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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Reflection;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewValley;
using xTile;
namespace StardewModdingAPI.Framework.ContentManagers
{
/// <summary>A content manager which handles reading files from the game content folder with support for interception.</summary>
internal class GameContentManager : BaseContentManager
{
/*********
** Fields
*********/
/// <summary>The assets currently being intercepted by <see cref="IAssetLoader"/> instances. This is used to prevent infinite loops when a loader loads a new asset.</summary>
private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>();
/// <summary>Interceptors which provide the initial versions of matching assets.</summary>
private IList<ModLinked<IAssetLoader>> Loaders => this.Coordinator.Loaders;
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
private IList<ModLinked<IAssetEditor>> Editors => this.Coordinator.Editors;
/// <summary>Maps asset names to their localized form, like <c>LooseSprites\Billboard => LooseSprites\Billboard.fr-FR</c> (localized) or <c>Maps\AnimalShop => Maps\AnimalShop</c> (not localized).</summary>
private IDictionary<string, string> LocalizedAssetNames => LocalizedContentManager.localizedAssetNames;
/// <summary>Whether the next load is the first for any game content manager.</summary>
private static bool IsFirstLoad = true;
/// <summary>A callback to invoke the first time *any* game content manager loads an asset.</summary>
private readonly Action OnLoadingFirstAsset;
/*********
** 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="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param>
/// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations)
{
this.OnLoadingFirstAsset = onLoadingFirstAsset;
}
/// <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 override T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache)
{
// raise first-load callback
if (GameContentManager.IsFirstLoad)
{
GameContentManager.IsFirstLoad = false;
this.OnLoadingFirstAsset();
}
// normalize asset name
assetName = this.AssertAndNormalizeAssetName(assetName);
if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage))
return this.Load<T>(newAssetName, newLanguage, useCache);
// get from cache
if (useCache && this.IsLoaded(assetName, language))
return this.RawLoad<T>(assetName, language, useCache: true);
// get managed asset
if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
{
T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath);
this.TrackAsset(assetName, managedAsset, language, useCache);
return managedAsset;
}
// load asset
T data;
if (this.AssetsBeingLoaded.Contains(assetName))
{
this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn);
this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace);
data = this.RawLoad<T>(assetName, language, useCache);
}
else
{
data = this.AssetsBeingLoaded.Track(assetName, () =>
{
string locale = this.GetLocale(language);
IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
IAssetData asset =
this.ApplyLoader<T>(info)
?? new AssetDataForObject(info, this.RawLoad<T>(assetName, language, useCache), this.AssertAndNormalizeAssetName);
asset = this.ApplyEditors<T>(info, asset);
return (T)asset.Data;
});
}
// update cache & return data
this.TrackAsset(assetName, data, language, useCache);
return data;
}
/// <summary>Perform any cleanup needed when the locale changes.</summary>
public override void OnLocaleChanged()
{
base.OnLocaleChanged();
// find assets for which a translatable version was loaded
HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
foreach (string key in this.LocalizedAssetNames.Where(p => p.Key != p.Value).Select(p => p.Key))
removeAssetNames.Add(this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) ? assetName : key);
// invalidate translatable assets
string[] invalidated = this
.InvalidateCache((key, type) =>
removeAssetNames.Contains(key)
|| (this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) && removeAssetNames.Contains(assetName))
)
.Select(p => p.Key)
.OrderBy(p => p, StringComparer.OrdinalIgnoreCase)
.ToArray();
if (invalidated.Any())
this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change.", LogLevel.Trace);
}
/// <summary>Create a new content manager for temporary use.</summary>
public override LocalizedContentManager CreateTemporary()
{
return this.Coordinator.CreateGameContentManager("(temporary)");
}
/*********
** Private methods
*********/
/// <summary>Get whether an asset has already been loaded.</summary>
/// <param name="normalizedAssetName">The normalized asset name.</param>
/// <param name="language">The language to check.</param>
protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language)
{
string cachedKey = null;
bool localized =
language != LocalizedContentManager.LanguageCode.en
&& !this.Coordinator.IsManagedAssetKey(normalizedAssetName)
&& this.LocalizedAssetNames.TryGetValue(normalizedAssetName, out cachedKey);
return localized
? this.Cache.ContainsKey(cachedKey)
: this.Cache.ContainsKey(normalizedAssetName);
}
/// <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 override void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache)
{
// handle explicit language in asset name
{
if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage))
{
this.TrackAsset(newAssetName, value, newLanguage, useCache);
return;
}
}
// save to cache
// Note: even if the asset was loaded and cached right before this method was called,
// we need to fully re-inject it here for two reasons:
// 1. So we can look up an asset by its base or localized key (the game/XNA logic
// only caches by the most specific key).
