summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/ContentCoordinator.cs
blob: 15d39a5c0da0d14c3a558c9f654448697c2fb9e0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
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.Framework.Utilities;
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>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>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>
        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 GameContentManager("Game1.content", serviceProvider, rootDirectory, currentCulture, this, monitor, reflection, this.OnDisposing)
            );
            this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.AssertAndNormaliseAssetName, reflection);
        }

        /// <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.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
            HashSet<string> removedAssetNames = new HashSet<string>();
            foreach (IContentManager 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.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.");
        }
    }
}