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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Metadata;
using StardewModdingAPI.Toolkit.Serialization;
using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
using StardewValley;
using StardewValley.GameData;
using xTile;
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>Get a file lookup for the given directory.</summary>
private readonly Func<string, IFileLookup> GetFileLookup;
/// <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>A callback to invoke the first time *any* game content manager loads an asset.</summary>
private readonly Action OnLoadingFirstAsset;
/// <summary>A callback to invoke when an asset is fully loaded.</summary>
private readonly Action<BaseContentManager, IAssetName> OnAssetLoaded;
/// <summary>A callback to invoke when any asset names have been invalidated from the cache.</summary>
private readonly Action<IList<IAssetName>> OnAssetsInvalidated;
/// <summary>Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</summary>
private readonly Func<IAssetInfo, IList<AssetOperationGroup>> RequestAssetOperations;
/// <summary>The loaded content managers (including the <see cref="MainContentManager"/>).</summary>
private readonly List<IContentManager> ContentManagers = new();
/// <summary>Whether the content coordinator has been disposed.</summary>
private bool IsDisposed;
/// <summary>A lock used to prevent asynchronous changes to the content manager list.</summary>
/// <remarks>The game may add content managers in asynchronous threads (e.g. when populating the load screen).</remarks>
private readonly ReaderWriterLockSlim ContentManagerLock = new();
/// <summary>A cache of ordered tilesheet IDs used by vanilla maps.</summary>
private readonly Dictionary<string, TilesheetReference[]?> VanillaTilesheets = new(StringComparer.OrdinalIgnoreCase);
/// <summary>An unmodified content manager which doesn't intercept assets, used to compare asset data.</summary>
private readonly LocalizedContentManager VanillaContentManager;
/// <summary>The language enum values indexed by locale code.</summary>
private Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>> LocaleCodes;
/// <summary>The cached asset load/edit operations to apply, indexed by asset name.</summary>
private readonly TickCacheDictionary<IAssetName, AssetOperationGroup[]> AssetOperationsByKey = new();
/// <summary>A cache of asset operation groups created for legacy <see cref="IAssetLoader"/> implementations.</summary>
[Obsolete]
private readonly Dictionary<IAssetLoader, Dictionary<Type, AssetOperationGroup>> LegacyLoaderCache = new(ReferenceEqualityComparer.Instance);
/// <summary>A cache of asset operation groups created for legacy <see cref="IAssetEditor"/> implementations.</summary>
[Obsolete]
private readonly Dictionary<IAssetEditor, Dictionary<Type, AssetOperationGroup>> LegacyEditorCache = new(ReferenceEqualityComparer.Instance);
/*********
** 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>
[Obsolete]
public IList<ModLinked<IAssetLoader>> Loaders { get; } = new List<ModLinked<IAssetLoader>>();
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
[Obsolete]
public IList<ModLinked<IAssetEditor>> Editors { get; } = new List<ModLinked<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 localize 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>
/// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param>
/// <param name="onAssetLoaded">A callback to invoke when an asset is fully loaded.</param>
/// <param name="getFileLookup">Get a file lookup for the given directory.</param>
/// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param>
/// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param>
public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, IList<AssetOperationGroup>> requestAssetOperations)
{
this.GetFileLookup = getFileLookup;
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Reflection = reflection;
this.JsonHelper = jsonHelper;
this.OnLoadingFirstAsset = onLoadingFirstAsset;
this.OnAssetLoaded = onAssetLoaded;
this.OnAssetsInvalidated = onAssetsInvalidated;
this.RequestAssetOperations = requestAssetOperations;
this.FullRootDirectory = Path.Combine(Constants.GamePath, rootDirectory);
this.ContentManagers.Add(
this.MainContentManager = new GameContentManager(
name: "Game1.content",
serviceProvider: serviceProvider,
