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using System;
using System.Collections.Generic;
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.AssemblyRewriters;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Objects;
using StardewValley.Projectiles;
namespace StardewModdingAPI.Framework
{
/// <summary>SMAPI's implementation of the game's content manager which lets it raise content events.</summary>
internal class SContentManager : LocalizedContentManager
{
/*********
** Properties
*********/
/// <summary>The possible directory separator characters in an asset key.</summary>
private static readonly char[] PossiblePathSeparators = new[] { '/', '\\', Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }.Distinct().ToArray();
/// <summary>The preferred directory separator chaeacter in an asset key.</summary>
private static readonly string PreferredPathSeparator = Path.DirectorySeparatorChar.ToString();
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/// <summary>The underlying content manager's asset cache.</summary>
private readonly IDictionary<string, object> Cache;
/// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary>
private readonly Func<string, string> NormaliseAssetNameForPlatform;
/// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary>
private readonly IPrivateMethod GetKeyLocale;
/*********
** Accessors
*********/
/// <summary>Implementations which change 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>
public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
/*********
** Public methods
*********/
/// <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>
public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor)
: base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride)
{
// validate
if (monitor == null)
throw new ArgumentNullException(nameof(monitor));
// initialise
IReflectionHelper reflection = new ReflectionHelper();
this.Monitor = monitor;
// get underlying fields for interception
this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(this, "loadedAssets").GetValue();
this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode");
// get asset key normalisation logic
if (Constants.TargetPlatform == Platform.Windows)
{
IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath");
this.NormaliseAssetNameForPlatform = path => method.Invoke<string>(path);
}
else
this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic
}
/// <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>
public string NormalisePathSeparators(string path)
{
string[] parts = path.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries);
string normalised = string.Join(SContentManager.PreferredPathSeparator, parts);
if (path.StartsWith(SContentManager.PreferredPathSeparator))
normalised = SContentManager.PreferredPathSeparator + normalised; // keep root slash
return normalised;
}
/// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary>
/// <param name="assetName">The asset key.</param>
public string NormaliseAssetName(string assetName)
{
assetName = this.NormalisePathSeparators(assetName);
if (assetName.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase))
return assetName.Substring(0, assetName.Length - 4);
return this.NormaliseAssetNameForPlatform(assetName);
}
/// <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.NormaliseAssetName(assetName);
return this.IsNormalisedKeyLoaded(assetName);
}
/// <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)
{
assetName = this.NormaliseAssetName(assetName);
// skip if already loaded
if (this.IsNormalisedKeyLoaded(assetName))
return base.Load<T>(assetName);
// load asset
T asset = this.GetAssetWithInterceptors(this.GetLocale(), assetName, () => base.Load<T>(assetName));
this.Cache[assetName] = asset;
return asset;
}
/// <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] = value;
}
/// <summary>Get the current content locale.</summary>
public string GetLocale()
{
return this.GetKeyLocale.Invoke<string>();
}
/// <summary>Reset the asset cache and reload the game's static assets.</summary>
/// <remarks>This implementation is derived from <see cref="Game1.LoadContent"/>.</remarks>
public void Reset()
{
this.Monitor.Log("Resetting asset cache...", LogLevel.Trace);
this.Cache.Clear();
// from Game1.LoadContent
Game1.daybg = this.Load<Texture2D>("LooseSprites\\daybg");
Game1.nightbg = this.Load<Texture2D>("LooseSprites\\nightbg");
Game1.menuTexture = this.Load<Texture2D>("Maps\\MenuTiles");
Game1.lantern = this.Load<Texture2D>("LooseSprites\\Lighting\\lantern");
Game1.windowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\windowLight");
Game1.sconceLight = this.Load<Texture2D>("LooseSprites\\Lighting\\sconceLight");
