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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.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 mod display name to show in errors.</summary>
private readonly string ModName;
/// <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="modName">The mod display name to show in errors.</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 modName, 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;
this.ModName = modName;
}
/// <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)
{
map.assetPath = assetName;
this.FixTilesheetPaths(map, relativeMapPath: assetName, fixEagerPathPrefixes: true);
}
}
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($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// fetch & cache
using FileStream stream = File.OpenRead(file.FullName);
Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
texture = this.PremultiplyTransparency(texture);
asset = (T)(object)texture;
}
break;
// unpacked map
case ".tbin":
case ".tmx":
{
// validate
if (typeof(T) != typeof(Map))
throw GetContentError($"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);
map.assetPath = assetName;
this.FixTilesheetPaths(map, relativeMapPath: assetName, fixEagerPathPrefixes: false);
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>
/// <param name="language">The language to check.</param>
protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language)
{
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)
{
// premultiply pixels
Color[] data = new Color[texture.Width * texture.Height];
texture.GetData(data);
for (int i = 0; i < data.Length; i++)
{
var pixel = data[i];
if (pixel.A == byte.MinValue || pixel.A == byte.MaxValue)
continue; // no need to change fully transparent/opaque pixels
data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4())
}
texture.SetData(data);
return texture;
}
/// <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>
/// <param name="fixEagerPathPrefixes">Whether to undo the game's eager tilesheet path prefixing for maps loaded from an <c>.xnb</c> file, which incorrectly prefixes tilesheet paths with the map's local asset key folder.</param>
/// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception>
private void FixTilesheetPaths(Map map, string relativeMapPath, bool fixEagerPathPrefixes)
{
// get map info
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
// fix tilesheets
foreach (TileSheet tilesheet in map.TileSheets)
{
// get image source
tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource);
string imageSource = tilesheet.ImageSource;
// reverse incorrect eager tilesheet path prefixing
if (fixEagerPathPrefixes && relativeMapFolder.Length > 0 && imageSource.StartsWith(relativeMapFolder))
imageSource = imageSource.Substring(relativeMapFolder.Length + 1);
// validate tilesheet path
string errorPrefix = $"{this.ModName} loaded map '{relativeMapPath}' with invalid tilesheet path '{imageSource}'.";
if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains(".."))
throw new SContentLoadException($"{errorPrefix} Tilesheet paths must be a relative path without directory climbing (../).");
// load best match
try
{
if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out string assetName, out string error))
throw new SContentLoadException($"{errorPrefix} {error}");
tilesheet.ImageSource = assetName;
}
catch (Exception ex) when (!(ex is SContentLoadException))
{
throw new SContentLoadException($"{errorPrefix} The tilesheet couldn't be loaded.", ex);
}
}
}
/// <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="relativePath">The tilesheet path to load.</param>
/// <param name="assetName">The found asset name.</param>
/// <param name="error">A message indicating why the file couldn't be loaded.</param>
/// <returns>Returns whether the asset name was found.</returns>
/// <remarks>See remarks on <see cref="FixTilesheetPaths"/>.</remarks>
private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string relativePath, out string assetName, out string error)
{
assetName = null;
error = null;
// nothing to do
if (string.IsNullOrWhiteSpace(relativePath))
{
assetName = relativePath;
return true;
}
// get relative to map file
{
string localKey = Path.Combine(modRelativeMapFolder, relativePath);
if (this.GetModFile(localKey).Exists)
{
assetName = this.GetInternalAssetKey(localKey);
return true;
}
}
// get from game assets
string contentKey = this.GetContentKeyForTilesheetImageSource(relativePath);
try
{
this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
assetName = contentKey;
return true;
}
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
error = "The tilesheet couldn't be found relative to either map file or the game's content folder.";
return false;
}
/// <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;
}
/// <summary>Get the asset key for a tilesheet in the game's <c>Maps</c> content folder.</summary>
/// <param name="relativePath">The tilesheet image source.</param>
private string GetContentKeyForTilesheetImageSource(string relativePath)
{
string key = relativePath;
string topFolder = PathUtilities.GetSegments(key, limit: 2)[0];
// convert image source relative to map file into asset key
if (!topFolder.Equals("Maps", StringComparison.OrdinalIgnoreCase))
key = Path.Combine("Maps", key);
// remove file extension from unpacked file
if (key.EndsWith(".png", StringComparison.OrdinalIgnoreCase))
key = key.Substring(0, key.Length - 4);
return key;
}
}
}
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