// 2. Because a mod asset loader/editor may have changed the asset in a way that
// doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`.
if (useCache)
{
string translatedKey = $"{assetName}.{this.GetLocale(language)}";
base.TrackAsset(assetName, value, language, useCache: true);
if (this.Cache.ContainsKey(translatedKey))
base.TrackAsset(translatedKey, value, language, useCache: true);
// track whether the injected asset is translatable for is-loaded lookups
if (this.Cache.ContainsKey(translatedKey))
this.LocalizedAssetNames[assetName] = translatedKey;
else if (this.Cache.ContainsKey(assetName))
this.LocalizedAssetNames[assetName] = assetName;
else
this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error);
}
}
/// <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="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>
/// <remarks>Derived from <see cref="LocalizedContentManager.Load{T}(string, LocalizedContentManager.LanguageCode)"/>.</remarks>
private T RawLoad<T>(string assetName, LanguageCode language, bool useCache)
{
// use cached key
if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey))
return base.RawLoad<T>(cachedKey, useCache);
// try translated key
if (language != LocalizedContentManager.LanguageCode.en)
{
string translatedKey = $"{assetName}.{this.GetLocale(language)}";
try
{
T obj = base.RawLoad<T>(translatedKey, useCache);
this.LocalizedAssetNames[assetName] = translatedKey;
return obj;
}
catch (ContentLoadException)
{
this.LocalizedAssetNames[assetName] = assetName;
}
}
// try base asset
return base.RawLoad<T>(assetName, useCache);
}
/// <summary>Parse an asset key that contains an explicit language into its asset name and language, if applicable.</summary>
/// <param name="rawAsset">The asset key to parse.</param>
/// <param name="assetName">The asset name without the language code.</param>
/// <param name="language">The language code removed from the asset name.</param>
/// <returns>Returns whether the asset key contains an explicit language and was successfully parsed.</returns>
private bool TryParseExplicitLanguageAssetKey(string rawAsset, out string assetName, out LanguageCode language)
{
if (string.IsNullOrWhiteSpace(rawAsset))
throw new SContentLoadException("The asset key is empty.");
// extract language code
int splitIndex = rawAsset.LastIndexOf('.');
if (splitIndex != -1 && this.LanguageCodes.TryGetValue(rawAsset.Substring(splitIndex + 1), out language))
{
assetName = rawAsset.Substring(0, splitIndex);
return true;
}
// no explicit language code found
assetName = rawAsset;
language = this.Language;
return false;
}
/// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary>
/// <param name="info">The basic asset metadata.</param>
/// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>
private IAssetData ApplyLoader<T>(IAssetInfo info)
{
// find matching loaders
var loaders = this.Loaders
.Where(entry =>
{
try
{
return entry.Data.CanLoad<T>(info);
}
catch (Exception ex)
{
entry.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
return false;
}
})
.ToArray();
// validate loaders
if (!loaders.Any())
return null;
if (loaders.Length > 1)
{
string[] loaderNames = loaders.Select(p => p.Mod.DisplayName).ToArray();
this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn);
return null;
}
// fetch asset from loader
IModMetadata mod = loaders[0].Mod;
IAssetLoader loader = loaders[0].Data;
T data;
try
{
data = loader.Load<T>(info);
this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace);
}
catch (Exception ex)
{
mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
return null;
}
// return matched asset
return this.TryValidateLoadedAsset(info, data, mod)
? new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName)
: null;
}
/// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The basic asset metadata.</param>
/// <param name="asset">The loaded asset.</param>
private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset)
{
IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName);
// special case: if the asset was loaded with a more general type like 'object', call editors with the actual type instead.
