summaryrefslogtreecommitdiff
path: root/src/SMAPI/Metadata/CoreAssetPropagator.cs
blob: 1780b280c1eedecfd7a68c84df4d6e0df269642a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Buildings;
using StardewValley.Characters;
using StardewValley.GameData.Movies;
using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.Objects;
using StardewValley.Projectiles;
using StardewValley.TerrainFeatures;
using xTile;
using xTile.Tiles;

namespace StardewModdingAPI.Metadata
{
    /// <summary>Propagates changes to core assets to the game state.</summary>
    internal class CoreAssetPropagator
    {
        /*********
        ** Fields
        *********/
        /// <summary>The main content manager through which to reload assets.</summary>
        private readonly LocalizedContentManager MainContentManager;

        /// <summary>An internal content manager used only for asset propagation. See remarks on <see cref="GameContentManagerForAssetPropagation"/>.</summary>
        private readonly GameContentManagerForAssetPropagation DisposableContentManager;

        /// <summary>Writes messages to the console.</summary>
        private readonly IMonitor Monitor;

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

        /// <summary>Whether to enable more aggressive memory optimizations.</summary>
        private readonly bool AggressiveMemoryOptimizations;

        /// <summary>Normalizes an asset key to match the cache key and assert that it's valid.</summary>
        private readonly Func<string, string> AssertAndNormalizeAssetName;

        /// <summary>Optimized bucket categories for batch reloading assets.</summary>
        private enum AssetBucket
        {
            /// <summary>NPC overworld sprites.</summary>
            Sprite,

            /// <summary>Villager dialogue portraits.</summary>
            Portrait,

            /// <summary>Any other asset.</summary>
            Other
        };


        /*********
        ** Public methods
        *********/
        /// <summary>Initialize the core asset data.</summary>
        /// <param name="mainContent">The main content manager through which to reload assets.</param>
        /// <param name="disposableContent">An internal content manager used only for asset propagation.</param>
        /// <param name="monitor">Writes messages to the console.</param>
        /// <param name="reflection">Simplifies access to private code.</param>
        /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
        public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, bool aggressiveMemoryOptimizations)
        {
            this.MainContentManager = mainContent;
            this.DisposableContentManager = disposableContent;
            this.Monitor = monitor;
            this.Reflection = reflection;
            this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations;

            this.AssertAndNormalizeAssetName = disposableContent.AssertAndNormalizeAssetName;
        }

        /// <summary>Reload one of the game's core assets (if applicable).</summary>
        /// <param name="assets">The asset keys and types to reload.</param>
        /// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param>
        /// <param name="propagatedAssets">A lookup of asset names to whether they've been propagated.</param>
        /// <param name="updatedNpcWarps">Whether the NPC pathfinding cache was reloaded.</param>
        public void Propagate(IDictionary<string, Type> assets, bool ignoreWorld, out IDictionary<string, bool> propagatedAssets, out bool updatedNpcWarps)
        {
            // group into optimized lists
            var buckets = assets.GroupBy(p =>
            {
                if (this.IsInFolder(p.Key, "Characters") || this.IsInFolder(p.Key, "Characters\\Monsters"))
                    return AssetBucket.Sprite;

                if (this.IsInFolder(p.Key, "Portraits"))
                    return AssetBucket.Portrait;

                return AssetBucket.Other;
            });

            // reload assets
            propagatedAssets = assets.ToDictionary(p => p.Key, _ => false, StringComparer.OrdinalIgnoreCase);
            updatedNpcWarps = false;
            foreach (var bucket in buckets)
            {
                switch (bucket.Key)
                {
                    case AssetBucket.Sprite:
                        if (!ignoreWorld)
                            this.ReloadNpcSprites(bucket.Select(p => p.Key), propagatedAssets);
                        break;

                    case AssetBucket.Portrait:
                        if (!ignoreWorld)
                            this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagatedAssets);
                        break;

                    default:
                        foreach (var entry in bucket)
                        {
                            bool changed = false;
                            bool curChangedMapWarps = false;
                            try
                            {
                                changed = this.PropagateOther(entry.Key, entry.Value, ignoreWorld, out curChangedMapWarps);
                            }
                            catch (Exception ex)
                            {
                                this.Monitor.Log($"An error occurred while propagating asset changes. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
                            }

                            propagatedAssets[entry.Key] = changed;
                            updatedNpcWarps = updatedNpcWarps || curChangedMapWarps;
                        }
                        break;
                }
            }

            // reload NPC pathfinding cache if any map changed
            if (updatedNpcWarps)
                NPC.populateRoutesFromLocationToLocationList();
        }


        /*********
        ** Private methods
        *********/
        /// <summary>Reload one of the game's core assets (if applicable).</summary>
        /// <param name="key">The asset key to reload.</param>
        /// <param name="type">The asset type to reload.</param>
        /// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param>
        /// <param name="changedWarps">Whether any map warps were changed as part of this propagation.</param>
        /// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns>
        [SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These deliberately match the asset names.")]
        private bool PropagateOther(string key, Type type, bool ignoreWorld, out bool changedWarps)
        {
            var content = this.MainContentManager;
            key = this.AssertAndNormalizeAssetName(key);
            changedWarps = false;

            /****
            ** Special case: current map tilesheet
            ** We only need to do this for the current location, since tilesheets are reloaded when you enter a location.
            ** Just in case, we should still propagate by key even if a tilesheet is matched.
            ****/
            if (!ignoreWorld && Game1.currentLocation?.map?.TileSheets != null)
            {
                foreach (TileSheet tilesheet in Game1.currentLocation.map.TileSheets)
                {
                    if (this.NormalizeAssetNameIgnoringEmpty(tilesheet.ImageSource) == key)
                        Game1.mapDisplayDevice.LoadTileSheet(tilesheet);
                }
            }

