fix split-screen error when a mod provides a localized asset in one screen but not another
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@ -1,6 +1,10 @@
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← [README](README.md)
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# Release notes
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## Upcoming release
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* For players:
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* Fixed error in split-screen mode when a mod provides a localized asset in one screen but not another.
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## 3.14.5
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Released 22 May 2022 for Stardew Valley 1.5.6 or later.
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@ -15,8 +15,8 @@ using StardewModdingAPI.Framework.Utilities;
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using StardewModdingAPI.Internal;
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using StardewModdingAPI.Metadata;
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using StardewModdingAPI.Toolkit.Serialization;
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using StardewModdingAPI.Toolkit.Utilities;
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using StardewModdingAPI.Toolkit.Utilities.PathLookups;
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using StardewModdingAPI.Utilities;
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using StardewValley;
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using StardewValley.GameData;
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using xTile;
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@ -110,6 +110,10 @@ namespace StardewModdingAPI.Framework
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/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
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public string FullRootDirectory { get; }
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/// <summary>A lookup which tracks whether each given asset name has a localized form.</summary>
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/// <remarks>This is a per-screen equivalent to the base game's <see cref="LocalizedContentManager.localizedAssetNames"/> field, since mods may provide different assets per-screen.</remarks>
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public PerScreen<Dictionary<string, string>> LocalizedAssetNames { get; } = new(() => new());
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/*********
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** Public methods
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@ -245,6 +249,9 @@ namespace StardewModdingAPI.Framework
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{
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this.VanillaContentManager.Unload();
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});
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// forget localized flags (to match the logic in Game1.TranslateFields, which is called on language change)
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this.LocalizedAssetNames.Value.Clear();
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}
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/// <summary>Clean up when the player is returning to the title screen.</summary>
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@ -275,6 +282,10 @@ namespace StardewModdingAPI.Framework
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// their changes, the assets won't be found in the cache so no changes will be propagated.
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if (LocalizedContentManager.CurrentLanguageCode != LocalizedContentManager.LanguageCode.en)
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this.InvalidateCache((contentManager, _, _) => contentManager is GameContentManager);
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// clear the localized assets lookup (to match the logic in Game1.CleanupReturningToTitle)
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foreach ((_, Dictionary<string, string> localizedAssets) in this.LocalizedAssetNames.GetActiveValues())
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localizedAssets.Clear();
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}
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/// <summary>Parse a raw asset name.</summary>
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@ -411,12 +422,15 @@ namespace StardewModdingAPI.Framework
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// A mod might provide a localized variant of a normally non-localized asset (like
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// `Maps/MovieTheater.fr-FR`). When the asset is invalidated, we need to recheck
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// whether the asset is localized in case it stops providing it.
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foreach (IAssetName assetName in invalidatedAssets.Keys)
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{
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LocalizedContentManager.localizedAssetNames.Remove(assetName.Name);
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Dictionary<string, string> localizedAssetNames = this.LocalizedAssetNames.Value;
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foreach (IAssetName assetName in invalidatedAssets.Keys)
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{
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localizedAssetNames.Remove(assetName.Name);
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if (LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.BaseName, out string? targetForBaseKey) && targetForBaseKey == assetName.Name)
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LocalizedContentManager.localizedAssetNames.Remove(assetName.BaseName);
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if (localizedAssetNames.TryGetValue(assetName.BaseName, out string? targetForBaseKey) && targetForBaseKey == assetName.Name)
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localizedAssetNames.Remove(assetName.BaseName);
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}
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}
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// special case: maps may be loaded through a temporary content manager that's removed while the map is still in use.
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@ -153,7 +153,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
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return this.LoadExact<T>(assetName, useCache: useCache);
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// check for localized asset
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if (!LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.Name, out _))
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// ReSharper disable once LocalVariableHidesMember -- this is deliberate
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Dictionary<string, string> localizedAssetNames = this.Coordinator.LocalizedAssetNames.Value;
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if (!localizedAssetNames.TryGetValue(assetName.Name, out _))
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{
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string localeCode = this.LanguageCodeString(language);
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IAssetName localizedName = new AssetName(baseName: assetName.BaseName, localeCode: localeCode, languageCode: language);
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@ -161,7 +163,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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try
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{
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T data = this.LoadExact<T>(localizedName, useCache: useCache);
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LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
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localizedAssetNames[assetName.Name] = localizedName.Name;
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return data;
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}
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catch (ContentLoadException)
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@ -170,18 +172,18 @@ namespace StardewModdingAPI.Framework.ContentManagers
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try
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{
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T data = this.LoadExact<T>(localizedName, useCache: useCache);
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LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
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localizedAssetNames[assetName.Name] = localizedName.Name;
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return data;
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}
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catch (ContentLoadException)
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{
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LocalizedContentManager.localizedAssetNames[assetName.Name] = assetName.Name;
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localizedAssetNames[assetName.Name] = assetName.Name;
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}
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}
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}
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// use cached key
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string rawName = LocalizedContentManager.localizedAssetNames[assetName.Name];
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string rawName = localizedAssetNames[assetName.Name];
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if (assetName.Name != rawName)
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assetName = this.Coordinator.ParseAssetName(rawName, allowLocales: this.TryLocalizeKeys);
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return this.LoadExact<T>(assetName, useCache: useCache);
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