{
Type actualType = asset.Data.GetType();
Type actualOpenType = actualType.IsGenericType ? actualType.GetGenericTypeDefinition() : null;
if (typeof(T) != actualType && (actualOpenType == typeof(Dictionary<,>) || actualOpenType == typeof(List<>) || actualType == typeof(Texture2D) || actualType == typeof(Map)))
{
return (IAssetData)this.GetType()
.GetMethod(nameof(this.ApplyEditors), BindingFlags.NonPublic | BindingFlags.Instance)
.MakeGenericMethod(actualType)
.Invoke(this, new object[] { info, asset });
}
}
// edit asset
foreach (var entry in this.Editors)
{
// check for match
IModMetadata mod = entry.Mod;
IAssetEditor editor = entry.Data;
try
{
if (!editor.CanEdit<T>(info))
continue;
}
catch (Exception ex)
{
mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// try edit
object prevAsset = asset.Data;
try
{
editor.Edit<T>(asset);
this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}.", LogLevel.Trace);
}
catch (Exception ex)
{
mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
}
// validate edit
if (asset.Data == null)
{
mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn);
asset = GetNewData(prevAsset);
}
else if (!(asset.Data is T))
{
mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn);
asset = GetNewData(prevAsset);
}
}
// return result
return asset;
}
/// <summary>Validate that an asset loaded by a mod is valid and won't cause issues.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The basic asset metadata.</param>
/// <param name="data">The loaded asset data.</param>
/// <param name="mod">The mod which loaded the asset.</param>
private bool TryValidateLoadedAsset<T>(IAssetInfo info, T data, IModMetadata mod)
{
// can't load a null asset
if (data == null)
{
mod.LogAsMod($"SMAPI blocked asset replacement for '{info.AssetName}': mod incorrectly set asset to a null value.", LogLevel.Error);
return false;
}
// when replacing a map, the vanilla tilesheets must have the same order and IDs
if (data is Map loadedMap)
{
TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.AssetName);
foreach (TilesheetReference vanillaSheet in vanillaTilesheetRefs)
{
// skip if match
if (loadedMap.TileSheets.Count > vanillaSheet.Index && loadedMap.TileSheets[vanillaSheet.Index].Id == vanillaSheet.Id)
continue;
// handle mismatch
{
// only show warning if not farm map
// This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting.
bool isFarmMap = info.AssetNameEquals("Maps/Farm") || info.AssetNameEquals("Maps/Farm_Combat") || info.AssetNameEquals("Maps/Farm_Fishing") || info.AssetNameEquals("Maps/Farm_Foraging") || info.AssetNameEquals("Maps/Farm_FourCorners") || info.AssetNameEquals("Maps/Farm_Island") || info.AssetNameEquals("Maps/Farm_Mining");
int loadedIndex = this.TryFindTilesheet(loadedMap, vanillaSheet.Id);
string reason = loadedIndex != -1
? $"mod reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\nTechnical details for mod author: Expected order: {string.Join(", ", vanillaTilesheetRefs.Select(p => p.Id))}. See https://stardewvalleywiki.com/Modding:Maps#Tilesheet_order for help."
: $"mod has no tilesheet with ID '{vanillaSheet.Id}'. Map replacements must keep the original tilesheets to avoid errors or crashes.";
SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval);
if (isFarmMap)
{
mod.LogAsMod($"SMAPI blocked '{info.AssetName}' map load: {reason}", LogLevel.Error);
return false;
}
mod.LogAsMod($"SMAPI found an issue with '{info.AssetName}' map load: {reason}", LogLevel.Warn);
}
}
}
return true;
}
/// <summary>Find a map tilesheet by ID.</summary>
/// <param name="map">The map whose tilesheets to search.</param>
/// <param name="id">The tilesheet ID to match.</param>
private int TryFindTilesheet(Map map, string id)
{
for (int i = 0; i < map.TileSheets.Count; i++)
{
if (map.TileSheets[i].Id == id)
return i;
}
return -1;
}
}
}
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