            /****
            ** Propagate map changes
            ****/
            if (type == typeof(Map))
            {
                bool anyChanged = false;

                if (!ignoreWorld)
                {
                    foreach (LocationInfo info in this.GetLocationsWithInfo())
                    {
                        GameLocation location = info.Location;

                        if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key)
                        {
                            static ISet<string> GetWarpSet(GameLocation location)
                            {
                                return new HashSet<string>(
                                    location.warps.Select(p => $"{p.X} {p.Y} {p.TargetName} {p.TargetX} {p.TargetY}")
                                );
                            }

                            var oldWarps = GetWarpSet(location);
                            this.ReloadMap(info);
                            var newWarps = GetWarpSet(location);

                            changedWarps = changedWarps || oldWarps.Count != newWarps.Count || oldWarps.Any(p => !newWarps.Contains(p));
                            anyChanged = true;
                        }
                    }
                }

                return anyChanged;
            }

            /****
            ** Propagate by key
            ****/
            Reflector reflection = this.Reflection;
            switch (key.ToLower().Replace("/", "\\")) // normalized key so we can compare statically
            {
                /****
                ** Animals
                ****/
                case "animals\\horse":
                    return !ignoreWorld && this.ReloadPetOrHorseSprites<Horse>(content, key);

                /****
                ** Buildings
                ****/
                case "buildings\\houses": // Farm
                    Farm.houseTextures = this.LoadAndDisposeIfNeeded(Farm.houseTextures, key);
                    return true;

                case "buildings\\houses_paintmask": // Farm
                    {
                        bool removedFromCache = this.RemoveFromPaintMaskCache(key);

                        Farm farm = Game1.getFarm();
                        farm?.ApplyHousePaint();

                        return removedFromCache || farm != null;
                    }

                /****
                ** Content\Characters\Farmer
                ****/
                case "characters\\farmer\\accessories": // Game1.LoadContent
                    FarmerRenderer.accessoriesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.accessoriesTexture, key);
                    return true;

                case "characters\\farmer\\farmer_base": // Farmer
                case "characters\\farmer\\farmer_base_bald":
                case "characters\\farmer\\farmer_girl_base":
                case "characters\\farmer\\farmer_girl_base_bald":
                    return !ignoreWorld && this.ReloadPlayerSprites(key);

                case "characters\\farmer\\hairstyles": // Game1.LoadContent
                    FarmerRenderer.hairStylesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hairStylesTexture, key);
                    return true;

                case "characters\\farmer\\hats": // Game1.LoadContent
                    FarmerRenderer.hatsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hatsTexture, key);
                    return true;

                case "characters\\farmer\\pants": // Game1.LoadContent
                    FarmerRenderer.pantsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.pantsTexture, key);
                    return true;

                case "characters\\farmer\\shirts": // Game1.LoadContent
                    FarmerRenderer.shirtsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.shirtsTexture, key);
                    return true;

                /****
                ** Content\Data
                ****/
                case "data\\achievements": // Game1.LoadContent
                    Game1.achievements = content.Load<Dictionary<int, string>>(key);
                    return true;

                case "data\\bigcraftablesinformation": // Game1.LoadContent
                    Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key);
                    return true;

                case "data\\clothinginformation": // Game1.LoadContent
                    Game1.clothingInformation = content.Load<Dictionary<int, string>>(key);
                    return true;

                case "data\\concessions": // MovieTheater.GetConcessions
                    MovieTheater.ClearCachedLocalizedData();
                    return true;

                case "data\\concessiontastes": // MovieTheater.GetConcessionTasteForCharacter
                    this.Reflection
                        .GetField<List<ConcessionTaste>>(typeof(MovieTheater), "_concessionTastes")
                        .SetValue(content.Load<List<ConcessionTaste>>(key));
                    return true;

                case "data\\cookingrecipes": // CraftingRecipe.InitShared
                    CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key);
                    return true;

                case "data\\craftingrecipes": // CraftingRecipe.InitShared
                    CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key);
                    return true;

                case "data\\farmanimals": // FarmAnimal constructor
                    return !ignoreWorld && this.ReloadFarmAnimalData();

                case "data\\hairdata": // Farmer.GetHairStyleMetadataFile
                    return this.ReloadHairData();

                case "data\\movies": // MovieTheater.GetMovieData
                case "data\\moviesreactions": // MovieTheater.GetMovieReactions
                    MovieTheater.ClearCachedLocalizedData();
                    return true;

                case "data\\npcdispositions": // NPC constructor
                    return !ignoreWorld && this.ReloadNpcDispositions(content, key);

                case "data\\npcgifttastes": // Game1.LoadContent
                    Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key);
                    return true;

                case "data\\objectcontexttags": // Game1.LoadContent
                    Game1.objectContextTags = content.Load<Dictionary<string, string>>(key);
                    return true;

                case "data\\objectinformation": // Game1.LoadContent
                    Game1.objectInformation = content.Load<Dictionary<int, string>>(key);
                    return true;

