summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
blob: fdf76b24dad2fe34784247220f140943f0d16ac2 (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
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
using System;
using System.Globalization;
using System.IO;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Serialization;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
using xTile;
using xTile.Format;
using xTile.ObjectModel;
using xTile.Tiles;

namespace StardewModdingAPI.Framework.ContentManagers
{
    /// <summary>A content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary>
    internal class ModContentManager : BaseContentManager
    {
        /*********
        ** Fields
        *********/
        /// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
        private readonly JsonHelper JsonHelper;

        /// <summary>The game content manager used for map tilesheets not provided by the mod.</summary>
        private readonly IContentManager GameContentManager;

        /// <summary>The language code for language-agnostic mod assets.</summary>
        private readonly LanguageCode DefaultLanguage = Constants.DefaultLanguage;


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
        /// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</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="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
        /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
        public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing)
            : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true)
        {
            this.GameContentManager = gameContentManager;
            this.JsonHelper = jsonHelper;
        }

        /// <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.DefaultLanguage, useCache: false);
        }

        /// <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: false);
        }

        /// <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, LanguageCode language, bool useCache)
        {
            assetName = this.AssertAndNormalizeAssetName(assetName);

            // disable caching
            // This is necessary to avoid assets being shared between content managers, which can
            // cause changes to an asset through one content manager affecting the same asset in
            // others (or even fresh content managers). See https://www.patreon.com/posts/27247161
            // for more background info.
            if (useCache)
                throw new InvalidOperationException("Mod content managers don't support asset caching.");

            // disable language handling
            // Mod files don't support automatic translation logic, so this should never happen.
            if (language != this.DefaultLanguage)
                throw new InvalidOperationException("Localized assets aren't supported by the mod content manager.");

            // resolve managed asset key
            {
                if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
                {
                    if (contentManagerID != this.Name)
                        throw new SContentLoadException($"Can't load managed asset key '{assetName}' through content manager '{this.Name}' for a different mod.");
                    assetName = relativePath;
                }
            }

            // get local asset
            SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}");
            T asset;
            try
            {
                // get file
                FileInfo file = this.GetModFile(assetName);
                if (!file.Exists)
                    throw GetContentError("the specified path doesn't exist.");

                // load content
                switch (file.Extension.ToLower())
                {
                    // XNB file
                    case ".xnb":
                        {
                            asset = this.RawLoad<T>(assetName, useCache: false);
                            if (asset is Map map)
                            {
                                this.NormalizeTilesheetPaths(map);
                                this.FixCustomTilesheetPaths(map, relativeMapPath: assetName);
                            }
                        }
                        break;

                    // unpacked data
                    case ".json":
                        {
                            if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out asset))
                                throw GetContentError("the JSON file is invalid."); // should never happen since we check for file existence above
                        }
                        break;

                    // unpacked image
                    case ".png":
                        {
                            // validate
                            if (typeof(T) != typeof(Texture2D))
                                throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");

                            // fetch & cache
                            using FileStream stream = File.OpenRead(file.FullName);

                            Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
                            texture = this.PremultiplyTransparency(texture);
                            asset = (T)(object)texture;
                        }
                        break;

                    // unpacked map
                    case ".tbin":
                        {
                            // validate
                            if (typeof(T) != typeof(Map))
                                throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");

                            // fetch & cache
                            FormatManager formatManager = FormatManager.Instance;
                            Map map = formatManager.LoadMap(file.FullName);
                            this.NormalizeTilesheetPaths(map);
                            this.FixCustomTilesheetPaths(map, relativeMapPath: assetName);
                            asset = (T)(object)map;
                        }
                        break;

                    default:
                        throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.json', '.png', '.tbin', or '.xnb'.");
                }
            }
            catch (Exception ex) when (!(ex is SContentLoadException))
            {
                if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib")
                    throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher.");
                throw new SContentLoadException($"The content manager failed loading content asset '{assetName}' from {this.Name}.", ex);
            }

            // track & return asset
            this.TrackAsset(assetName, asset, language, useCache);
            return asset;
        }

        /// <summary>Create a new content manager for temporary use.</summary>
        public override LocalizedContentManager CreateTemporary()
        {
            throw new NotSupportedException("Can't create a temporary mod content manager.");
        }

        /// <summary>Get the underlying key in the game's content cache for an asset. This does not validate whether the asset exists.</summary>
        /// <param name="key">The local path to a content file relative to the mod folder.</param>
        /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
        public string GetInternalAssetKey(string key)
        {
            FileInfo file = this.GetModFile(key);
            string relativePath = PathUtilities.GetRelativePath(this.RootDirectory, file.FullName);
            return Path.Combine(this.Name, relativePath);
        }


        /*********
        ** 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)
        {
            return this.Cache.ContainsKey(normalizedAssetName);
        }

        /// <summary>Get a file from the mod folder.</summary>
        /// <param name="path">The asset path relative to the content folder.</param>
        private FileInfo GetModFile(string path)
        {
            // try exact match
            FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path));