Game1.cauldronLight = this.Load<Texture2D>("LooseSprites\\Lighting\\greenLight");
Game1.indoorWindowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\indoorWindowLight");
Game1.shadowTexture = this.Load<Texture2D>("LooseSprites\\shadow");
Game1.mouseCursors = this.Load<Texture2D>("LooseSprites\\Cursors");
Game1.controllerMaps = this.Load<Texture2D>("LooseSprites\\ControllerMaps");
Game1.animations = this.Load<Texture2D>("TileSheets\\animations");
Game1.achievements = this.Load<Dictionary<int, string>>("Data\\Achievements");
Game1.NPCGiftTastes = this.Load<Dictionary<string, string>>("Data\\NPCGiftTastes");
Game1.dialogueFont = this.Load<SpriteFont>("Fonts\\SpriteFont1");
Game1.smallFont = this.Load<SpriteFont>("Fonts\\SmallFont");
Game1.tinyFont = this.Load<SpriteFont>("Fonts\\tinyFont");
Game1.tinyFontBorder = this.Load<SpriteFont>("Fonts\\tinyFontBorder");
Game1.objectSpriteSheet = this.Load<Texture2D>("Maps\\springobjects");
Game1.cropSpriteSheet = this.Load<Texture2D>("TileSheets\\crops");
Game1.emoteSpriteSheet = this.Load<Texture2D>("TileSheets\\emotes");
Game1.debrisSpriteSheet = this.Load<Texture2D>("TileSheets\\debris");
Game1.bigCraftableSpriteSheet = this.Load<Texture2D>("TileSheets\\Craftables");
Game1.rainTexture = this.Load<Texture2D>("TileSheets\\rain");
Game1.buffsIcons = this.Load<Texture2D>("TileSheets\\BuffsIcons");
Game1.objectInformation = this.Load<Dictionary<int, string>>("Data\\ObjectInformation");
Game1.bigCraftablesInformation = this.Load<Dictionary<int, string>>("Data\\BigCraftablesInformation");
FarmerRenderer.hairStylesTexture = this.Load<Texture2D>("Characters\\Farmer\\hairstyles");
FarmerRenderer.shirtsTexture = this.Load<Texture2D>("Characters\\Farmer\\shirts");
FarmerRenderer.hatsTexture = this.Load<Texture2D>("Characters\\Farmer\\hats");
FarmerRenderer.accessoriesTexture = this.Load<Texture2D>("Characters\\Farmer\\accessories");
Furniture.furnitureTexture = this.Load<Texture2D>("TileSheets\\furniture");
SpriteText.spriteTexture = this.Load<Texture2D>("LooseSprites\\font_bold");
SpriteText.coloredTexture = this.Load<Texture2D>("LooseSprites\\font_colored");
Tool.weaponsTexture = this.Load<Texture2D>("TileSheets\\weapons");
Projectile.projectileSheet = this.Load<Texture2D>("TileSheets\\Projectiles");
// from Farmer constructor
if (Game1.player != null)
Game1.player.FarmerRenderer = new FarmerRenderer(this.Load<Texture2D>($"Characters\\Farmer\\farmer_" + (Game1.player.isMale ? "" : "girl_") + "base"));
}
/*********
** Private methods
*********/
/// <summary>Get whether an asset has already been loaded.</summary>
/// <param name="normalisedAssetName">The normalised asset name.</param>
private bool IsNormalisedKeyLoaded(string normalisedAssetName)
{
return this.Cache.ContainsKey(normalisedAssetName)
|| this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset
}
/// <summary>Read an asset with support for asset interceptors.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="locale">The current content locale.</param>
/// <param name="normalisedKey">The normalised asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="getData">Get the asset from the underlying content manager.</param>
private T GetAssetWithInterceptors<T>(string locale, string normalisedKey, Func<T> getData)
{
// get metadata
IAssetInfo info = new AssetInfo(locale, normalisedKey, typeof(T), this.NormaliseAssetName);
// load asset
T asset = getData();
// edit asset
IAssetData data = new AssetDataForObject(info.Locale, info.AssetName, asset, this.NormaliseAssetName);
foreach (var entry in this.GetAssetEditors())
{
IModMetadata mod = entry.Mod;
IAssetEditor editor = entry.Editor;
if (!editor.CanEdit<T>(info))
continue;
this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace);
editor.Edit<T>(data);
if (data.Data == null)
throw new InvalidOperationException($"{mod.DisplayName} incorrectly set asset '{normalisedKey}' to a null value.");
if (!(data.Data is T))
throw new InvalidOperationException($"{mod.DisplayName} incorrectly set asset '{normalisedKey}' to incompatible type '{data.Data.GetType()}', expected '{typeof(T)}'.");
}
// return result
return (T)data.Data;
}
/// <summary>Get all registered asset editors.</summary>
private IEnumerable<(IModMetadata Mod, IAssetEditor Editor)> GetAssetEditors()
{
foreach (var entry in this.Editors)
{
IModMetadata metadata = entry.Key;
IList<IAssetEditor> editors = entry.Value;
// special case if mod implements interface
// ReSharper disable once SuspiciousTypeConversion.Global
if (metadata.Mod is IAssetEditor modAsEditor)
yield return (metadata, modAsEditor);
// registered editors
foreach (IAssetEditor editor in editors)
yield return (metadata, editor);
}
}
}
}
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