                /****
                ** Content\Fonts
                ****/
                case "fonts\\spritefont1": // Game1.LoadContent
                    Game1.dialogueFont = content.Load<SpriteFont>(key);
                    return true;

                case "fonts\\smallfont": // Game1.LoadContent
                    Game1.smallFont = content.Load<SpriteFont>(key);
                    return true;

                case "fonts\\tinyfont": // Game1.LoadContent
                    Game1.tinyFont = content.Load<SpriteFont>(key);
                    return true;

                case "fonts\\tinyfontborder": // Game1.LoadContent
                    Game1.tinyFontBorder = content.Load<SpriteFont>(key);
                    return true;

                /****
                ** Content\LooseSprites\Lighting
                ****/
                case "loosesprites\\lighting\\greenlight": // Game1.LoadContent
                    Game1.cauldronLight = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\lighting\\indoorwindowlight": // Game1.LoadContent
                    Game1.indoorWindowLight = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\lighting\\lantern": // Game1.LoadContent
                    Game1.lantern = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\lighting\\sconcelight": // Game1.LoadContent
                    Game1.sconceLight = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\lighting\\windowlight": // Game1.LoadContent
                    Game1.windowLight = content.Load<Texture2D>(key);
                    return true;

                /****
                ** Content\LooseSprites
                ****/
                case "loosesprites\\birds": // Game1.LoadContent
                    Game1.birdsSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\concessions": // Game1.LoadContent
                    Game1.concessionsSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\controllermaps": // Game1.LoadContent
                    Game1.controllerMaps = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\cursors": // Game1.LoadContent
                    Game1.mouseCursors = content.Load<Texture2D>(key);
                    foreach (DayTimeMoneyBox menu in Game1.onScreenMenus.OfType<DayTimeMoneyBox>())
                    {
                        foreach (ClickableTextureComponent button in new[] { menu.questButton, menu.zoomInButton, menu.zoomOutButton })
                            button.texture = Game1.mouseCursors;
                    }

                    if (!ignoreWorld)
                        this.ReloadDoorSprites(content, key);
                    return true;

                case "loosesprites\\cursors2": // Game1.LoadContent
                    Game1.mouseCursors2 = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\daybg": // Game1.LoadContent
                    Game1.daybg = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\font_bold": // Game1.LoadContent
                    SpriteText.spriteTexture = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\font_colored": // Game1.LoadContent
                    SpriteText.coloredTexture = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\giftbox": // Game1.LoadContent
                    Game1.giftboxTexture = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\nightbg": // Game1.LoadContent
                    Game1.nightbg = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\shadow": // Game1.LoadContent
                    Game1.shadowTexture = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\suspensionbridge": // SuspensionBridge constructor
                    return !ignoreWorld && this.ReloadSuspensionBridges(content, key);

                /****
                ** Content\Maps
                ****/
                case "maps\\menutiles": // Game1.LoadContent
                    Game1.menuTexture = content.Load<Texture2D>(key);
                    return true;

                case "maps\\menutilesuncolored": // Game1.LoadContent
                    Game1.uncoloredMenuTexture = content.Load<Texture2D>(key);
                    return true;

                case "maps\\springobjects": // Game1.LoadContent
                    Game1.objectSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "maps\\walls_and_floors": // Wallpaper
                    Wallpaper.wallpaperTexture = content.Load<Texture2D>(key);
                    return true;

                /****
                ** Content\Minigames
                ****/
                case "minigames\\clouds": // TitleMenu
                    {
                        if (Game1.activeClickableMenu is TitleMenu titleMenu)
                        {
                            titleMenu.cloudsTexture = content.Load<Texture2D>(key);
                            return true;
                        }
                    }
                    return false;

                case "minigames\\titlebuttons": // TitleMenu
                    return this.ReloadTitleButtons(content, key);

                /****
                ** Content\Strings
                ****/
                case "strings\\stringsfromcsfiles":
                    return this.ReloadStringsFromCsFiles(content);

                /****
                ** Content\TileSheets
                ****/
                case "tilesheets\\animations": // Game1.LoadContent
                    Game1.animations = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\buffsicons": // Game1.LoadContent
                    Game1.buffsIcons = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\bushes": // new Bush()
                    Bush.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
                    return true;

                case "tilesheets\\chairtiles": // Game1.LoadContent
                    return this.ReloadChairTiles(content, key, ignoreWorld);

                case "tilesheets\\craftables": // Game1.LoadContent
                    Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\critters": // Critter constructor
                    return !ignoreWorld && this.ReloadCritterTextures(content, key) > 0;

                case "tilesheets\\crops": // Game1.LoadContent
                    Game1.cropSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\debris": // Game1.LoadContent
                    Game1.debrisSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\emotes": // Game1.LoadContent
                    Game1.emoteSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\fruittrees": // FruitTree
                    FruitTree.texture = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\furniture": // Game1.LoadContent
                    Furniture.furnitureTexture = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\furniturefront": // Game1.LoadContent
                    Furniture.furnitureFrontTexture = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\projectiles": // Game1.LoadContent
                    Projectile.projectileSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\rain": // Game1.LoadContent
                    Game1.rainTexture = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\tools": // Game1.ResetToolSpriteSheet
                    Game1.ResetToolSpriteSheet();
                    return true;

                case "tilesheets\\weapons": // Game1.LoadContent
                    Tool.weaponsTexture = content.Load<Texture2D>(key);
                    return true;