rootDirectory: rootDirectory,
currentCulture: currentCulture,
coordinator: this,
monitor: monitor,
reflection: reflection,
onDisposing: this.OnDisposing,
onLoadingFirstAsset: onLoadingFirstAsset,
onAssetLoaded: onAssetLoaded
)
);
this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory);
this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true));
this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>()));
}
/// <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)
{
return this.ContentManagerLock.InWriteLock(() =>
{
GameContentManager manager = new(
name: name,
serviceProvider: this.MainContentManager.ServiceProvider,
rootDirectory: this.MainContentManager.RootDirectory,
currentCulture: this.MainContentManager.CurrentCulture,
coordinator: this,
monitor: this.Monitor,
reflection: this.Reflection,
onDisposing: this.OnDisposing,
onLoadingFirstAsset: this.OnLoadingFirstAsset,
onAssetLoaded: this.OnAssetLoaded
);
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="modName">The mod display name to show in errors.</param>
/// <param name="rootDirectory">The root directory to search for content (or <c>null</c> for the default).</param>
/// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</param>
public ModContentManager CreateModContentManager(string name, string modName, string rootDirectory, IContentManager gameContentManager)
{
return this.ContentManagerLock.InWriteLock(() =>
{
ModContentManager manager = new(
name: name,
gameContentManager: gameContentManager,
serviceProvider: this.MainContentManager.ServiceProvider,
rootDirectory: rootDirectory,
modName: modName,
currentCulture: this.MainContentManager.CurrentCulture,
coordinator: this,
monitor: this.Monitor,
reflection: this.Reflection,
jsonHelper: this.JsonHelper,
onDisposing: this.OnDisposing,
fileLookup: this.GetFileLookup(rootDirectory)
);
this.ContentManagers.Add(manager);
return manager;
});
}
/// <summary>Get the current content locale.</summary>
public string GetLocale()
{
return this.MainContentManager.GetLocale(LocalizedContentManager.CurrentLanguageCode);
}
/// <summary>Perform any updates needed when the game loads custom languages from <c>Data/AdditionalLanguages</c>.</summary>
public void OnAdditionalLanguagesInitialized()
{
// update locale cache for custom languages, and load it now (since languages added later won't work)
var customLanguages = this.MainContentManager.Load<List<ModLanguage?>>("Data/AdditionalLanguages");
this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages));
_ = this.LocaleCodes.Value;
}
/// <summary>Perform any updates needed when the locale changes.</summary>
public void OnLocaleChanged()
{
// reset baseline cache
this.ContentManagerLock.InReadLock(() =>
{
this.VanillaContentManager.Unload();
});
}
/// <summary>Clean up when the player is returning to the title screen.</summary>
/// <remarks>This is called after the player returns to the title screen, but before <see cref="Game1.CleanupReturningToTitle"/> runs.</remarks>
public void OnReturningToTitleScreen()
{
// The game clears LocalizedContentManager.localizedAssetNames after returning to the title screen. That
// causes an inconsistency in the SMAPI asset cache, which leads to an edge case where assets already
// provided by mods via IAssetLoader when playing in non-English are ignored.
//
// For example, let's say a mod provides the 'Data\mail' asset through IAssetLoader when playing in
// Portuguese. Here's the normal load process after it's loaded:
// 1. The game requests Data\mail.
// 2. SMAPI sees that it's already cached, and calls LoadRaw to bypass asset interception.
// 3. LoadRaw sees that there's a localized key mapping, and gets the mapped key.
// 4. In this case "Data\mail" is mapped to "Data\mail" since it was loaded by a mod, so it loads that
// asset.
//
// When the game clears localizedAssetNames, that process goes wrong in step 4:
// 3. LoadRaw sees that there's no localized key mapping *and* the locale is non-English, so it attempts
// to load from the localized key format.
// 4. In this case that's 'Data\mail.pt-BR', so it successfully loads that asset.
// 5. Since we've bypassed asset interception at this point, it's loaded directly from the base content
// manager without mod changes.
//
// To avoid issues, we just remove affected assets from the cache here so they'll be reloaded normally.
