rework tilesheet loading to improve errors, allow future validation, and drop support for legacy content files

This commit is contained in:
Jesse Plamondon-Willard 2020-02-19 23:20:55 -05:00
parent 82d1e92d97
commit 2e9807a034
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GPG Key ID: CF8B1456B3E29F49
4 changed files with 88 additions and 76 deletions

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@ -3,18 +3,20 @@
# Release notes
## Upcoming release
* For players:
* Updated translations. Thanks to xCarloC (added Italian)!
* Reduced network traffic for mod broadcasts to players who can't process them.
* Fixed update-check errors for recent versions of SMAPI on Android.
* Updated compatibility list.
* Updated translations. Thanks to xCarloC (added Italian)!
* For the Save Backup mod:
* Fixed warning on MacOS when you have no saves yet.
* Reduced log messages.
* For modders:
* Added support for self-broadcasts through the multiplayer API. (Mods can now send messages to the current machine. That enables simple integrations between mods without needing an API, and lets mods notify a host mod without needing different code depending on whether the current player is the host or a farmhand.)
* Added `helper.Input.GetStatus` method to get the low-level status of a button.
* Eliminated unneeded network messages when broadcasting to a peer who can't handle the message (e.g. because they don't have SMAPI or don't have the target mod).
* Added support for [message sending](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Integrations#Message_sending) to mods on the current computer.
* Added `helper.Input.GetStatus` to get the low-level status of a button.
* **[Breaking change]** Map tilesheets are no loaded from `Content` if they can't be found in `Content/Maps`. This reflects an upcoming change in the game to delete map tilesheets under `Content`.
* Improved map tilesheet errors so they provide more info.
* Fixed dialogue propagation clearing marriage dialogue.
* For the web UI:

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@ -112,9 +112,10 @@ namespace StardewModdingAPI.Framework
/// <summary>Get a new content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary>
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
/// <param name="modName">The mod display name to show in errors.</param>
/// <param name="rootDirectory">The root directory to search for content (or <c>null</c> for the default).</param>
/// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</param>
public ModContentManager CreateModContentManager(string name, string rootDirectory, IContentManager gameContentManager)
public ModContentManager CreateModContentManager(string name, string modName, string rootDirectory, IContentManager gameContentManager)
{
return this.ContentManagerLock.InWriteLock(() =>
{
@ -123,6 +124,7 @@ namespace StardewModdingAPI.Framework
gameContentManager: gameContentManager,
serviceProvider: this.MainContentManager.ServiceProvider,
rootDirectory: rootDirectory,
modName: modName,
currentCulture: this.MainContentManager.CurrentCulture,
coordinator: this,
monitor: this.Monitor,