                /****
                ** Content\TerrainFeatures
                ****/
                case "terrainfeatures\\flooring": // from Flooring
                    Flooring.floorsTexture = content.Load<Texture2D>(key);
                    return true;

                case "terrainfeatures\\flooring_winter": // from Flooring
                    Flooring.floorsTextureWinter = content.Load<Texture2D>(key);
                    return true;

                case "terrainfeatures\\grass": // from Grass
                    return !ignoreWorld && this.ReloadGrassTextures(content, key);

                case "terrainfeatures\\hoedirt": // from HoeDirt
                    HoeDirt.lightTexture = content.Load<Texture2D>(key);
                    return true;

                case "terrainfeatures\\hoedirtdark": // from HoeDirt
                    HoeDirt.darkTexture = content.Load<Texture2D>(key);
                    return true;

                case "terrainfeatures\\hoedirtsnow": // from HoeDirt
                    HoeDirt.snowTexture = content.Load<Texture2D>(key);
                    return true;

                case "terrainfeatures\\mushroom_tree": // from Tree
                    return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.mushroomTree);

                case "terrainfeatures\\tree_palm": // from Tree
                    return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.palmTree);

                case "terrainfeatures\\tree1_fall": // from Tree
                case "terrainfeatures\\tree1_spring": // from Tree
                case "terrainfeatures\\tree1_summer": // from Tree
                case "terrainfeatures\\tree1_winter": // from Tree
                    return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.bushyTree);

                case "terrainfeatures\\tree2_fall": // from Tree
                case "terrainfeatures\\tree2_spring": // from Tree
                case "terrainfeatures\\tree2_summer": // from Tree
                case "terrainfeatures\\tree2_winter": // from Tree
                    return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.leafyTree);

                case "terrainfeatures\\tree3_fall": // from Tree
                case "terrainfeatures\\tree3_spring": // from Tree
                case "terrainfeatures\\tree3_winter": // from Tree
                    return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.pineTree);
            }

            /****
            ** Dynamic assets
            ****/
            if (!ignoreWorld)
            {
                // dynamic textures
                if (this.KeyStartsWith(key, "animals\\cat"))
                    return this.ReloadPetOrHorseSprites<Cat>(content, key);
                if (this.KeyStartsWith(key, "animals\\dog"))
                    return this.ReloadPetOrHorseSprites<Dog>(content, key);
                if (this.IsInFolder(key, "Animals"))
                    return this.ReloadFarmAnimalSprites(content, key);

                if (this.IsInFolder(key, "Buildings"))
                    return this.ReloadBuildings(key);

                if (this.KeyStartsWith(key, "LooseSprites\\Fence"))
                    return this.ReloadFenceTextures(key);

                // dynamic data
                if (this.IsInFolder(key, "Characters\\Dialogue"))
                    return this.ReloadNpcDialogue(key);

                if (this.IsInFolder(key, "Characters\\schedules"))
                    return this.ReloadNpcSchedules(key);
            }

            return false;
        }


        /*********
        ** Private methods
        *********/
        /****
        ** Reload texture methods
        ****/
        /// <summary>Reload buttons on the title screen.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any textures were reloaded.</returns>
        /// <remarks>Derived from the <see cref="TitleMenu"/> constructor and <see cref="TitleMenu.setUpIcons"/>.</remarks>
        private bool ReloadTitleButtons(LocalizedContentManager content, string key)
        {
            if (Game1.activeClickableMenu is TitleMenu titleMenu)
            {
                Texture2D texture = content.Load<Texture2D>(key);

                titleMenu.titleButtonsTexture = texture;
                titleMenu.backButton.texture = texture;
                titleMenu.aboutButton.texture = texture;
                titleMenu.languageButton.texture = texture;
                foreach (ClickableTextureComponent button in titleMenu.buttons)
                    button.texture = texture;
                foreach (TemporaryAnimatedSprite bird in titleMenu.birds)
                    bird.texture = texture;

                return true;
            }

            return false;
        }

        /// <summary>Reload the sprites for matching pets or horses.</summary>
        /// <typeparam name="TAnimal">The animal type.</typeparam>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any textures were reloaded.</returns>
        private bool ReloadPetOrHorseSprites<TAnimal>(LocalizedContentManager content, string key)
            where TAnimal : NPC
        {
            // find matches
            TAnimal[] animals = this.GetCharacters()
                .OfType<TAnimal>()
                .Where(p => key == this.NormalizeAssetNameIgnoringEmpty(p.Sprite?.Texture?.Name))
                .ToArray();
            if (!animals.Any())
                return false;

            // update sprites
            Texture2D texture = content.Load<Texture2D>(key);
            foreach (TAnimal animal in animals)
                animal.Sprite.spriteTexture = texture;
            return true;
        }

        /// <summary>Reload the sprites for matching farm animals.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any textures were reloaded.</returns>
        /// <remarks>Derived from <see cref="FarmAnimal.reload"/>.</remarks>
        private bool ReloadFarmAnimalSprites(LocalizedContentManager content, string key)
        {
            // find matches
            FarmAnimal[] animals = this.GetFarmAnimals().ToArray();
            if (!animals.Any())
                return false;

            // update sprites
            Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
            foreach (FarmAnimal animal in animals)
            {
                // get expected key
                string expectedKey = animal.age.Value < animal.ageWhenMature.Value
                    ? $"Baby{(animal.type.Value == "Duck" ? "White Chicken" : animal.type.Value)}"
                    : animal.type.Value;
                if (animal.showDifferentTextureWhenReadyForHarvest.Value && animal.currentProduce.Value <= 0)
                    expectedKey = $"Sheared{expectedKey}";
                expectedKey = $"Animals\\{expectedKey}";

                // reload asset
                if (expectedKey == key)
                    animal.Sprite.spriteTexture = texture.Value;
            }
            return texture.IsValueCreated;
        }