// Note that we *must* propagate changes here, otherwise when mods invalidate the cache later to reapply
// their changes, the assets won't be found in the cache so no changes will be propagated.
if (LocalizedContentManager.CurrentLanguageCode != LocalizedContentManager.LanguageCode.en)
this.InvalidateCache((contentManager, _, _) => contentManager is GameContentManager);
}
/// <summary>Parse a raw asset name.</summary>
/// <param name="rawName">The raw asset name to parse.</param>
/// <param name="allowLocales">Whether to parse locales in the <paramref name="rawName"/>. If this is false, any locale codes in the name are treated as if they were part of the base name (e.g. for mod files).</param>
/// <exception cref="ArgumentException">The <paramref name="rawName"/> is null or empty.</exception>
public AssetName ParseAssetName(string rawName, bool allowLocales)
{
return !string.IsNullOrWhiteSpace(rawName)
? AssetName.Parse(
rawName: rawName,
parseLocale: allowLocales
? locale => this.LocaleCodes.Value.TryGetValue(locale, out LocalizedContentManager.LanguageCode langCode) ? langCode : null
: _ => null
)
: throw new ArgumentException("The asset name can't be null or empty.", nameof(rawName));
}
/// <summary>Get whether this asset is mapped to a mod folder.</summary>
/// <param name="key">The asset name.</param>
public bool IsManagedAssetKey(IAssetName 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 asset name within the mod folder.</param>
/// <returns>Returns whether the asset was parsed successfully.</returns>
public bool TryParseManagedAssetKey(string key, [NotNullWhen(true)] out string? contentManagerID, [NotNullWhen(true)] out IAssetName? 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 = this.ParseAssetName(parts[2], allowLocales: false);
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 whether an asset from a mod folder exists.</summary>
/// <typeparam name="T">The expected asset type.</typeparam>
/// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
/// <param name="assetName">The asset name within the mod folder.</param>
public bool DoesManagedAssetExist<T>(string contentManagerID, IAssetName assetName)
where T : notnull
{
// get content manager
IContentManager? contentManager = this.ContentManagerLock.InReadLock(() =>
this.ContentManagers.FirstOrDefault(p => p.IsNamespaced && p.Name == contentManagerID)
);
if (contentManager == null)
throw new InvalidOperationException($"The '{contentManagerID}' prefix isn't handled by any mod.");
// get whether the asset exists
return contentManager.DoesAssetExist<T>(assetName);
}
/// <summary>Get a copy of an asset from a mod folder.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
/// <param name="relativePath">The asset name within the mod folder.</param>
public T LoadManagedAsset<T>(string contentManagerID, IAssetName relativePath)
where T : notnull
{
// get content manager
IContentManager? contentManager = this.ContentManagerLock.InReadLock(() =>
this.ContentManagers.FirstOrDefault(p => p.IsNamespaced && p.Name == contentManagerID)
);
if (contentManager == null)
throw new InvalidOperationException($"The '{contentManagerID}' prefix isn't handled by any mod.");
// get fresh asset
return contentManager.LoadExact<T>(relativePath, useCache: 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<IAssetName> InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false)
{
string locale = this.GetLocale();
return this.InvalidateCache((_, rawName, type) =>
{
IAssetName assetName = this.ParseAssetName(rawName, allowLocales: true);
IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormalizeAssetName);
return predicate(info);
}, dispose);
}
/// <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<IAssetName> InvalidateCache(Func<IContentManager, string, Type, bool> predicate, bool dispose = false)
{
// invalidate cache & track removed assets
IDictionary<IAssetName, Type> invalidatedAssets = new Dictionary<IAssetName, Type>();
this.ContentManagerLock.InReadLock(() =>
{
// cached assets
foreach (IContentManager contentManager in this.ContentManagers)
{
foreach ((string key, object asset) in contentManager.InvalidateCache((key, type) => predicate(contentManager, key, type), dispose))
{
AssetName assetName = this.ParseAssetName(key, allowLocales: true);
if (!invalidatedAssets.ContainsKey(assetName))
invalidatedAssets[assetName] = asset.GetType();
}
}
// special case: maps may be loaded through a temporary content manager that's removed while the map is still in use.
