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using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Metadata;
using StardewModdingAPI.Toolkit.Serialisation;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>The central logic for creating content managers, invalidating caches, and propagating asset changes.</summary>
internal class ContentCoordinator : IDisposable
{
/*********
** Fields
*********/
/// <summary>An asset key prefix for assets from SMAPI mod folders.</summary>
private readonly string ManagedPrefix = "SMAPI";
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/// <summary>Provides metadata for core game assets.</summary>
private readonly CoreAssetPropagator CoreAssets;
/// <summary>Simplifies access to private code.</summary>
private readonly Reflector Reflection;
/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
private readonly JsonHelper JsonHelper;
/// <summary>The loaded content managers (including the <see cref="MainContentManager"/>).</summary>
private readonly IList<IContentManager> ContentManagers = new List<IContentManager>();
/// <summary>Whether the content coordinator has been disposed.</summary>
private bool IsDisposed;
/*********
** Accessors
*********/
/// <summary>The primary content manager used for most assets.</summary>
public GameContentManager MainContentManager { get; private set; }
/// <summary>The current language as a constant.</summary>
public LocalizedContentManager.LanguageCode Language => this.MainContentManager.Language;
/// <summary>Interceptors which provide the initial versions of matching assets.</summary>
public IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>();
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
public 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 { get; }
/*********
** 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="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper)
{
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Reflection = reflection;
this.JsonHelper = jsonHelper;
this.FullRootDirectory = Path.Combine(Constants.ExecutionPath, rootDirectory);
this.ContentManagers.Add(
this.MainContentManager = new GameContentManager("Game1.content", serviceProvider, rootDirectory, currentCulture, this, monitor, reflection, this.OnDisposing)
);
this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.AssertAndNormaliseAssetName, reflection, monitor);
}
/// <summary>Get a new content manager which handles reading files from the game content folder with support for interception.</summary>
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
public GameContentManager CreateGameContentManager(string name)
{
GameContentManager manager = new GameContentManager(name, this.MainContentManager.ServiceProvider, this.MainContentManager.RootDirectory, this.MainContentManager.CurrentCulture, this, this.Monitor, this.Reflection, this.OnDisposing);
this.ContentManagers.Add(manager);
return manager;
}
/// <summary>Get a new content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary>
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
/// <param name="rootDirectory">The root directory to search for content (or <c>null</c> for the default).</param>
public ModContentManager CreateModContentManager(string name, string rootDirectory)
{
ModContentManager manager = new ModContentManager(name, this.MainContentManager.ServiceProvider, rootDirectory, this.MainContentManager.CurrentCulture, this, this.Monitor, this.Reflection, this.JsonHelper, this.OnDisposing);
this.ContentManagers.Add(manager);
return manager;
}
/// <summary>Get the current content locale.</summary>
public string GetLocale()
{
return this.MainContentManager.GetLocale(LocalizedContentManager.CurrentLanguageCode);
}
/// <summary>Get whether this asset is mapped to a mod folder.</summary>
/// <param name="key">The asset key.</param>
public bool IsManagedAssetKey(string key)
{
return key.StartsWith(this.ManagedPrefix);
}
/// <summary>Parse a managed SMAPI asset key which maps to a mod folder.</summary>
/// <param name="key">The asset key.</param>
/// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
/// <param name="relativePath">The relative path within the mod folder.</param>
/// <returns>Returns whether the asset was parsed successfully.</returns>
public bool TryParseManagedAssetKey(string key, out string contentManagerID, out string relativePath)
{
contentManagerID = null;
relativePath = null;
// not a managed asset
if (!key.StartsWith(this.ManagedPrefix))
return false;
// parse
string[] parts = PathUtilities.GetSegments(key, 3);
if (parts.Length != 3) // managed key prefix, mod id, relative path
return false;
contentManagerID = Path.Combine(parts[0], parts[1]);
relativePath = parts[2];
return true;
}
/// <summary>Get the managed asset key prefix for a mod.</summary>
/// <param name="modID">The mod's unique ID.</param>
public string GetManagedAssetPrefix(string modID)
{
return Path.Combine(this.ManagedPrefix, modID.ToLower());
}
/// <summary>Get a copy of an asset from a mod folder.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="internalKey">The internal asset key.</param>
/// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
/// <param name="relativePath">The internal SMAPI asset key.</param>
/// <param name="language">The language code for which to load content.</param>
