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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 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 StardewValley;

namespace StardewModdingAPI.Framework
{
    /// <summary>A minimal content manager which defers to SMAPI's core content logic.</summary>
    internal class SContentManager : LocalizedContentManager
    {
        /*********
        ** Properties
        *********/
        /// <summary>The central coordinator which manages content managers.</summary>
        private readonly ContentCoordinator Coordinator;

        /// <summary>The underlying asset cache.</summary>
        private readonly ContentCache Cache;

        /// <summary>Encapsulates monitoring and logging.</summary>
        private readonly IMonitor Monitor;

        /// <summary>A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded.</summary>
        private readonly IDictionary<string, bool> IsLocalisableLookup;

        /// <summary>The language enum values indexed by locale code.</summary>
        private readonly IDictionary<string, LocalizedContentManager.LanguageCode> LanguageCodes;

        /// <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>The path prefix for assets in mod folders.</summary>
        private readonly string ModContentPrefix;

        /// <summary>Interceptors which provide the initial versions of matching assets.</summary>
        private IDictionary<IModMetadata, IList<IAssetLoader>> Loaders => this.Coordinator.Loaders;

        /// <summary>Interceptors which edit matching assets after they're loaded.</summary>
        private IDictionary<IModMetadata, IList<IAssetEditor>> Editors => this.Coordinator.Editors;


        /*********
        ** Accessors
        *********/
        /// <summary>A name for the mod manager. Not guaranteed to be unique.</summary>
        public string Name { get; }

        /// <summary>Whether this content manager is wrapped around a mod folder.</summary>
        public bool IsModFolder { get; }

        /// <summary>The current language as a constant.</summary>
        public LocalizedContentManager.LanguageCode Language => this.GetCurrentLanguage();

        /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
        public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</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 localise 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="isModFolder">Whether this content manager is wrapped around a mod folder.</param>
        public SContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, bool isModFolder)
                : base(serviceProvider, rootDirectory, currentCulture)
        {
            // init
            this.Name = name;
            this.IsModFolder = isModFolder;
            this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator));
            this.Cache = new ContentCache(this, reflection);
            this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
            this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath, ContentSource.GameContent);

            // get asset data
            this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
            this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue();

        }

        /// <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, LocalizedContentManager.CurrentLanguageCode);
        }

        /// <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)
        {
            // normalise asset key
            this.AssertValidAssetKeyFormat(assetName);
            assetName = this.NormaliseAssetName(assetName);

            // load game content
            if (!this.IsModFolder && !assetName.StartsWith(this.ModContentPrefix))
                return this.LoadImpl<T>(assetName, language);

            // load mod content
            SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}");
            try
            {
                // try cache
                if (this.IsLoaded(assetName))
                    return this.LoadImpl<T>(assetName, language);

                // 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":
                        return this.LoadImpl<T>(assetName, language);

                    // unpacked map
                    case ".tbin":
                        throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper.");

                    // 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);
                            this.Inject(assetName, texture);
                            return (T)(object)texture;
                        }

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

        /// <summary>Load the base asset without localisation.</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 LoadBase<T>(string assetName)
        {
            return this.Load<T>(assetName, LanguageCode.en);
        }

        /// <summary>Inject an asset into the cache.</summary>
        /// <typeparam name="T">The type of asset to inject.</typeparam>
        /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
        /// <param name="value">The asset value.</param>
        public void Inject<T>(string assetName, T value)
        {
            assetName = this.NormaliseAssetName(assetName);
            this.Cache[assetName