// This notably affects the town and farmhouse maps.
if (Game1.locations != null)
{
foreach (GameLocation location in Game1.locations)
{
if (location.map == null || string.IsNullOrWhiteSpace(location.mapPath.Value))
continue;
// get map path
AssetName mapPath = this.ParseAssetName(this.MainContentManager.AssertAndNormalizeAssetName(location.mapPath.Value), allowLocales: true);
if (!invalidatedAssets.ContainsKey(mapPath) && predicate(this.MainContentManager, mapPath.Name, typeof(Map)))
invalidatedAssets[mapPath] = typeof(Map);
}
}
});
// handle invalidation
if (invalidatedAssets.Any())
{
// clear cached editor checks
foreach (IAssetName name in invalidatedAssets.Keys)
this.AssetOperationsByKey.Remove(name);
// raise event
this.OnAssetsInvalidated(invalidatedAssets.Keys.ToArray());
// propagate changes to the game
this.CoreAssets.Propagate(
assets: invalidatedAssets.ToDictionary(p => p.Key, p => p.Value),
ignoreWorld: Context.IsWorldFullyUnloaded,
out IDictionary<IAssetName, bool> propagated,
out bool updatedNpcWarps
);
// log summary
StringBuilder report = new();
{
IAssetName[] invalidatedKeys = invalidatedAssets.Keys.ToArray();
IAssetName[] propagatedKeys = propagated.Where(p => p.Value).Select(p => p.Key).ToArray();
string FormatKeyList(IEnumerable<IAssetName> keys) => string.Join(", ", keys.Select(p => p.Name).OrderBy(p => p, StringComparer.OrdinalIgnoreCase));
report.AppendLine($"Invalidated {invalidatedKeys.Length} asset names ({FormatKeyList(invalidatedKeys)}).");
report.AppendLine(propagated.Count > 0
? $"Propagated {propagatedKeys.Length} core assets ({FormatKeyList(propagatedKeys)})."
: "Propagated 0 core assets."
);
if (updatedNpcWarps)
report.AppendLine("Updated NPC pathfinding cache.");
}
this.Monitor.Log(report.ToString().TrimEnd());
}
else
this.Monitor.Log("Invalidated 0 cache entries.");
return invalidatedAssets.Keys;
}
/// <summary>Get the asset load and edit operations to apply to a given asset if it's (re)loaded now.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The asset info to load or edit.</param>
public IEnumerable<AssetOperationGroup> GetAssetOperations<T>(IAssetInfo info)
where T : notnull
{
return this.AssetOperationsByKey.GetOrSet(
info.Name,
() => this.GetAssetOperationsWithoutCache<T>(info).ToArray()
);
}
/// <summary>Get all loaded instances of an asset name.</summary>
/// <param name="assetName">The asset name.</param>
[SuppressMessage("ReSharper", "UnusedMember.Global", Justification = "This method is provided for Content Patcher.")]
public IEnumerable<object> GetLoadedValues(IAssetName assetName)
{
return this.ContentManagerLock.InReadLock(() =>
{
List<object> values = new List<object>();
foreach (IContentManager content in this.ContentManagers.Where(p => !p.IsNamespaced && p.IsLoaded(assetName)))
{
object value = content.LoadExact<object>(assetName, useCache: true);
values.Add(value);
}
return values;
});
}
/// <summary>Get the tilesheet ID order used by the unmodified version of a map asset.</summary>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
public TilesheetReference[] GetVanillaTilesheetIds(string assetName)
{
if (!this.VanillaTilesheets.TryGetValue(assetName, out TilesheetReference[]? tilesheets))
{
tilesheets = this.TryLoadVanillaAsset(assetName, out Map? map)
? map.TileSheets.Select((sheet, index) => new TilesheetReference(index, sheet.Id, sheet.ImageSource, sheet.SheetSize, sheet.TileSize)).ToArray()
: null;
this.VanillaTilesheets[assetName] = tilesheets;
this.VanillaContentManager.Unload();
}
return tilesheets ?? Array.Empty<TilesheetReference>();
}
/// <summary>Get the locale code which corresponds to a language enum (e.g. <c>fr-FR</c> given <see cref="LocalizedContentManager.LanguageCode.fr"/>).</summary>
/// <param name="language">The language enum to search.</param>
public string? GetLocaleCode(LocalizedContentManager.LanguageCode language)
{
if (language == LocalizedContentManager.LanguageCode.mod && LocalizedContentManager.CurrentModLanguage == null)
return null;