public T LoadAndCloneManagedAsset<T>(string internalKey, string contentManagerID, string relativePath, LocalizedContentManager.LanguageCode language)
{
// get content manager
IContentManager contentManager = this.ContentManagers.FirstOrDefault(p => p.Name == contentManagerID);
if (contentManager == null)
throw new InvalidOperationException($"The '{contentManagerID}' prefix isn't handled by any mod.");
// get cloned asset
T data = contentManager.Load<T>(internalKey, language);
return contentManager.CloneIfPossible(data);
}
/// <summary>Purge assets from the cache that match one of the interceptors.</summary>
/// <param name="editors">The asset editors for which to purge matching assets.</param>
/// <param name="loaders">The asset loaders for which to purge matching assets.</param>
/// <returns>Returns the invalidated asset names.</returns>
public IEnumerable<string> InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders)
{
if (!editors.Any() && !loaders.Any())
return new string[0];
// get CanEdit/Load methods
MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit));
MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad));
if (canEdit == null || canLoad == null)
throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen
// invalidate matching keys
return this.InvalidateCache(asset =>
{
// check loaders
MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType);
foreach (IAssetLoader loader in loaders)
{
try
{
if ((bool)canLoadGeneric.Invoke(loader, new object[] { asset }))
return true;
}
catch (Exception ex)
{
this.GetModFor(loader).LogAsMod($"Mod failed when checking whether it could load asset '{asset.AssetName}'. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
// check editors
MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType);
foreach (IAssetEditor editor in editors)
{
try
{
if ((bool)canEditGeneric.Invoke(editor, new object[] { asset }))
return true;
}
catch (Exception ex)
{
this.GetModFor(editor).LogAsMod($"Mod failed when checking whether it could edit asset '{asset.AssetName}'. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
// asset not affected by a loader or editor
return false;
});
}
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
/// <returns>Returns the invalidated asset keys.</returns>
public IEnumerable<string> InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false)
{
string locale = this.GetLocale();
return this.InvalidateCache((assetName, type) =>
{
IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormaliseAssetName);
return predicate(info);
});
}
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
/// <returns>Returns the invalidated asset names.</returns>
public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
{
// invalidate cache
IDictionary<string, Type> removedAssetNames = new Dictionary<string, Type>(StringComparer.InvariantCultureIgnoreCase);
foreach (IContentManager contentManager in this.ContentManagers)
{
foreach (Tuple<string, Type> asset in contentManager.InvalidateCache(predicate, dispose))
removedAssetNames[asset.Item1] = asset.Item2;
}
// reload core game assets
int reloaded = 0;
foreach (var pair in removedAssetNames)
{
string key = pair.Key;
Type type = pair.Value;
if (this.CoreAssets.Propagate(this.MainContentManager, key, type)) // use an intercepted content manager
reloaded++;
}
// report result
if (removedAssetNames.Any())
this.Monitor.Log($"Invalidated {removedAssetNames.Count} asset names: {string.Join(", ", removedAssetNames.Keys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
else
this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
return removedAssetNames.Keys;
}
/// <summary>Dispose held resources.</summary>
public void Dispose()
{
if (this.IsDisposed)
return;
this.IsDisposed = true;
this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.", LogLevel.Trace);
foreach (IContentManager contentManager in this.ContentManagers)
contentManager.Dispose();
this.ContentManagers.Clear();
this.MainContentManager = null;
}
/*********
** Private methods
*********/
/// <summary>A callback invoked when a content manager is disposed.</summary>
/// <param name="contentManager">The content manager being disposed.</param>
private void OnDisposing(IContentManager contentManager)
{
if (this.IsDisposed)
return;
this.ContentManagers.Remove(contentManager);
}
/// <summary>Get the mod which registered an asset loader.</summary>
/// <param name="loader">The asset loader.</param>
/// <exception cref="KeyNotFoundException">The given loader couldn't be matched to a mod.</exception>
private IModMetadata GetModFor(IAssetLoader loader)
{
foreach (var pair in this.Loaders)
{
if (pair.Value.Contains(loader))
return pair.Key;
}
throw new KeyNotFoundException("This loader isn't associated with a known mod.");
}
/// <summary>Get the mod which registered an asset editor.</summary>
/// <param name="editor">The asset editor.</param>
/// <exception cref="KeyNotFoundException">The given editor couldn't be matched to a mod.</exception>
private IModMetadata GetModFor(IAssetEditor editor)
{
foreach (var pair in this.Editors)
{
if (pair.Value.Contains(editor))
return pair.Key;
}
throw new KeyNotFoundException("This editor isn't associated with a known mod.");
}
}
}
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