = entry.Key; IList interceptors = entry.Value; // special case if mod is an interceptor if (metadata.Mod is T modAsInterceptor) yield return new KeyValuePair(metadata, modAsInterceptor); // registered editors foreach (T interceptor in interceptors) yield return new KeyValuePair(metadata, interceptor); } } /// Dispose all game resources. /// Whether the content manager is disposing (rather than finalising). protected override void Dispose(bool disposing) { if (!disposing) return; // Clear cache & reload all assets. While that may seem perverse during disposal, it's // necessary due to limitations in the way SMAPI currently intercepts content assets. // // The game uses multiple content managers while SMAPI needs one and only one. The game // only disposes some of its content managers when returning to title, which means SMAPI // can't know which assets are meant to be disposed. Here we remove current assets from // the cache, but don't dispose them to avoid crashing any code that still references // them. The garbage collector will eventually clean up any unused assets. this.Reset(); } } }