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 { /// <summary>SMAPI's implementation of the game's content manager which lets it raise content events.</summary> internal class SContentManager : LocalizedContentManager { /********* ** Properties *********/ /// <summary>The possible directory separator characters in an asset key.</summary> private static readonly char[] PossiblePathSeparators = new[] { '/', '\\', Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }.Distinct().ToArray(); /// <summary>The preferred directory separator chaeacter in an asset key.</summary> private static readonly string PreferredPathSeparator = Path.DirectorySeparatorChar.ToString(); /// <summary>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; /// <summary>The underlying content manager's asset cache.</summary> private readonly IDictionary<string, object> Cache; /// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary> private readonly Func<string, string> NormaliseAssetNameForPlatform; /// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary> private readonly IPrivateMethod GetKeyLocale; /********* ** Accessors *********/ /// <summary>Interceptors which provide the initial versions of matching assets.</summary> internal IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>(); /// <summary>Interceptors which edit matching assets after they're loaded.</summary> internal IDictionary<IModMetadata, IList<IAssetEditor>> Editors { get; } = new Dictionary<IModMetadata, IList<IAssetEditor>>(); /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="serviceProvider">The service provider to use to locate services.</param> /// <param name="rootDirectory">The root directory to search for content.</param> /// <param name="currentCulture">The current culture for which to localise content.</param> /// <param name="languageCodeOverride">The current language code for which to localise content.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> 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<Dictionary<string, object>>(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<string>(path); } else this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic } /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary> /// <param name="path">The file path to normalise.</param> 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; } /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> /// <param name="assetName">The asset key.</param> 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); } /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> public bool IsLoaded(string assetName) { assetName = this.NormaliseAssetName(assetName); return this.IsNormalisedKeyLoaded(assetName); } /// <summary>Load an asset that has been processed by the content pipeline.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> public override T Load<T>(string assetName) { assetName = this.NormaliseAssetName(assetName); // skip if already loaded if (this.IsNormalisedKeyLoaded(assetName)) return base.Load<T>(assetName); // load asset T data; { IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName); IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, base.Load<T>(assetName), this.NormaliseAssetName); asset = this.ApplyEditors<T>(info, asset); data = (T)asset.Data; } // update cache & return data this.Cache[assetName] = data; return data; } /// <summary>Inject an asset into the cache.</summary> /// <typeparam name="T">The type of asset to inject.</typeparam> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> /// <param name="value">The asset value.</param> public void Inject<T>(string assetName, T value) { assetName = this.NormaliseAssetName(assetName); this.Cache[assetName] = value; } /// <summary>Get the current content locale.</summary> public string GetLocale() { return this.GetKeyLocale.Invoke<string>(); } /// <summary>Reset the asset cache and reload the game's static assets.</summary> /// <remarks>This implementation is derived from <see cref="Game1.LoadContent"/>.