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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>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>The language enum values indexed by locale code.</summary>
protected IDictionary<string, LanguageCode> LanguageCodes { get; }
/// <summary>A list of disposable assets.</summary>
private readonly List<WeakReference<IDisposable>> Disposables = new List<WeakReference<IDisposable>>();
/// <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
*********/
/// <summary>A name for the mod manager. Not guaranteed to be unique.</summary>
public string Name { get; }
/// <summary>The current language as a constant.</summary>
public LanguageCode Language => this.GetCurrentLanguage();
/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
/// <summary>Whether this content manager can be targeted by managed asset keys (e.g. to load assets from a mod folder).</summary>
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));
this.Cache = new ContentCache(this, reflection);
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.OnDisposing = onDisposing;
this.IsNamespaced = isNamespaced;
// get asset data
this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
this.BaseDisposableReferences = reflection.GetField<List<IDisposable>>(this, "disposableAssets").GetValue();
}
/// <summary>Load an asset that has been processed by the content pipeline.</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>
public override T Load<T>(string assetName)
{
return this.Load<T>(assetName, this.Language, useCache: true);
}
/// <summary>Load an asset that has been processed by the content pipeline.</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="language">The language code for which to load content.</param>
public override T Load<T>(string assetName, LanguageCode language)
{
return this.Load<T>(assetName, language, useCache: true);
}
/// <summary>Load an asset that has been processed by the content pipeline.</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="language">The language code for which to load content.</param>
/// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
public abstract T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache);
/// <summary>Load the base asset without localization.</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>
[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 override T LoadBase<T>(string assetName)
{
return this.Load<T>(assetName, LanguageCode.en, useCache: true);
}
/// <summary>Perform any cleanup needed when the locale changes.</summary>
public virtual void OnLocaleChanged() { }
/// <summary>Normalize path separators in a file path. For asset keys, see <see cref="AssertAndNormalizeAssetName"/> instead.</summary>
/// <param name="path">The file path to normalize.</param>
[Pure]
public string NormalizePathSeparators(string path)
{
return this.Cache.NormalizePathSeparators(path);
}
/// <summary>Assert that the given key has a valid format and return a normalized form consistent with the underlying cache.</summary>
/// <param name="assetName">The asset key to check.</param>
/// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception>
[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("The asset key or local path is empty.");
if (assetName.Intersect(Path.GetInvalidPathChars()).Any())
throw new SContentLoadException("The asset key or local path contains invalid characters.");
return this.Cache.NormalizeKey(assetName);
}
/****
** Content loading
****/
/// <summary>Get the current content locale.</summary>
public string GetLocale()
{
return this.GetLocale(this.GetCurrentLanguage());
}
/// <summary>The locale for a language.</summary>
/// <param name="language">The language.</param>
public string GetLocale(LanguageCode language)
{
return this.LanguageCodeString(language);
}
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
public bool IsLoaded(string assetName)
{
assetName = this.Cache.NormalizeKey(assetName);
return this.IsNormalizedKeyLoaded(assetName);
}
/// <summary>Get the cached asset keys.</summary>
public IEnumerable<string> GetAssetKeys()
{
return this.Cache.Keys
.Select(this.GetAssetName)
.Distinct();
}
/****
** Cache invalidation
****/
/// <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 and instances.</returns>
public IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
{
IDictionary<string, object> removeAssets = new Dictionary<string, object>(StringComparer.InvariantCultureIgnoreCase);
this.Cache.Remove((key, asset) =>
{
this.ParseCacheKey(key, out string assetName, out _);
if (removeAssets.ContainsKey(assetName))
return true;
if (predicate(assetName, asset.GetType()))
{
removeAssets[assetName] = asset;
return true;
}
return false;
}, dispose);
return removeAssets;
}
/// <summary>Dispose held resources.</summary>
/// <param name="isDisposing">Whether the content manager is being disposed (rather than finalized).</param>
protected override void Dispose(bool isDisposing)
{
// ignore if disposed
if (this.IsDisposed)
return;
this.IsDisposed = true;
// dispose uncached assets
foreach (WeakReference<IDisposable> reference in this.Disposables)
{
if (reference.TryGetTarget(out IDisposable disposable))
{
try
{
disposable.Dispose();
}
catch { /* ignore dispose errors */ }
}
}
this.Disposables.Clear();
// raise event
this.OnDisposing(this);
base.Dispose(isDisposing);
}
/// <inheritdoc />
public override void Unload()
{
if (this.IsDisposed)
return; // base logic doesn't allow unloading twice, which happens due to SMAPI and the game both unloading
base.Unload();
}
/*********
** Private methods
*********/
/// <summary>Load an asset file directly from the underlying content manager.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The normalized asset key.</param>
/// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
protected virtual T RawLoad<T>(string assetName, bool useCache)
{
return useCache
? base.LoadBase<T>(assetName)
: base.ReadAsset<T>(assetName, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable)));
}
/// <summary>Add tracking data to an asset and add it to the cache.</summary>
/// <typeparam name="T">The type of asset to inject.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="value">The asset value.</param>
/// <param name="language">The language code for which to inject the asset.</param>
/// <param name="useCache">Whether to save the asset to the asset cache.</param>
protected virtual void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache)
{
// track asset key
if (value is Texture2D texture)
texture.Name = assetName;
// cache asset
if (useCache)
{
assetName = this.AssertAndNormalizeAssetName(assetName);
this.Cache[assetName] = value;
}
// avoid hard disposable references; see remarks on the field
this.BaseDisposableReferences.Clear();
}
/// <summary>Parse a cache key into its component parts.</summary>
/// <param name="cacheKey">The input cache key.</param>
/// <param name="assetName">The original asset name.</param>
/// <param name="localeCode">The asset locale code (or <c>null</c> if not localized).</param>
protected void ParseCacheKey(string cacheKey, out string assetName, out string localeCode)
{
// handle localized key
if (!string.IsNullOrWhiteSpace(cacheKey))
{
int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture);
if (lastSepIndex >= 0)
{
string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
if (this.LanguageCodes.ContainsKey(suffix))
{
assetName = cacheKey.Substring(0, lastSepIndex);
localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
return;
}
}
}
// handle simple key
assetName = cacheKey;
localeCode = null;
}
/// <summary>Get whether an asset has already been loaded.</summary>
/// <param name="normalizedAssetName">The normalized asset name.</param>
protected abstract bool IsNormalizedKeyLoaded(string normalizedAssetName);
/// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
private IDictionary<LanguageCode, string> GetKeyLocales()
{
// create locale => code map
IDictionary<LanguageCode, string> map = new Dictionary<LanguageCode, string>();
foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode)))
map[code] = this.GetLocale(code);
return map;
}
/// <summary>Get the asset name from a cache key.</summary>
/// <param name="cacheKey">The input cache key.</param>
private string GetAssetName(string cacheKey)
{
this.ParseCacheKey(cacheKey, out string assetName, out string _);
return assetName;
}
}
}
|