            // try with default extension
            if (!file.Exists && file.Extension.ToLower() != ".xnb")
            {
                FileInfo result = new FileInfo(file.FullName + ".xnb");
                if (result.Exists)
                    file = result;
            }

            return file;
        }

        /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game.</summary>
        /// <param name="texture">The texture to premultiply.</param>
        /// <returns>Returns a premultiplied texture.</returns>
        /// <remarks>Based on <a href="https://gamedev.stackexchange.com/a/26037">code by David Gouveia</a>.</remarks>
        private Texture2D PremultiplyTransparency(Texture2D texture)
        {
            // Textures loaded by Texture2D.FromStream are already premultiplied on Linux/Mac, even
            // though the XNA documentation explicitly says otherwise. That's a glitch in MonoGame
            // fixed in newer versions, but the game uses a bundled version that will always be
            // affected. See https://github.com/MonoGame/MonoGame/issues/4820 for more info.
            if (Constants.TargetPlatform != GamePlatform.Windows)
                return texture;

            // premultiply pixels
            Color[] data = new Color[texture.Width * texture.Height];
            texture.GetData(data);
            for (int i = 0; i < data.Length; i++)
            {
                if (data[i].A == 0)
                    continue; // no need to change fully transparent pixels

                data[i] = Color.FromNonPremultiplied(data[i].ToVector4());
            }

            texture.SetData(data);
            return texture;
        }

        /// <summary>Normalize map tilesheet paths for the current platform.</summary>
        /// <param name="map">The map whose tilesheets to fix.</param>
        private void NormalizeTilesheetPaths(Map map)
        {
            foreach (TileSheet tilesheet in map.TileSheets)
                tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource);
        }

        /// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary>
        /// <param name="map">The map whose tilesheets to fix.</param>
        /// <param name="relativeMapPath">The relative map path within the mod folder.</param>
        /// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception>
        /// <remarks>
        /// The game's logic for tilesheets in <see cref="Game1.setGraphicsForSeason"/> is a bit specialized. It boils
        /// down to this:
        ///  * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded
        ///    as-is relative to the <c>Content</c> folder.
        ///  * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix.
        /// 
        /// That logic doesn't work well in our case, mainly because we have no location metadata at this point.
        /// Instead we use a more heuristic approach: check relative to the map file first, then relative to
        /// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a
        /// seasonal variation and then an exact match.
        /// 
        /// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference.
        /// </remarks>
        private void FixCustomTilesheetPaths(Map map, string relativeMapPath)
        {
            // get map info
            if (!map.TileSheets.Any())
                return;
            relativeMapPath = this.AssertAndNormalizeAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators
            string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder
            bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null;

            // fix tilesheets
            foreach (TileSheet tilesheet in map.TileSheets)
            {
                string imageSource = tilesheet.ImageSource;

                // validate tilesheet path
                if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains(".."))
                    throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../).");

                // get seasonal name (if applicable)
                string seasonalImageSource = null;
                if (isOutdoors && Context.IsSaveLoaded && Game1.currentSeason != null)
                {
                    string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"The '{imageSource}' tilesheet couldn't be loaded: filename is unexpectedly null.");
                    bool hasSeasonalPrefix =
                        filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase)
                        || filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase)
                        || filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase)
                        || filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase);
                    if (hasSeasonalPrefix && !filename.StartsWith(Game1.currentSeason + "_"))
                    {
                        string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename, StringComparison.CurrentCultureIgnoreCase));
                        seasonalImageSource = $"{dirPath}{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}";
                    }
                }

                // load best match
                try
                {
                    string key =
                        this.GetTilesheetAssetName(relativeMapFolder, seasonalImageSource)
                        ?? this.GetTilesheetAssetName(relativeMapFolder, imageSource);
                    if (key != null)
                    {
                        tilesheet.ImageSource = key;
                        continue;
                    }
                }
                catch (Exception ex)
                {
                    throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex);
                }

                // none found
                throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.");
            }
        }

        /// <summary>Get the actual asset name for a tilesheet.</summary>
        /// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param>
        /// <param name="imageSource">The tilesheet image source to load.</param>
        /// <returns>Returns the asset name.</returns>
        /// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks>
        private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource)
        {
            if (imageSource == null)
                return null;

            // check relative to map file
            {
                string localKey = Path.Combine(modRelativeMapFolder, imageSource);
                FileInfo localFile = this.GetModFile(localKey);
                if (localFile.Exists)
                    return this.GetInternalAssetKey(localKey);
            }

            // check relative to content folder
            {
                foreach (string candidateKey in new[] { imageSource, Path.Combine("Maps", imageSource) })
                {
                    string contentKey = candidateKey.EndsWith(".png")
                        ? candidateKey.Substring(0, candidateKey.Length - 4)
                        : candidateKey;

                    try
                    {
                        this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
                        return contentKey;
                    }
                    catch
                    {
                        // ignore file-not-found errors
                        // TODO: while it's useful to suppress an asset-not-found error here to avoid
                        // confusion, this is a pretty naive approach. Even if the file doesn't exist,
                        // the file may have been loaded through an IAssetLoader which failed. So even
                        // if the content file doesn't exist, that doesn't mean the error here is a
                        // content-not-found error. Unfortunately XNA doesn't provide a good way to
                        // detect the error type.
                        if (this.GetContentFolderFileExists(contentKey))
                            throw;
                    }
                }
            }

            // not found
            return null;
        }

        /// <summary>Get whether a file from the game's content folder exists.</summary>
        /// <param name="key">The asset key.</param>
        private bool GetContentFolderFileExists(string key)
        {
            // get file path
            string path = Path.Combine(this.GameContentManager.FullRootDirectory, key);
            if (!path.EndsWith(".xnb"))
                path += ".xnb";

            // get file
            return new FileInfo(path).Exists;
        }
    }
}