return this.MainContentManager.LanguageCodeString(language);
}
/// <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.");
foreach (IContentManager contentManager in this.ContentManagers)
contentManager.Dispose();
this.ContentManagers.Clear();
this.MainContentManager = null!; // instance no longer usable
this.ContentManagerLock.Dispose();
}
/*********
** 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.ContentManagerLock.InWriteLock(() =>
this.ContentManagers.Remove(contentManager)
);
}
/// <summary>Get a vanilla asset without interception.</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>
/// <param name="asset">The loaded asset data.</param>
private bool TryLoadVanillaAsset<T>(string assetName, [NotNullWhen(true)] out T? asset)
where T : notnull
{
try
{
asset = this.VanillaContentManager.Load<T>(assetName);
return true;
}
catch
{
asset = default;
return false;
}
}
/// <summary>Get the language enums (like <see cref="LocalizedContentManager.LanguageCode.ja"/>) indexed by locale code (like <c>ja-JP</c>).</summary>
/// <param name="customLanguages">The custom languages to add to the lookup.</param>
private Dictionary<string, LocalizedContentManager.LanguageCode> GetLocaleCodes(IEnumerable<ModLanguage?> customLanguages)
{
var map = new Dictionary<string, LocalizedContentManager.LanguageCode>(StringComparer.OrdinalIgnoreCase);
// custom languages
foreach (ModLanguage? language in customLanguages)
{
if (!string.IsNullOrWhiteSpace(language?.LanguageCode))
map[language.LanguageCode] = LocalizedContentManager.LanguageCode.mod;
}
// vanilla languages (override custom language if they conflict)
foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode)))
{
string? locale = this.GetLocaleCode(code);
if (locale != null)
map[locale] = code;
}
return map;
}
/// <summary>Get the asset load and edit operations to apply to a given asset if it's (re)loaded now, ignoring the <see cref="AssetOperationsByKey"/> cache.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The asset info to load or edit.</param>
private IEnumerable<AssetOperationGroup> GetAssetOperationsWithoutCache<T>(IAssetInfo info)
where T : notnull
{
IAssetInfo legacyInfo = this.GetLegacyAssetInfo(info);
// new content API
foreach (AssetOperationGroup group in this.RequestAssetOperations(info))
yield return group;
// legacy load operations
#pragma warning disable CS0612, CS0618 // deprecated code
foreach (ModLinked<IAssetLoader> loader in this.Loaders)
{
// check if loader applies
try
{
if (!loader.Data.CanLoad<T>(legacyInfo))
continue;
}
catch (Exception ex)
{
loader.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// add operation
yield return this.GetOrCreateLegacyOperationGroup(
cache: this.LegacyLoaderCache,
editor: loader.Data,
dataType: info.DataType,
createGroup: () => new AssetOperationGroup(
mod: loader.Mod,
loadOperations: new[]
{
new AssetLoadOperation(
mod: loader.Mod,
priority: AssetLoadPriority.Exclusive,
onBehalfOf: null,
getData: assetInfo => loader.Data.Load<T>(
this.GetLegacyAssetInfo(assetInfo)
)
)
},
editOperations: Array.Empty<AssetEditOperation>()
)
);
}
// legacy edit operations
foreach (var editor in this.Editors)
{
// check if editor applies
try
{
if (!editor.Data.CanEdit<T>(legacyInfo))
continue;
}
catch (Exception ex)
{
editor.Mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// HACK
//
// If two editors have the same priority, they're applied in registration order (so
// whichever was registered first is applied first). Mods often depend on this
// behavior, like Json Assets registering its interceptors before Content Patcher.
//
// Unfortunately the old & new content APIs have separate lists, so new-API
// interceptors always ran before old-API interceptors with the same priority,
// regardless of the registration order *between* APIs. Since the new API works in
// a fundamentally different way (i.e. loads/edits are defined on asset request
// instead of by registering a global 'editor' or 'loader' class), there's no way
// to track registration order between them.