</remarks> public void Reset() { this.Monitor.Log("Resetting asset cache...", LogLevel.Trace); this.Cache.Clear(); // from Game1.LoadContent Game1.daybg = this.Load<Texture2D>("LooseSprites\\daybg"); Game1.nightbg = this.Load<Texture2D>("LooseSprites\\nightbg"); Game1.menuTexture = this.Load<Texture2D>("Maps\\MenuTiles"); Game1.lantern = this.Load<Texture2D>("LooseSprites\\Lighting\\lantern"); Game1.windowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\windowLight"); Game1.sconceLight = this.Load<Texture2D>("LooseSprites\\Lighting\\sconceLight"); Game1.cauldronLight = this.Load<Texture2D>("LooseSprites\\Lighting\\greenLight"); Game1.indoorWindowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\indoorWindowLight"); Game1.shadowTexture = this.Load<Texture2D>("LooseSprites\\shadow"); Game1.mouseCursors = this.Load<Texture2D>("LooseSprites\\Cursors"); Game1.controllerMaps = this.Load<Texture2D>("LooseSprites\\ControllerMaps"); Game1.animations = this.Load<Texture2D>("TileSheets\\animations"); Game1.achievements = this.Load<Dictionary<int, string>>("Data\\Achievements"); Game1.NPCGiftTastes = this.Load<Dictionary<string, string>>("Data\\NPCGiftTastes"); Game1.dialogueFont = this.Load<SpriteFont>("Fonts\\SpriteFont1"); Game1.smallFont = this.Load<SpriteFont>("Fonts\\SmallFont"); Game1.tinyFont = this.Load<SpriteFont>("Fonts\\tinyFont"); Game1.tinyFontBorder = this.Load<SpriteFont>("Fonts\\tinyFontBorder"); Game1.objectSpriteSheet = this.Load<Texture2D>("Maps\\springobjects"); Game1.cropSpriteSheet = this.Load<Texture2D>("TileSheets\\crops"); Game1.emoteSpriteSheet = this.Load<Texture2D>("TileSheets\\emotes"); Game1.debrisSpriteSheet = this.Load<Texture2D>("TileSheets\\debris"); Game1.bigCraftableSpriteSheet = this.Load<Texture2D>("TileSheets\\Craftables"); Game1.rainTexture = this.Load<Texture2D>("TileSheets\\rain"); Game1.buffsIcons = this.Load<Texture2D>("TileSheets\\BuffsIcons"); Game1.objectInformation = this.Load<Dictionary<int, string>>("Data\\ObjectInformation"); Game1.bigCraftablesInformation = this.Load<Dictionary<int, string>>("Data\\BigCraftablesInformation"); FarmerRenderer.hairStylesTexture = this.Load<Texture2D>("Characters\\Farmer\\hairstyles"); FarmerRenderer.shirtsTexture = this.Load<Texture2D>("Characters\\Farmer\\shirts"); FarmerRenderer.hatsTexture = this.Load<Texture2D>("Characters\\Farmer\\hats"); FarmerRenderer.accessoriesTexture = this.Load<Texture2D>("Characters\\Farmer\\accessories"); Furniture.furnitureTexture = this.Load<Texture2D>("TileSheets\\furniture"); SpriteText.spriteTexture = this.Load<Texture2D>("LooseSprites\\font_bold"); SpriteText.coloredTexture = this.Load<Texture2D>("LooseSprites\\font_colored"); Tool.weaponsTexture = this.Load<Texture2D>("TileSheets\\weapons"); Projectile.projectileSheet = this.Load<Texture2D>("TileSheets\\Projectiles"); // from Farmer constructor if (Game1.player != null) Game1.player.FarmerRenderer = new FarmerRenderer(this.Load<Texture2D>("Characters\\Farmer\\farmer_" + (Game1.player.isMale ? "" : "girl_") + "base")); } /********* ** Private methods *********/ /// <summary>Get whether an asset has already been loaded.</summary> /// <param name="normalisedAssetName">The normalised asset name.</param> private bool IsNormalisedKeyLoaded(string normalisedAssetName) { return this.Cache.ContainsKey(normalisedAssetName) || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset } /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary> /// <param name="info">The basic asset metadata.</param> /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns> private IAssetData ApplyLoader<T>(IAssetInfo info) { // find matching loaders var loaders = this.GetInterceptors(this.Loaders) .Where(entry => { try { return entry.Value.CanLoad<T>(info); } catch (Exception ex) { this.Monitor.Log($"{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($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); return null; } // fetch asset from loader IModMetadata mod = loaders[0].Key; IAssetLoader loader = loaders[0].Value; T data; try { data = loader.Load<T>(info); this.Monitor.Log($"{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); } /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="asset">The loaded asset.</param> private IAssetData ApplyEditors<T>(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<T>(info)) continue; } catch (Exception ex) { this.Monitor.Log($"{mod.DisplayName} crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // try edit object prevAsset = asset.Data; try { editor.Edit<T>(asset); this.Monitor.Log($"{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; } /// <summary>Get all registered interceptors from a list.</summary> private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries) { foreach (var entry in entries) { IModMetadata metadata = entry.Key; IList<T> interceptors = entry.Value; // special case if mod is an interceptor if (metadata.Mod is T modAsInterceptor) yield return new KeyValuePair<IModMetadata, T>(metadata, modAsInterceptor); // registered editors foreach (T interceptor in interceptors) yield return new KeyValuePair<IModMetadata, T>(metadata, interceptor); } } /// <summary>Dispose all game resources.</summary> /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> 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(); } } }