        /// <summary>Reload building textures.</summary>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any textures were reloaded.</returns>
        private bool ReloadBuildings(string key)
        {
            // get paint mask info
            const string paintMaskSuffix = "_PaintMask";
            bool isPaintMask = key.EndsWith(paintMaskSuffix, StringComparison.OrdinalIgnoreCase);

            // get building type
            string type = Path.GetFileName(key);
            if (isPaintMask)
                type = type.Substring(0, type.Length - paintMaskSuffix.Length);

            // get buildings
            Building[] buildings = this.GetLocations(buildingInteriors: false)
                .OfType<BuildableGameLocation>()
                .SelectMany(p => p.buildings)
                .Where(p => p.buildingType.Value == type)
                .ToArray();

            // remove from paint mask cache
            bool removedFromCache = this.RemoveFromPaintMaskCache(key);

            // reload textures
            if (buildings.Any())
            {
                foreach (Building building in buildings)
                    building.resetTexture();

                return true;
            }

            return removedFromCache;
        }

        /// <summary>Reload map seat textures.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param>
        /// <returns>Returns whether any textures were reloaded.</returns>
        private bool ReloadChairTiles(LocalizedContentManager content, string key, bool ignoreWorld)
        {
            MapSeat.mapChairTexture = content.Load<Texture2D>(key);

            if (!ignoreWorld)
            {
                foreach (var location in this.GetLocations())
                {
                    foreach (MapSeat seat in location.mapSeats.Where(p => p != null))
                    {
                        string curKey = this.NormalizeAssetNameIgnoringEmpty(seat._loadedTextureFile);

                        if (curKey == null || key.Equals(curKey, StringComparison.OrdinalIgnoreCase))
                            seat.overlayTexture = MapSeat.mapChairTexture;
                    }
                }
            }

            return true;
        }

        /// <summary>Reload critter textures.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns the number of reloaded assets.</returns>
        private int ReloadCritterTextures(LocalizedContentManager content, string key)
        {
            // get critters
            Critter[] critters =
                (
                    from location in this.GetLocations()
                    where location.critters != null
                    from Critter critter in location.critters
                    where this.NormalizeAssetNameIgnoringEmpty(critter.sprite?.Texture?.Name) == key
                    select critter
                )
                .ToArray();
            if (!critters.Any())
                return 0;

            // update sprites
            Texture2D texture = content.Load<Texture2D>(key);
            foreach (var entry in critters)
                entry.sprite.spriteTexture = texture;

            return critters.Length;
        }

        /// <summary>Reload the sprites for interior doors.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any doors were affected.</returns>
        private bool ReloadDoorSprites(LocalizedContentManager content, string key)
        {
            Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));

            foreach (GameLocation location in this.GetLocations())
            {
                IEnumerable<InteriorDoor> doors = location.interiorDoors?.Doors;
                if (doors == null)
                    continue;

                foreach (InteriorDoor door in doors)
                {
                    if (door?.Sprite == null)
                        continue;

                    string textureName = this.NormalizeAssetNameIgnoringEmpty(this.Reflection.GetField<string>(door.Sprite, "textureName").GetValue());
                    if (textureName != key)
                        continue;

                    door.Sprite.texture = texture.Value;
                }
            }

            return texture.IsValueCreated;
        }

        /// <summary>Reload the data for matching farm animals.</summary>
        /// <returns>Returns whether any farm animals were affected.</returns>
        /// <remarks>Derived from the <see cref="FarmAnimal"/> constructor.</remarks>
        private bool ReloadFarmAnimalData()
        {
            bool changed = false;
            foreach (FarmAnimal animal in this.GetFarmAnimals())
            {
                animal.reloadData();
                changed = true;
            }

            return changed;
        }

        /// <summary>Reload the sprites for a fence type.</summary>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any textures were reloaded.</returns>
        private bool ReloadFenceTextures(string key)
        {
            // get fence type
            if (!int.TryParse(this.GetSegments(key)[1].Substring("Fence".Length), out int fenceType))
                return false;

            // get fences
            Fence[] fences =
                (
                    from location in this.GetLocations()
                    from fence in location.Objects.Values.OfType<Fence>()
                    where
                        fence.whichType.Value == fenceType
                        || (fence.isGate.Value && fenceType == 1) // gates are hardcoded to draw fence type 1
                    select fence
                )
                .ToArray();

            // update fence textures
            foreach (Fence fence in fences)
                fence.fenceTexture = new Lazy<Texture2D>(fence.loadFenceTexture);
            return true;
        }

        /// <summary>Reload tree textures.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any textures were reloaded.</returns>
        private bool ReloadGrassTextures(LocalizedContentManager content, string key)
        {
            Grass[] grasses =
                (
                    from location in this.GetLocations()
                    from grass in location.terrainFeatures.Values.OfType<Grass>()
                    where this.NormalizeAssetNameIgnoringEmpty(grass.textureName()) == key
                    select grass
                )
                .ToArray();

            if (grasses.Any())
            {
                Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
                foreach (Grass grass in grasses)
                    grass.texture = texture;
                return true;
            }

            return false;
        }

        /// <summary>Reload hair style metadata.</summary>
        /// <returns>Returns whether any assets were reloaded.</returns>
        /// <remarks>Derived from the <see cref="Farmer.GetHairStyleMetadataFile"/> and <see cref="Farmer.GetHairStyleMetadata"/>.</remarks>
        private bool ReloadHairData()
        {
            if (Farmer.hairStyleMetadataFile == null)
                return false;

