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path: root/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
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#if SMAPI_DEPRECATED
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.Deprecations;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;

namespace StardewModdingAPI.Framework.ModHelpers
{
    /// <summary>Provides an API for loading content assets.</summary>
    [Obsolete($"Use {nameof(IMod.Helper)}.{nameof(IModHelper.GameContent)} or {nameof(IMod.Helper)}.{nameof(IModHelper.ModContent)} instead. This interface will be removed in SMAPI 4.0.0.")]
    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>Encapsulates monitoring and logging.</summary>
        private readonly IMonitor Monitor;

        /// <summary>Simplifies access to private code.</summary>
        private readonly Reflector Reflection;


        /*********
        ** 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();

        /// <summary>The observable implementation of <see cref="AssetLoaders"/>.</summary>
        internal ObservableCollection<IAssetLoader> ObservableAssetLoaders { get; } = new();

        /// <inheritdoc />
        public IList<IAssetLoader> AssetLoaders
        {
            get
            {
                SCore.DeprecationManager.Warn(
                    source: this.Mod,
                    nounPhrase: $"{nameof(IContentHelper)}.{nameof(IContentHelper.AssetLoaders)}",
                    version: "3.14.0",
                    severity: DeprecationLevel.Notice
                );

                return this.ObservableAssetLoaders;
            }
        }

        /// <inheritdoc />
        public IList<IAssetEditor> AssetEditors
        {
            get
            {
                SCore.DeprecationManager.Warn(
                    source: this.Mod,
                    nounPhrase: $"{nameof(IContentHelper)}.{nameof(IContentHelper.AssetEditors)}",
                    version: "3.14.0",
                    severity: DeprecationLevel.Notice
                );

                return 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="mod">The mod using this instance.</param>
        /// <param name="monitor">Encapsulates monitoring and logging.</param>
        /// <param name="reflection">Simplifies access to private code.</param>
        public ContentHelper(ContentCoordinator contentCore, string modFolderPath, IModMetadata mod, IMonitor monitor, Reflector reflection)
            : base(mod)
        {
            string managedAssetPrefix = contentCore.GetManagedAssetPrefix(mod.Manifest.UniqueID);

            this.ContentCore = contentCore;
            this.GameContentManager = contentCore.CreateGameContentManager(managedAssetPrefix + ".content");
            this.ModContentManager = contentCore.CreateModContentManager(managedAssetPrefix, this.Mod.DisplayName, modFolderPath, this.GameContentManager);
            this.Monitor = monitor;
            this.Reflection = reflection;
        }

        /// <inheritdoc />
        public T Load<T>(string key, ContentSource source = ContentSource.ModFolder)
            where T : notnull
        {
            IAssetName assetName = this.ContentCore.ParseAssetName(key, allowLocales: source == ContentSource.GameContent);

            try
            {
                this.AssertAndNormalizeAssetName(key);
                switch (source)
                {
                    case ContentSource.GameContent:
                        if (assetName.Name.EndsWith(".xnb", StringComparison.OrdinalIgnoreCase))
                        {
                            assetName = this.ContentCore.ParseAssetName(assetName.Name[..^4], allowLocales: true);
                            SCore.DeprecationManager.Warn(
                                this.Mod,
                                "loading assets from the Content folder with a .xnb file extension",
                                "3.14.0",
                                DeprecationLevel.Notice
                            );
                        }

                        return this.GameContentManager.LoadLocalized<T>(assetName, this.CurrentLocaleConstant, useCache: false);

                    case ContentSource.ModFolder:
                        try
                        {
                            return this.ModContentManager.LoadExact<T>(assetName, useCache: false);
                        }
                        catch (SContentLoadException ex) when (ex.ErrorType == ContentLoadErrorType.AssetDoesNotExist)
                        {
                            // legacy behavior: you can load a .xnb file without the file extension
                            try
                            {
                                IAssetName newName = this.ContentCore.ParseAssetName(assetName.Name + ".xnb", allowLocales: false);
                                if (this.ModContentManager.DoesAssetExist<T>(newName))
                                {
                                    T data = this.ModContentManager.LoadExact<T>(newName, useCache: false);
                                    SCore.DeprecationManager.Warn(
                                        this.Mod,
                                        "loading XNB files from the mod folder without the .xnb file extension",
                                        "3.14.0",
                                        DeprecationLevel.Notice
                                    );
                                    return data;
                                }
                            }
                            catch { /* legacy behavior failed, rethrow original error */ }

                            throw;
                        }

                    default:
                        throw new SContentLoadException(ContentLoadErrorType.Other, $"{this.Mod.DisplayName} failed loading content asset '{key}' from {source}: unknown content source '{source}'.");
                }
            }
            catch (Exception ex) when (ex is not SContentLoadException)
            {
                throw new SContentLoadException(ContentLoadErrorType.Other, $"{this.Mod.DisplayName} 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).Name;

                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}'.");
            return this.ContentCore.InvalidateCache(asset => asset.Name.IsEquivalentTo(actualKey)).Any();
        }

        /// <inheritdoc />
        public bool InvalidateCache<T>()
            where T : notnull
        {
            this.Monitor.Log($"Requested cache invalidation for all assets of type {typeof(T)}. This is an expensive operation and should be avoided if possible.");
            return this.ContentCore.InvalidateCache((_, _, 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.");
            return this.ContentCore.InvalidateCache(predicate).Any();
        }

        /// <inheritdoc />
        public IAssetData GetPatchHelper<T>(T data, string? assetName = null)
            where T : notnull
        {
            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(
                locale: this.CurrentLocale,
                assetName: this.ContentCore.ParseAssetName(assetName, allowLocales: true/* no way to know if it's a game or mod asset here*/),
                data: data,
                getNormalizedPath: this.NormalizeAssetName,
                reflection: this.Reflection
            );
        }


        /*********
        ** 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.");
        }
    }
}
#endif