//
// Until we drop the old content API in SMAPI 4.0.0, this sets the priority for
// specific legacy editors to maintain compatibility.
AssetEditPriority priority = editor.Data.GetType().FullName switch
{
"JsonAssets.Framework.ContentInjector1" => AssetEditPriority.Default - 1, // must be applied before Content Patcher
_ => AssetEditPriority.Default
};
// add operation
yield return this.GetOrCreateLegacyOperationGroup(
cache: this.LegacyEditorCache,
editor: editor.Data,
dataType: info.DataType,
createGroup: () => new AssetOperationGroup(
mod: editor.Mod,
loadOperations: Array.Empty<AssetLoadOperation>(),
editOperations: new[]
{
new AssetEditOperation(
mod: editor.Mod,
priority: priority,
onBehalfOf: null,
applyEdit: assetData => editor.Data.Edit<T>(
this.GetLegacyAssetData(assetData)
)
)
}
)
);
}
#pragma warning restore CS0612, CS0618
}
/// <summary>Get a cached asset operation group for a legacy <see cref="IAssetLoader"/> or <see cref="IAssetEditor"/> instance, creating it if needed.</summary>
/// <typeparam name="TInterceptor">The editor type (one of <see cref="IAssetLoader"/> or <see cref="IAssetEditor"/>).</typeparam>
/// <param name="cache">The cached operation groups for the interceptor type.</param>
/// <param name="editor">The legacy asset interceptor.</param>
/// <param name="dataType">The asset data type.</param>
/// <param name="createGroup">Create the asset operation group if it's not cached yet.</param>
private AssetOperationGroup GetOrCreateLegacyOperationGroup<TInterceptor>(Dictionary<TInterceptor, Dictionary<Type, AssetOperationGroup>> cache, TInterceptor editor, Type dataType, Func<AssetOperationGroup> createGroup)
where TInterceptor : class
{
if (!cache.TryGetValue(editor, out Dictionary<Type, AssetOperationGroup>? cacheByType))
cache[editor] = cacheByType = new Dictionary<Type, AssetOperationGroup>();
if (!cacheByType.TryGetValue(dataType, out AssetOperationGroup? group))
cacheByType[dataType] = group = createGroup();
return group;
}
/// <summary>Get an asset info compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary>
/// <param name="asset">The asset info.</param>
private IAssetInfo GetLegacyAssetInfo(IAssetInfo asset)
{
return new AssetInfo(
locale: this.GetLegacyLocale(asset),
assetName: this.GetLegacyAssetName(asset.Name),
type: asset.DataType,
getNormalizedPath: this.MainContentManager.AssertAndNormalizeAssetName
);
}
/// <summary>Get an asset data compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary>
/// <param name="asset">The asset data.</param>
private IAssetData GetLegacyAssetData(IAssetData asset)
{
return new AssetDataForObject(
locale: this.GetLegacyLocale(asset),
assetName: this.GetLegacyAssetName(asset.Name),
data: asset.Data,
getNormalizedPath: this.MainContentManager.AssertAndNormalizeAssetName,
reflection: this.Reflection,
onDataReplaced: asset.ReplaceWith
);
}
/// <summary>Get the <see cref="IAssetInfo.Locale"/> value compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which expect the locale to default to the current game locale or an empty string.</summary>
/// <param name="asset">The non-legacy asset info to map.</param>
private string GetLegacyLocale(IAssetInfo asset)
{
return asset.Locale ?? this.GetLocale();
}
/// <summary>Get an asset name compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary>
/// <param name="asset">The asset name to map.</param>
/// <returns>Returns the legacy asset name if needed, or the <paramref name="asset"/> if no change is needed.</returns>
private IAssetName GetLegacyAssetName(IAssetName asset)
{
// strip _international suffix
const string internationalSuffix = "_international";
if (asset.Name.EndsWith(internationalSuffix))
{
return new AssetName(
baseName: asset.Name[..^internationalSuffix.Length],
localeCode: null,
languageCode: null
);
}
// else strip locale
if (asset.LocaleCode != null)
return new AssetName(asset.BaseName, null, null);
// else no change needed
return asset;
}
}
}
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