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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewValley;
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 IDictionary<IModMetadata, IList<IAssetLoader>> Loaders => this.Coordinator.Loaders;
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
private IDictionary<IModMetadata, IList<IAssetEditor>> Editors => this.Coordinator.Editors;
/// <summary>A lookup which indicates whether the asset is localizable (i.e. the filename contains the locale), if previously loaded.</summary>
private readonly IDictionary<string, bool> IsLocalizableLookup;
/// <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>
public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false)
{
this.IsLocalizableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue();
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))
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);
if (useCache)
this.Inject(assetName, managedAsset, language);
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.Inject(assetName, data, language);
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.InvariantCultureIgnoreCase);
foreach (string key in this.IsLocalizableLookup.Where(p => 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.Item1)
.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase)
.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>
protected override bool IsNormalizedKeyLoaded(string normalizedAssetName)
{
// default English
if (this.Language == LocalizedContentManager.LanguageCode.en || this.Coordinator.IsManagedAssetKey(normalizedAssetName))
return this.Cache.ContainsKey(normalizedAssetName);
// translated
string keyWithLocale = $"{normalizedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}";
if (this.IsLocalizableLookup.TryGetValue(keyWithLocale, out bool localizable))
{
return localizable
? this.Cache.ContainsKey(keyWithLocale)
: this.Cache.ContainsKey(normalizedAssetName);
}
// not loaded yet
return false;
}
/// <summary>Inject an asset into 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>
protected override void Inject<T>(string assetName, T value, LanguageCode language)
{
// handle explicit language in asset name
{
if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage))
{
this.Inject(newAssetName, value, newLanguage);
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`.
string keyWithLocale = $"{assetName}.{this.GetLocale(language)}";
base.Inject(assetName, value, language);
if (this.Cache.ContainsKey(keyWithLocale))
base.Inject(keyWithLocale, value, language);
// track whether the injected asset is translatable for is-loaded lookups
if (this.Cache.ContainsKey(keyWithLocale))
{
this.IsLocalizableLookup[assetName] = true;
this.IsLocalizableLookup[keyWithLocale] = true;
}
else if (this.Cache.ContainsKey(assetName))
{
this.IsLocalizableLookup[assetName] = false;
this.IsLocalizableLookup[keyWithLocale] = false;
}
else
this.Monitor.Log($"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)
{
// try translated asset
if (language != LocalizedContentManager.LanguageCode.en)
{
string translatedKey = $"{assetName}.{this.GetLocale(language)}";
if (!this.IsLocalizableLookup.TryGetValue(translatedKey, out bool isTranslatable) || isTranslatable)
{
try
{
T obj = base.RawLoad<T>(translatedKey, useCache);
this.IsLocalizableLookup[assetName] = true;
this.IsLocalizableLookup[translatedKey] = true;
return obj;
}
catch (ContentLoadException)
{
this.IsLocalizableLookup[assetName] = false;
this.IsLocalizableLookup[translatedKey] = false;
}
}
}
// try base asset
return base.RawLoad<T>(assetName, useCache);
}
/// <summary>Parse an asset key that contains an explicit language into its asset name and language, if applicable.</summary>
/// <param name="rawAsset">The asset key to parse.</param>
/// <param name="assetName">The asset name without the language code.</param>
/// <param name="language">The language code removed from the asset name.</param>
/// <returns>Returns whether the asset key contains an explicit language and was successfully parsed.</returns>
private bool TryParseExplicitLanguageAssetKey(string rawAsset, out string assetName, out LanguageCode language)
{
if (string.IsNullOrWhiteSpace(rawAsset))
throw new SContentLoadException("The asset key is empty.");
// extract language code
int splitIndex = rawAsset.LastIndexOf('.');
if (splitIndex != -1 && this.LanguageCodes.TryGetValue(rawAsset.Substring(splitIndex + 1), out language))
{
assetName = rawAsset.Substring(0, splitIndex);
return true;
}
// no explicit language code found
assetName = rawAsset;
language = this.Language;
return false;
}
/// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary>
/// <param name="info">The basic asset metadata.</param>
/// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>
private IAssetData ApplyLoader<T>(IAssetInfo info)
{
// find matching loaders
var loaders = this.GetInterceptors(this.Loaders)
.Where(entry =>
{
try
{
return entry.Value.CanLoad<T>(info);
}
catch (Exception ex)
{
entry.Key.LogAsMod($"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.Key.DisplayName).ToArray();
this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn);
return null;
}
// fetch asset from loader
IModMetadata mod = loaders[0].Key;
IAssetLoader loader = loaders[0].Value;
T data;
try
{
data = loader.Load<T>(info);
this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace);
}
catch (Exception ex)
{
mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
return null;
}
// validate asset
if (data == null)
{
mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error);
return null;
}
// return matched asset
return new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName);
}
/// <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);
// edit asset
foreach (var entry in this.GetInterceptors(this.Editors))
{
// check for match
IModMetadata mod = entry.Key;
IAssetEditor editor = entry.Value;
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>Get all registered interceptors from a list.</summary>
private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries)
{
foreach (var entry in entries)
{
IModMetadata mod = entry.Key;
IList<T> interceptors = entry.Value;
// registered editors
foreach (T interceptor in interceptors)
yield return new KeyValuePair<IModMetadata, T>(mod, interceptor);
}
}
}
}
|