            Farmer.hairStyleMetadataFile = null;
            Farmer.allHairStyleIndices = null;
            Farmer.hairStyleMetadata.Clear();

            return true;
        }

        /// <summary>Reload the map for a location.</summary>
        /// <param name="locationInfo">The location whose map to reload.</param>
        private void ReloadMap(LocationInfo locationInfo)
        {
            GameLocation location = locationInfo.Location;
            Vector2? playerPos = Game1.player?.Position;

            if (this.AggressiveMemoryOptimizations)
                location.map.DisposeTileSheets(Game1.mapDisplayDevice);

            // reload map
            location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist
            location.reloadMap();

            // reload interior doors
            location.interiorDoors.Clear();
            location.interiorDoors.ResetSharedState(); // load doors from map properties
            location.interiorDoors.ResetLocalState(); // reapply door tiles

            // reapply map changes (after reloading doors so they apply theirs too)
            location.MakeMapModifications(force: true);

            // update for changes
            location.updateWarps();
            location.updateDoors();
            locationInfo.ParentBuilding?.updateInteriorWarps();

            // reset player position
            // The game may move the player as part of the map changes, even if they're not in that
            // location. That's not needed in this case, and it can have weird effects like players
            // warping onto the wrong tile (or even off-screen) if a patch changes the farmhouse
            // map on location change.
            if (playerPos.HasValue)
                Game1.player.Position = playerPos.Value;
        }

        /// <summary>Reload the disposition data for matching NPCs.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any NPCs were affected.</returns>
        private bool ReloadNpcDispositions(LocalizedContentManager content, string key)
        {
            IDictionary<string, string> data = content.Load<Dictionary<string, string>>(key);
            bool changed = false;
            foreach (NPC npc in this.GetCharacters())
            {
                if (npc.isVillager() && data.ContainsKey(npc.Name))
                {
                    npc.reloadData();
                    changed = true;
                }
            }

            return changed;
        }

        /// <summary>Reload the sprites for matching NPCs.</summary>
        /// <param name="keys">The asset keys to reload.</param>
        /// <param name="propagated">The asset keys which have been propagated.</param>
        private void ReloadNpcSprites(IEnumerable<string> keys, IDictionary<string, bool> propagated)
        {
            // get NPCs
            HashSet<string> lookup = new HashSet<string>(keys, StringComparer.OrdinalIgnoreCase);
            var characters =
                (
                    from npc in this.GetCharacters()
                    let key = this.NormalizeAssetNameIgnoringEmpty(npc.Sprite?.Texture?.Name)
                    where key != null && lookup.Contains(key)
                    select new { Npc = npc, Key = key }
                )
                .ToArray();
            if (!characters.Any())
                return;

            // update sprite
            foreach (var target in characters)
            {
                target.Npc.Sprite.spriteTexture = this.LoadAndDisposeIfNeeded(target.Npc.Sprite.spriteTexture, target.Key);
                propagated[target.Key] = true;
            }
        }

        /// <summary>Reload the portraits for matching NPCs.</summary>
        /// <param name="keys">The asset key to reload.</param>
        /// <param name="propagated">The asset keys which have been propagated.</param>
        private void ReloadNpcPortraits(IEnumerable<string> keys, IDictionary<string, bool> propagated)
        {
            // get NPCs
            HashSet<string> lookup = new HashSet<string>(keys, StringComparer.OrdinalIgnoreCase);
            var characters =
                (
                    from npc in this.GetCharacters()
                    where npc.isVillager()

                    let key = this.NormalizeAssetNameIgnoringEmpty(npc.Portrait?.Name)
                    where key != null && lookup.Contains(key)
                    select new { Npc = npc, Key = key }
                )
                .ToList();

            // special case: Gil is a private NPC field on the AdventureGuild class (only used for the portrait)
            {
                string gilKey = this.NormalizeAssetNameIgnoringEmpty("Portraits/Gil");
                if (lookup.Contains(gilKey))
                {
                    GameLocation adventureGuild = Game1.getLocationFromName("AdventureGuild");
                    if (adventureGuild != null)
                        characters.Add(new { Npc = this.Reflection.GetField<NPC>(adventureGuild, "Gil").GetValue(), Key = gilKey });
                }
            }

            // update portrait
            foreach (var target in characters)
            {
                target.Npc.Portrait = this.LoadAndDisposeIfNeeded(target.Npc.Portrait, target.Key);
                propagated[target.Key] = true;
            }
        }

        /// <summary>Reload the sprites for matching players.</summary>
        /// <param name="key">The asset key to reload.</param>
        private bool ReloadPlayerSprites(string key)
        {
            Farmer[] players =
                (
                    from player in Game1.getOnlineFarmers()
                    where key == this.NormalizeAssetNameIgnoringEmpty(player.getTexture())
                    select player
                )
                .ToArray();

            foreach (Farmer player in players)
            {
                this.Reflection.GetField<Dictionary<string, Dictionary<int, List<int>>>>(typeof(FarmerRenderer), "_recolorOffsets").GetValue().Remove(player.getTexture());
                player.FarmerRenderer.MarkSpriteDirty();
            }

            return players.Any();
        }

        /// <summary>Reload suspension bridge textures.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any textures were reloaded.</returns>
        private bool ReloadSuspensionBridges(LocalizedContentManager content, string key)
        {
            Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));

            foreach (GameLocation location in this.GetLocations(buildingInteriors: false))
            {
                // get suspension bridges field
                var field = this.Reflection.GetField<IEnumerable<SuspensionBridge>>(location, nameof(IslandNorth.suspensionBridges), required: false);
                if (field == null || !typeof(IEnumerable<SuspensionBridge>).IsAssignableFrom(field.FieldInfo.FieldType))
                    continue;

