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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.Reflection;
using StardewModdingAPI.Metadata;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>The central logic for creating content managers, invalidating caches, and propagating asset changes.</summary>
internal class ContentCoordinator : IDisposable
{
/*********
** Properties
*********/
/// <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>The loaded content managers (including the <see cref="MainContentManager"/>).</summary>
private readonly IList<SContentManager> ContentManagers = new List<SContentManager>();
/*********
** Accessors
*********/
/// <summary>The primary content manager used for most assets.</summary>
public SContentManager 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>
public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection)
{
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Reflection = reflection;
this.FullRootDirectory = Path.Combine(Constants.ExecutionPath, rootDirectory);
this.ContentManagers.Add(
this.MainContentManager = new SContentManager("Game1.content", serviceProvider, rootDirectory, currentCulture, this, monitor, reflection, isModFolder: false)
);
this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.NormaliseAssetName, reflection);
}
/// <summary>Get a new content manager which defers loading to the content core.</summary>
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
/// <param name="isModFolder">Whether this content manager is wrapped around a mod folder.</param>
/// <param name="rootDirectory">The root directory to search for content (or <c>null</c>. for the default)</param>
public SContentManager CreateContentManager(string name, bool isModFolder, string rootDirectory = null)
{
return new SContentManager(name, this.MainContentManager.ServiceProvider, rootDirectory ?? this.MainContentManager.RootDirectory, this.MainContentManager.CurrentCulture, this, this.Monitor, this.Reflection, isModFolder);
}
/// <summary>Get the current content locale.</summary>
public string GetLocale() => this.MainContentManager.GetLocale(LocalizedContentManager.CurrentLanguageCode);
/// <summary>Convert an absolute file path into a appropriate asset name.</summary>
/// <param name="absolutePath">The absolute path to the file.</param>
public string GetAssetNameFromFilePath(string absolutePath) => this.MainContentManager.GetAssetNameFromFilePath(absolutePath, ContentSource.GameContent);
/// <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);
if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset })))
return true;
// check editors
MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType);
return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset }));
});
}
/// <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.NormaliseAssetName);
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
HashSet<string> removedAssetNames = new HashSet<string>();
foreach (SContentManager contentManager in this.ContentManagers)
{
foreach (string name in contentManager.InvalidateCache(predicate, dispose))
removedAssetNames.Add(name);
}
// reload core game assets
int reloaded = 0;
foreach (string key in removedAssetNames)
{
if (this.CoreAssets.Propagate(this.MainContentManager, key)) // use an intercepted content manager
reloaded++;
}
// report result
if (removedAssetNames.Any())
this.Monitor.Log($"Invalidated {removedAssetNames.Count} asset names: {string.Join(", ", removedAssetNames.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
return removedAssetNames;
}
/// <summary>Dispose held resources.</summary>
public void Dispose()
{
if (this.MainContentManager == null)
return; // already disposed
this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.", LogLevel.Trace);
foreach (SContentManager contentManager in this.ContentManagers)
contentManager.Dispose();
this.ContentManagers.Clear();
this.MainContentManager = null;
}
}
}
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