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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Diagnostics.Contracts;
using System.Globalization;
using System.IO;
using System.Linq;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
namespace StardewModdingAPI.Framework.ContentManagers
{
/// <summary>A content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary>
internal abstract class BaseContentManager : LocalizedContentManager, IContentManager
{
/*********
** Fields
*********/
/// <summary>The central coordinator which manages content managers.</summary>
protected readonly ContentCoordinator Coordinator;
/// <summary>The underlying asset cache.</summary>
protected readonly ContentCache Cache;
/// <summary>Encapsulates monitoring and logging.</summary>
protected readonly IMonitor Monitor;
/// <summary>Simplifies access to private code.</summary>
protected readonly Reflector Reflection;
/// <summary>Whether to automatically try resolving keys to a localized form if available.</summary>
protected bool TryLocalizeKeys = true;
/// <summary>Whether the content coordinator has been disposed.</summary>
private bool IsDisposed;
/// <summary>A callback to invoke when the content manager is being disposed.</summary>
private readonly Action<BaseContentManager> OnDisposing;
/// <summary>A list of disposable assets.</summary>
private readonly List<WeakReference<IDisposable>> Disposables = new();
/// <summary>The disposable assets tracked by the base content manager.</summary>
/// <remarks>This should be kept empty to avoid keeping disposable assets referenced forever, which prevents garbage collection when they're unused. Disposable assets are tracked by <see cref="Disposables"/> instead, which avoids a hard reference.</remarks>
private readonly List<IDisposable> BaseDisposableReferences;
/*********
** Accessors
*********/
/// <inheritdoc />
public string Name { get; }
/// <inheritdoc />
public LanguageCode Language => this.GetCurrentLanguage();
/// <inheritdoc />
public string FullRootDirectory => Path.Combine(Constants.GamePath, this.RootDirectory);
/// <inheritdoc />
public bool IsNamespaced { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
/// <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="coordinator">The central coordinator which manages content managers.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
/// <param name="isNamespaced">Whether this content manager handles managed asset keys (e.g. to load assets from a mod folder).</param>
protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, bool isNamespaced)
: base(serviceProvider, rootDirectory, currentCulture)
{
// init
this.Name = name;
this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator));
// ReSharper disable once VirtualMemberCallInConstructor -- LoadedAssets isn't overridden by SMAPI or Stardew Valley
this.Cache = new ContentCache(this.LoadedAssets);
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Reflection = reflection;
this.OnDisposing = onDisposing;
this.IsNamespaced = isNamespaced;
// get asset data
this.BaseDisposableReferences = reflection.GetField<List<IDisposable>?>(this, "disposableAssets").GetValue()
?? throw new InvalidOperationException("Can't initialize content manager: the required 'disposableAssets' field wasn't found.");
}
/// <inheritdoc />
public virtual bool DoesAssetExist<T>(IAssetName assetName)
where T : notnull
{
return this.Cache.ContainsKey(assetName.Name);
}
/// <inheritdoc />
[Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")]
public sealed override T LoadBase<T>(string assetName)
{
return this.Load<T>(assetName, LanguageCode.en);
}
/// <inheritdoc />
public sealed override string LoadBaseString(string path)
{
try
{
// copied as-is from LocalizedContentManager.LoadBaseString
// This is only changed to call this.Load instead of base.Load, to support mod assets
this.ParseStringPath(path, out string assetName, out string key);
Dictionary<string, string>? strings = this.Load<Dictionary<string, string>?>(assetName, LanguageCode.en);
return strings != null && strings.ContainsKey(key)
? this.GetString(strings, key)
: path;
}
catch (Exception ex)
{
throw new InvalidOperationException($"Failed loading string path '{path}' from '{this.Name}'.", ex);
}
}
/// <inheritdoc />
public sealed override T Load<T>(string assetName)
{
return this.Load<T>(assetName, this.Language);
}
/// <inheritdoc />
public sealed override T Load<T>(string assetName, LanguageCode language)
{
assetName = this.PrenormalizeRawAssetName(assetName);
IAssetName parsedName = this.Coordinator.ParseAssetName(assetName, allowLocales: this.TryLocalizeKeys);
return this.LoadLocalized<T>(parsedName, language, useCache: true);
}
/// <inheritdoc />
public T LoadLocalized<T>(IAssetName assetName, LanguageCode language, bool useCache)
where T : notnull
{
// ignore locale in English (or if disabled)
if (!this.TryLocalizeKeys || language == LocalizedContentManager.LanguageCode.en)
return this.LoadExact<T>(assetName, useCache: useCache);
// check for localized asset
// ReSharper disable once LocalVariableHidesMember -- this is deliberate
Dictionary<string, string> localizedAssetNames = this.Coordinator.LocalizedAssetNames.Value;
if (!localizedAssetNames.TryGetValue(assetName.Name, out _))
{
string localeCode = this.LanguageCodeString(language);
IAssetName localizedName = new AssetName(baseName: assetName.BaseName, localeCode: localeCode, languageCode: language);
try
{
T data = this.LoadExact<T>(localizedName, useCache: useCache);
localizedAssetNames[assetName.Name] = localizedName.Name;
return data;
}
catch (ContentLoadException)
{
localizedName = new AssetName(assetName.BaseName + "_international", null, null);
try
{
T data = this.LoadExact<T>(localizedName, useCache: useCache);
localizedAssetNames[assetName.Name] = localizedName.Name;
return data;
}
catch (ContentLoadException)
{
localizedAssetNames[assetName.Name] = assetName.Name;
}
}
}
// use cached key
string rawName = localizedAssetNames[assetName.Name];
if (assetName.Name != rawName)
assetName = this.Coordinator.ParseAssetName(rawName, allowLocales: this.TryLocalizeKeys);
return this.LoadExact<T>(assetName, useCache: useCache);
}
/// <inheritdoc />
public abstract T LoadExact<T>(IAssetName assetName, bool useCache)
where T : notnull;
/// <inheritdoc />
[SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
public string AssertAndNormalizeAssetName(string? assetName)
{
// NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid
// throwing other types like ArgumentException here.
if (string.IsNullOrWhiteSpace(assetName))
throw new SContentLoadException(ContentLoadErrorType.InvalidName, "The asset key or local path is empty.");
if (assetName.Intersect(Path.GetInvalidPathChars()).Any())
throw new SContentLoadException(ContentLoadErrorType.InvalidName, "The asset key or local path contains invalid characters.");
return this.Cache.NormalizeKey(assetName);
}
/****
** Content loading
****/
/// <inheritdoc />
public string GetLocale()
{
return this.GetLocale(this.GetCurrentLanguage());
}
/// <inheritdoc />
public string GetLocale(LanguageCode language)
{
return this.LanguageCodeString(language);
}
/// <inheritdoc />
public bool IsLoaded
|