                // update textures
                foreach (SuspensionBridge bridge in field.GetValue())
                    this.Reflection.GetField<Texture2D>(bridge, "_texture").SetValue(texture.Value);
            }

            return texture.IsValueCreated;
        }

        /// <summary>Reload tree textures.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="key">The asset key to reload.</param>
        /// <param name="type">The type to reload.</param>
        /// <returns>Returns whether any textures were reloaded.</returns>
        private bool ReloadTreeTextures(LocalizedContentManager content, string key, int type)
        {
            Tree[] trees = this.GetLocations()
                .SelectMany(p => p.terrainFeatures.Values.OfType<Tree>())
                .Where(tree => tree.treeType.Value == type)
                .ToArray();

            if (trees.Any())
            {
                Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
                foreach (Tree tree in trees)
                    tree.texture = texture;
                return true;
            }

            return false;
        }

        /****
        ** Reload data methods
        ****/
        /// <summary>Reload the dialogue data for matching NPCs.</summary>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any assets were reloaded.</returns>
        private bool ReloadNpcDialogue(string key)
        {
            // get NPCs
            string name = Path.GetFileName(key);
            NPC[] villagers = this.GetCharacters().Where(npc => npc.Name == name && npc.isVillager()).ToArray();
            if (!villagers.Any())
                return false;

            // update dialogue
            // Note that marriage dialogue isn't reloaded after reset, but it doesn't need to be
            // propagated anyway since marriage dialogue keys can't be added/removed and the field
            // doesn't store the text itself.
            foreach (NPC villager in villagers)
            {
                bool shouldSayMarriageDialogue = villager.shouldSayMarriageDialogue.Value;
                MarriageDialogueReference[] marriageDialogue = villager.currentMarriageDialogue.ToArray();

                villager.resetSeasonalDialogue(); // doesn't only affect seasonal dialogue
                villager.resetCurrentDialogue();

                villager.shouldSayMarriageDialogue.Set(shouldSayMarriageDialogue);
                villager.currentMarriageDialogue.Set(marriageDialogue);
            }

            return true;
        }

        /// <summary>Reload the schedules for matching NPCs.</summary>
        /// <param name="key">The asset key to reload.</param>
        /// <returns>Returns whether any assets were reloaded.</returns>
        private bool ReloadNpcSchedules(string key)
        {
            // get NPCs
            string name = Path.GetFileName(key);
            NPC[] villagers = this.GetCharacters().Where(npc => npc.Name == name && npc.isVillager()).ToArray();
            if (!villagers.Any())
                return false;

            // update schedule
            foreach (NPC villager in villagers)
            {
                // reload schedule
                this.Reflection.GetField<bool>(villager, "_hasLoadedMasterScheduleData").SetValue(false);
                this.Reflection.GetField<Dictionary<string, string>>(villager, "_masterScheduleData").SetValue(null);
                villager.Schedule = villager.getSchedule(Game1.dayOfMonth);

                // switch to new schedule if needed
                if (villager.Schedule != null)
                {
                    int lastScheduleTime = villager.Schedule.Keys.Where(p => p <= Game1.timeOfDay).OrderByDescending(p => p).FirstOrDefault();
                    if (lastScheduleTime != 0)
                    {
                        villager.queuedSchedulePaths.Clear();
                        villager.lastAttemptedSchedule = 0;
                        villager.checkSchedule(lastScheduleTime);
                    }
                }
            }
            return true;
        }

        /// <summary>Reload cached translations from the <c>Strings\StringsFromCSFiles</c> asset.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <returns>Returns whether any data was reloaded.</returns>
        /// <remarks>Derived from the <see cref="Game1.TranslateFields"/>.</remarks>
        private bool ReloadStringsFromCsFiles(LocalizedContentManager content)
        {
            Game1.samBandName = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.2156");
            Game1.elliottBookName = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.2157");

            string[] dayNames = this.Reflection.GetField<string[]>(typeof(Game1), "_shortDayDisplayName").GetValue();
            dayNames[0] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3042");
            dayNames[1] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3043");
            dayNames[2] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3044");
            dayNames[3] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3045");
            dayNames[4] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3046");
            dayNames[5] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3047");
            dayNames[6] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3048");

            return true;
        }

        /****
        ** Helpers
        ****/
        /// <summary>Get all NPCs in the game (excluding farm animals).</summary>
        private IEnumerable<NPC> GetCharacters()
        {
            foreach (NPC character in this.GetLocations().SelectMany(p => p.characters))
                yield return character;

            if (Game1.CurrentEvent?.actors != null)
            {
                foreach (NPC character in Game1.CurrentEvent.actors)
                    yield return character;
            }
        }

        /// <summary>Get all farm animals in the game.</summary>
        private IEnumerable<FarmAnimal> GetFarmAnimals()
        {
            foreach (GameLocation location in this.GetLocations())
            {
                if (location is Farm farm)
                {
                    foreach (FarmAnimal animal in farm.animals.Values)
                        yield return animal;
                }
                else if (location is AnimalHouse animalHouse)
                    foreach (FarmAnimal animal in animalHouse.animals.Values)
                        yield return animal;
            }
        }

        /// <summary>Get all locations in the game.</summary>
        /// <param name="buildingInteriors">Whether to also get the interior locations for constructable buildings.</param>
        private IEnumerable<GameLocation> GetLocations(bool buildingInteriors = true)
        {
            return this.GetLocationsWithInfo(buildingInteriors).Select(info => info.Location);
        }

