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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Diagnostics.Contracts;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Metadata;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>A thread-safe content manager which intercepts assets being loaded to let SMAPI mods inject or edit them.</summary>
/// <remarks>
/// This is the centralised content manager which manages all game assets. The game and mods don't use this class
/// directly; instead they use one of several <see cref="ContentManagerShim"/> instances, which proxy requests to
/// this class. That ensures that when the game disposes one content manager, the others can continue unaffected.
/// That notably requires this class to be thread-safe, since the content managers can be disposed asynchronously.
///
/// Note that assets in the cache have two identifiers: the asset name (like "bundles") and key (like "bundles.pt-BR").
/// For English and non-translatable assets, these have the same value. The underlying cache only knows about asset
/// keys, and the game and mods only know about asset names. The content manager handles resolving them.
/// </remarks>
internal class SContentManager : LocalizedContentManager
{
/*********
** Properties
*********/
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/// <summary>The underlying asset cache.</summary>
private readonly ContentCache Cache;
/// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary>
private readonly IReflectedMethod GetKeyLocale;
/// <summary>The language codes used in asset keys.</summary>
private readonly IDictionary<string, LanguageCode> KeyLocales;
/// <summary>Provides metadata for core game assets.</summary>
private readonly CoreAssets CoreAssets;
/// <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>A lookup of the content managers which loaded each asset.</summary>
private readonly IDictionary<string, HashSet<ContentManager>> ContentManagersByAssetKey = new Dictionary<string, HashSet<ContentManager>>();
/// <summary>The path prefix for assets in mod folders.</summary>
private readonly string ModContentPrefix;
/// <summary>A lock used to prevents concurrent changes to the cache while data is being read.</summary>
private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion);
/*********
** Accessors
*********/
/// <summary>Interceptors which provide the initial versions of matching assets.</summary>
internal IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>();
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
internal IDictionary<IModMetadata, IList<IAssetEditor>> Editors { get; } = new Dictionary<IModMetadata, IList<IAssetEditor>>();
/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
internal string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
/*********
** Public methods
*********/
/****
** Constructor
****/
/// <summary>Construct an instance.</summary>
/// <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 localise content.</param>
/// <param name="languageCodeOverride">The current language code for which to localise content.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private code.</param>
public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection)
: base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride)
{
// init
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Cache = new ContentCache(this, reflection);
this.GetKeyLocale = reflection.GetMethod(this, "languageCode");
this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath);
// get asset data
this.CoreAssets = new CoreAssets(this.NormaliseAssetName);
this.KeyLocales = this.GetKeyLocales(reflection);
}
/****
** Asset key/name handling
****/
/// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary>
/// <param name="path">The file path to normalise.</param>
[Pure]
public string NormalisePathSeparators(string path)
{
return this.Cache.NormalisePathSeparators(path);
}
/// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary>
/// <param name="assetName">The asset key.</param>
[Pure]
public string NormaliseAssetName(string assetName)
{
return this.Cache.NormaliseKey(assetName);
}
/// <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.")]
public void AssertValidAssetKeyFormat(string key)
{
if (string.IsNullOrWhiteSpace(key))
throw new ArgumentException("The asset key or local path is empty.");
if (key.Intersect(Path.GetInvalidPathChars()).Any())
throw new ArgumentException("The asset key or local path contains invalid characters.");
}
/// <summary>Convert an absolute file path into a appropriate asset name.</summary>
/// <param name="absolutePath">The absolute path to the file.</param>
public string GetAssetNameFromFilePath(string absolutePath)
{
#if SMAPI_FOR_WINDOWS
// XNA doesn't allow absolute asset paths, so get a path relative to the content folder
return this.GetRelativePath(absolutePath);
#else
// MonoGame is weird about relative paths on Mac, but allows absolute paths
return absolutePath;
#endif
}
/****
** Content loading
****/
/// <summary>Get the current content locale.</summary>
public string GetLocale()
{
return this.GetKeyLocale.Invoke<string>();
}
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
public bool IsLoaded(string assetName)
{
assetName = this.Cache.NormaliseKey(assetName);
return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName));
}
/// <summary>Get the cached asset keys.</summary>
public IEnumerable<string> GetAssetKeys()
{
return this.WithReadLock(() =>
this.Cache.Keys
.Select(this.GetAssetName)
.Distinct()
);
}
/// <summary>Load an asset through the content pipeline. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary>
/// <typeparam name="T">The expected asset type.</typeparam>
/// <param name="assetName">The asset path relative to the content directory.</param>
public override T Load<T>(string assetName)
{
return this.LoadFor<T>(assetName, this);
<
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