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@ -26,6 +26,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
private readonly JsonHelper JsonHelper;
/// <summary>The mod display name to show in errors.</summary>
private readonly string ModName;
/// <summary>The game content manager used for map tilesheets not provided by the mod.</summary>
private readonly IContentManager GameContentManager;
@ -40,6 +43,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
/// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</param>
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="modName">The mod display name to show in errors.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
/// <param name="currentCulture">The current culture for which to localize content.</param>
/// <param name="coordinator">The central coordinator which manages content managers.</param>
@ -47,11 +51,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing)
public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true)
{
this.GameContentManager = gameContentManager;
this.JsonHelper = jsonHelper;
this.ModName = modName;
}
/// <summary>Load an asset that has been processed by the content pipeline.</summary>
@ -297,98 +302,99 @@ namespace StardewModdingAPI.Framework.ContentManagers
foreach (TileSheet tilesheet in map.TileSheets)
{
string imageSource = tilesheet.ImageSource;
string errorPrefix = $"{this.ModName} loaded map '{relativeMapPath}' with invalid tilesheet path '{imageSource}'.";
// validate tilesheet path
if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains(".."))
throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../).");
// get seasonal name (if applicable)
string seasonalImageSource = null;
if (isOutdoors && Context.IsSaveLoaded && Game1.currentSeason != null)
{
string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"The '{imageSource}' tilesheet couldn't be loaded: filename is unexpectedly null.");
bool hasSeasonalPrefix =
filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase)
|| filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase)
|| filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase)
|| filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase);
if (hasSeasonalPrefix && !filename.StartsWith(Game1.currentSeason + "_"))
{
string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename, StringComparison.CurrentCultureIgnoreCase));
seasonalImageSource = $"{dirPath}{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}";
}
}
throw new SContentLoadException($"{errorPrefix} Tilesheet paths must be a relative path without directory climbing (../).");
// load best match
try
{
string key =
this.GetTilesheetAssetName(relativeMapFolder, seasonalImageSource)
?? this.GetTilesheetAssetName(relativeMapFolder, imageSource);
if (key != null)
{
tilesheet.ImageSource = key;
continue;
}
}
catch (Exception ex)
{
throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex);
}
if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, isOutdoors, out string assetName, out string error))
throw new SContentLoadException($"{errorPrefix} {error}");
// none found
throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.");
tilesheet.ImageSource = assetName;
}
catch (Exception ex) when (!(ex is SContentLoadException))
{
throw new SContentLoadException($"{errorPrefix} The tilesheet couldn't be loaded.", ex);
}
}
}
/// <summary>Get the actual asset name for a tilesheet.</summary>
/// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param>
/// <param name="imageSource">The tilesheet image source to load.</param>
/// <returns>Returns the asset name.</returns>
/// <param name="originalPath">The tilesheet path to load.</param>
/// <param name="willSeasonalize">Whether the game will apply seasonal logic to the tilesheet.</param>
/// <param name="assetName">The found asset name.</param>
/// <param name="error">A message indicating why the file couldn't be loaded.</param>
/// <returns>Returns whether the asset name was found.</returns>
/// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks>
private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource)
private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string originalPath, bool willSeasonalize, out string assetName, out string error)
{
if (imageSource == null)
return null;
assetName = null;
error = null;
// check relative to map file
// nothing to do
if (string.IsNullOrWhiteSpace(originalPath))
{
string localKey = Path.Combine(modRelativeMapFolder, imageSource);
FileInfo localFile = this.GetModFile(localKey);
if (localFile.Exists)
return this.GetInternalAssetKey(localKey);
assetName = originalPath;
return true;
}
// check relative to content folder
// parse path
string filename = Path.GetFileName(originalPath);
bool isSeasonal = filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase)
|| filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase)
|| filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase)
|| filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase);
string relativePath = originalPath;
if (willSeasonalize && isSeasonal)
{
foreach (string candidateKey in new[] { imageSource, Path.Combine("Maps", imageSource) })
{
string contentKey = candidateKey.EndsWith(".png")
? candidateKey.Substring(0, candidateKey.Length - 4)
: candidateKey;
string dirPath = Path.GetDirectoryName(originalPath);
relativePath = Path.Combine(dirPath, $"{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}");
}
try
{
this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
return contentKey;
}
catch
{
// ignore file-not-found errors
// TODO: while it's useful to suppress an asset-not-found error here to avoid
// confusion, this is a pretty naive approach. Even if the file doesn't exist,
// the file may have been loaded through an IAssetLoader which failed. So even
// if the content file doesn't exist, that doesn't mean the error here is a
// content-not-found error. Unfortunately XNA doesn't provide a good way to
// detect the error type.
if (this.GetContentFolderFileExists(contentKey))
throw;
}
// get relative to map file
{
string localKey = Path.Combine(modRelativeMapFolder, relativePath);
if (this.GetModFile(localKey).Exists)
{
assetName = this.GetInternalAssetKey(localKey);
return true;
}
}
// get from game assets
{
string contentKey = Path.Combine("Maps", relativePath);
if (contentKey.EndsWith(".png"))
contentKey = contentKey.Substring(0, contentKey.Length - 4);
try
{
this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
assetName = contentKey;
return true;
}
catch
{
// ignore file-not-found errors
// TODO: while it's useful to suppress an asset-not-found error here to avoid
// confusion, this is a pretty naive approach. Even if the file doesn't exist,
// the file may have been loaded through an IAssetLoader which failed. So even
// if the content file doesn't exist, that doesn't mean the error here is a
// content-not-found error. Unfortunately XNA doesn't provide a good way to
// detect the error type.
if (this.GetContentFolderFileExists(contentKey))
throw;
}
}
// not found
return null;
error = "The tilesheet couldn't be found relative to either map file or the game's content folder.";
return false;
}
/// <summary>Get whether a file from the game's content folder exists.</summary>

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@ -32,7 +32,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>The friendly mod name for use in errors.</summary>
private readonly string ModName;
/// <summary>Encapsulates monitoring and logging for a given module.</summary>
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
@ -70,9 +70,11 @@ namespace StardewModdingAPI.Framework.ModHelpers
public ContentHelper(ContentCoordinator contentCore, string modFolderPath, string modID, string modName, IMonitor monitor)
: base(modID)
{
string managedAssetPrefix = contentCore.GetManagedAssetPrefix(modID);
this.ContentCore = contentCore;
this.GameContentManager = contentCore.CreateGameContentManager(this.ContentCore.GetManagedAssetPrefix(modID) + ".content");
this.ModContentManager = contentCore.CreateModContentManager(this.ContentCore.GetManagedAssetPrefix(modID), modFolderPath, this.GameContentManager);
this.GameContentManager = contentCore.CreateGameContentManager(managedAssetPrefix + ".content");
this.ModContentManager = contentCore.CreateModContentManager(managedAssetPrefix, modName, modFolderPath, this.GameContentManager);
this.ModName = modName;
this.Monitor = monitor;
}