        /// <summary>Get all locations in the game.</summary>
        /// <param name="buildingInteriors">Whether to also get the interior locations for constructable buildings.</param>
        private IEnumerable<LocationInfo> GetLocationsWithInfo(bool buildingInteriors = true)
        {
            // get available root locations
            IEnumerable<GameLocation> rootLocations = Game1.locations;
            if (SaveGame.loaded?.locations != null)
                rootLocations = rootLocations.Concat(SaveGame.loaded.locations);

            // yield root + child locations
            foreach (GameLocation location in rootLocations)
            {
                yield return new LocationInfo(location, null);

                if (buildingInteriors && location is BuildableGameLocation buildableLocation)
                {
                    foreach (Building building in buildableLocation.buildings)
                    {
                        GameLocation indoors = building.indoors.Value;
                        if (indoors != null)
                            yield return new LocationInfo(indoors, building);
                    }
                }
            }
        }

        /// <summary>Normalize an asset key to match the cache key and assert that it's valid, but don't raise an error for null or empty values.</summary>
        /// <param name="path">The asset key to normalize.</param>
        private string NormalizeAssetNameIgnoringEmpty(string path)
        {
            if (string.IsNullOrWhiteSpace(path))
                return null;

            return this.AssertAndNormalizeAssetName(path);
        }

        /// <summary>Get whether a key starts with a substring after the substring is normalized.</summary>
        /// <param name="key">The key to check.</param>
        /// <param name="rawSubstring">The substring to normalize and find.</param>
        private bool KeyStartsWith(string key, string rawSubstring)
        {
            if (string.IsNullOrWhiteSpace(key) || string.IsNullOrWhiteSpace(rawSubstring))
                return false;

            return key.StartsWith(this.NormalizeAssetNameIgnoringEmpty(rawSubstring), StringComparison.OrdinalIgnoreCase);
        }

        /// <summary>Get whether a normalized asset key is in the given folder.</summary>
        /// <param name="key">The normalized asset key (like <c>Animals/cat</c>).</param>
        /// <param name="folder">The key folder (like <c>Animals</c>); doesn't need to be normalized.</param>
        /// <param name="allowSubfolders">Whether to return true if the key is inside a subfolder of the <paramref name="folder"/>.</param>
        private bool IsInFolder(string key, string folder, bool allowSubfolders = false)
        {
            return
                this.KeyStartsWith(key, $"{folder}\\")
                && (allowSubfolders || this.CountSegments(key) == this.CountSegments(folder) + 1);
        }

        /// <summary>Get the segments in a path (e.g. 'a/b' is 'a' and 'b').</summary>
        /// <param name="path">The path to check.</param>
        private string[] GetSegments(string path)
        {
            return path != null
                ? PathUtilities.GetSegments(path)
                : new string[0];
        }

        /// <summary>Count the number of segments in a path (e.g. 'a/b' is 2).</summary>
        /// <param name="path">The path to check.</param>
        private int CountSegments(string path)
        {
            return this.GetSegments(path).Length;
        }

        /// <summary>Load a texture, and dispose the old one if <see cref="AggressiveMemoryOptimizations"/> is enabled and it's different from the new instance.</summary>
        /// <param name="oldTexture">The previous texture to dispose.</param>
        /// <param name="key">The asset key to load.</param>
        private Texture2D LoadAndDisposeIfNeeded(Texture2D oldTexture, string key)
        {
            // if aggressive memory optimizations are enabled, load the asset from the disposable
            // content manager and dispose the old instance if needed.
            if (this.AggressiveMemoryOptimizations)
            {
                GameContentManagerForAssetPropagation content = this.DisposableContentManager;

                Texture2D newTexture = content.Load<Texture2D>(key);
                if (oldTexture?.IsDisposed == false && !object.ReferenceEquals(oldTexture, newTexture) && content.IsResponsibleFor(oldTexture))
                    oldTexture.Dispose();

                return newTexture;
            }

            // else just (re)load it from the main content manager
            return this.MainContentManager.Load<Texture2D>(key);
        }

        /// <summary>Remove a case-insensitive key from the paint mask cache.</summary>
        /// <param name="key">The paint mask asset key.</param>
        private bool RemoveFromPaintMaskCache(string key)
        {
            // make cache case-insensitive
            // This is needed for cache invalidation since mods may specify keys with a different capitalization
            if (!object.ReferenceEquals(BuildingPainter.paintMaskLookup.Comparer, StringComparer.OrdinalIgnoreCase))
                BuildingPainter.paintMaskLookup = new Dictionary<string, List<List<int>>>(BuildingPainter.paintMaskLookup, StringComparer.OrdinalIgnoreCase);

            // remove key from cache
            return BuildingPainter.paintMaskLookup.Remove(key);
        }

        /// <summary>Metadata about a location used in asset propagation.</summary>
        private readonly struct LocationInfo
        {
            /*********
            ** Accessors
            *********/
            /// <summary>The location instance.</summary>
            public GameLocation Location { get; }

            /// <summary>The building which contains the location, if any.</summary>
            public Building ParentBuilding { get; }


            /*********
            ** Public methods
            *********/
            /// <summary>Construct an instance.</summary>
            /// <param name="location">The location instance.</param>
            /// <param name="parentBuilding">The building which contains the location, if any.</param>
            public LocationInfo(GameLocation location, Building parentBuilding)
            {
                this.Location = location;
                this.ParentBuilding = parentBuilding;
            }
        }
    }
}