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using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Diagnostics.Contracts;
using System.IO;
using System.Linq;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Exceptions;
using StardewValley;
namespace StardewModdingAPI.Framework.ModHelpers
{
/// <summary>Provides an API for loading content assets.</summary>
internal class ContentHelper : BaseHelper, IContentHelper
{
/*********
** Fields
*********/
/// <summary>SMAPI's core content logic.</summary>
private readonly ContentCoordinator ContentCore;
/// <summary>A content manager for this mod which manages files from the game's Content folder.</summary>
private readonly IContentManager GameContentManager;
/// <summary>A content manager for this mod which manages files from the mod's folder.</summary>
private readonly ModContentManager ModContentManager;
/// <summary>The friendly mod name for use in errors.</summary>
private readonly string ModName;
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/*********
** Accessors
*********/
/// <inheritdoc />
public string CurrentLocale => this.GameContentManager.GetLocale();
/// <inheritdoc />
public LocalizedContentManager.LanguageCode CurrentLocaleConstant => this.GameContentManager.Language;
/// <summary>The observable implementation of <see cref="AssetEditors"/>.</summary>
internal ObservableCollection<IAssetEditor> ObservableAssetEditors { get; } = new ObservableCollection<IAssetEditor>();
/// <summary>The observable implementation of <see cref="AssetLoaders"/>.</summary>
internal ObservableCollection<IAssetLoader> ObservableAssetLoaders { get; } = new ObservableCollection<IAssetLoader>();
/// <inheritdoc />
public IList<IAssetLoader> AssetLoaders => this.ObservableAssetLoaders;
/// <inheritdoc />
public IList<IAssetEditor> AssetEditors => this.ObservableAssetEditors;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="contentCore">SMAPI's core content logic.</param>
/// <param name="modFolderPath">The absolute path to the mod folder.</param>
/// <param name="modID">The unique ID of the relevant mod.</param>
/// <param name="modName">The friendly mod name for use in errors.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
public ContentHelper(ContentCoordinator contentCore, string modFolderPath, string modID, string modName, IMonitor monitor)
: base(modID)
{
string managedAssetPrefix = contentCore.GetManagedAssetPrefix(modID);
this.ContentCore = contentCore;
this.GameContentManager = contentCore.CreateGameContentManager(managedAssetPrefix + ".content");
this.ModContentManager = contentCore.CreateModContentManager(managedAssetPrefix, modName, modFolderPath, this.GameContentManager);
this.ModName = modName;
this.Monitor = monitor;
}
/// <inheritdoc />
public T Load<T>(string key, ContentSource source = ContentSource.ModFolder)
{
try
{
this.AssertAndNormalizeAssetName(key);
switch (source)
{
case ContentSource.GameContent:
return this.GameContentManager.Load<T>(key, this.CurrentLocaleConstant, useCache: false);
case ContentSource.ModFolder:
return this.ModContentManager.Load<T>(key, Constants.DefaultLanguage, useCache: false);
default:
throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: unknown content source '{source}'.");
}
}
catch (Exception ex) when (!(ex is SContentLoadException))
{
throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}.", ex);
}
}
/// <inheritdoc />
[Pure]
public string NormalizeAssetName(string assetName)
{
return this.ModContentManager.AssertAndNormalizeAssetName(assetName);
}
/// <inheritdoc />
public string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder)
{
switch (source)
{
case ContentSource.GameContent:
return this.GameContentManager.AssertAndNormalizeAssetName(key);
case ContentSource.ModFolder:
return this.ModContentManager.GetInternalAssetKey(key);
default:
throw new NotSupportedException($"Unknown content source '{source}'.");
}
}
/// <inheritdoc />
public bool InvalidateCache(string key)
{
string actualKey = this.GetActualAssetKey(key, ContentSource.GameContent);
this.Monitor.Log($"Requested cache invalidation for '{actualKey}'.", LogLevel.Trace);
return this.ContentCore.InvalidateCache(asset => asset.Name.IsEquivalentTo(actualKey)).Any();
}
/// <inheritdoc />
public bool InvalidateCache<T>()
{
this.Monitor.Log($"Requested cache invalidation for all assets of type {typeof(T)}. This is an expensive operation and should be avoided if possible.", LogLevel.Trace);
return this.ContentCore.InvalidateCache((contentManager, key, type) => typeof(T).IsAssignableFrom(type)).Any();
}
/// <inheritdoc />
public bool InvalidateCache(Func<IAssetInfo, bool> predicate)
{
this.Monitor.Log("Requested cache invalidation for all assets matching a predicate.", LogLevel.Trace);
return this.ContentCore.InvalidateCache(predicate).Any();
}
/// <inheritdoc />
public IAssetData GetPatchHelper<T>(T data, string assetName = null)
{
if (data == null)
throw new ArgumentNullException(nameof(data), "Can't get a patch helper for a null value.");
assetName ??= $"temp/{Guid.NewGuid():N}";
return new AssetDataForObject(this.CurrentLocale, this.ContentCore.ParseAssetName(assetName), data, this.NormalizeAssetName);
}
/*********
** Private methods
*********/
/// <summary>Assert that the given key has a valid format.</summary>
/// <param name="key">The asset key to check.</param>
/// <exception cref="ArgumentException">The asset key is empty or contains invalid characters.</exception>
[SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
private void AssertAndNormalizeAssetName(string key)
{
this.ModContentManager.AssertAndNormalizeAssetName(key);
if (Path.IsPathRooted(key))
throw new ArgumentException("The asset key must not be an absolute path.");
}
}
}
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