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using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.ModLoading;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Metadata;
using StardewValley;
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;
/// <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>> AssetLoaders = new Dictionary<string, HashSet<ContentManager>>();
/*********
** 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>
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
var reflection = new Reflector();
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
// get asset data
this.CoreAssets = new CoreAssets(this.NormaliseAssetName);
this.KeyLocales = this.GetKeyLocales(reflection);
}
/// <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)
{
lock (this.Cache)
{
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)
{
return this.LoadFor<T>(assetName, this);
}
/// <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="instance">The content manager instance for which to load the asset.</param>
public T LoadFor<T>(string assetName, ContentManager instance)
{
lock (this.Cache)
{
assetName = this.NormaliseAssetName(assetName);
// skip if already loaded
if (this.IsNormalisedKeyLoaded(assetName))
{
this.TrackAssetLoader(assetName, instance);
return base.Load<T>(assetName);
}
// load asset
T data;
if (this.AssetsBeingLoaded.Contains(assetName))
{
this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn);
this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace);
data = base.Load<T>(assetName);
}
else
{
data = this.AssetsBeingLoaded.Track(assetName, () =>
{
IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName);
IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, base.Load<T>(assetName), this.NormaliseAssetName);
asset = this.ApplyEditors<T>(info, asset);
return (T)asset.Data;
});
}
// update cache & return data
this.Cache[assetName] = data;
this.TrackAssetLoader(assetName, instance);
return data;
}
}
/// <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>
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