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using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Threading;
using Microsoft.Xna.Framework;
using StardewModdingAPI.AssemblyRewriters;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Reflection;
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
{
/*********
** Accessors
*********/
/// <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;
/*********
** 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="monitor">Encapsulates monitoring and logging.</param>
public SContentManager(IServiceProvider serviceProvider, string rootDirectory, IMonitor monitor)
: this(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, null, monitor) { }
/// <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)
{
// initialise
this.Monitor = monitor;
IReflectionHelper reflection = new ReflectionHelper();
// 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>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)
{
// get normalised metadata
assetName = this.NormaliseAssetName(assetName);
string cacheLocale = this.GetCacheLocale(assetName);
// skip if already loaded
if (this.IsLoaded(assetName))
return base.Load<T>(assetName);
// load data
T data = base.Load<T>(assetName);
// let mods intercept content
IContentEventHelper helper = new ContentEventHelper(cacheLocale, assetName, data, this.NormaliseAssetName);
ContentEvents.InvokeAfterAssetLoaded(this.Monitor, helper);
this.Cache[assetName] = helper.Data;
return (T)helper.Data;
}
/*********
** Private methods
*********/
/// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary>
/// <param name="assetName">The asset key.</param>
private string NormaliseAssetName(string assetName)
{
// ensure name format is consistent
string[] parts = assetName.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries);
assetName = string.Join(SContentManager.PreferredPathSeparator, parts);
// apply platform normalisation logic
return this.NormaliseAssetNameForPlatform(assetName);
}
/// <summary>Get whether an asset has already been loaded.</summary>
/// <param name="normalisedAssetName">The normalised asset name.</param>
private bool IsLoaded(string normalisedAssetName)
{
return this.Cache.ContainsKey(normalisedAssetName)
|| this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset
}
/// <summary>Get the locale for which the asset name was saved, if any.</summary>
/// <param name="normalisedAssetName">The normalised asset name.</param>
private string GetCacheLocale(string normalisedAssetName)
{
string locale = this.GetKeyLocale.Invoke<string>();
return this.Cache.ContainsKey($"{normalisedAssetName}.{locale}")
? locale
: null;
}
}
}
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