diff --git a/docs/release-notes.md b/docs/release-notes.md
index bf8c7917..8b22b95a 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -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:
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 2fd31263..0b1ccc3c 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -112,9 +112,10 @@ namespace StardewModdingAPI.Framework
/// Get a new content manager which handles reading files from a SMAPI mod folder with support for unpacked files.
/// A name for the mod manager. Not guaranteed to be unique.
+ /// The mod display name to show in errors.
/// The root directory to search for content (or null for the default).
/// The game content manager used for map tilesheets not provided by the mod.
- 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,
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 0a526fc8..6b463424 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -26,6 +26,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// Encapsulates SMAPI's JSON file parsing.
private readonly JsonHelper JsonHelper;
+ /// The mod display name to show in errors.
+ private readonly string ModName;
+
/// The game content manager used for map tilesheets not provided by the mod.
private readonly IContentManager GameContentManager;
@@ -40,6 +43,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// A name for the mod manager. Not guaranteed to be unique.
/// The game content manager used for map tilesheets not provided by the mod.
/// The service provider to use to locate services.
+ /// The mod display name to show in errors.
/// The root directory to search for content.
/// The current culture for which to localize content.
/// The central coordinator which manages content managers.
@@ -47,11 +51,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// Simplifies access to private code.
/// Encapsulates SMAPI's JSON file parsing.
/// A callback to invoke when the content manager is being disposed.
- public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onDisposing)
+ public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onDisposing)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true)
{
this.GameContentManager = gameContentManager;
this.JsonHelper = jsonHelper;
+ this.ModName = modName;
}
/// Load an asset that has been processed by the content pipeline.
@@ -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);
+ }
}
}
/// Get the actual asset name for a tilesheet.
/// The folder path containing the map, relative to the mod folder.
- /// The tilesheet image source to load.
- /// Returns the asset name.
+ /// The tilesheet path to load.
+ /// Whether the game will apply seasonal logic to the tilesheet.
+ /// The found asset name.
+ /// A message indicating why the file couldn't be loaded.
+ /// Returns whether the asset name was found.
/// See remarks on .
- 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(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(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;
}
/// Get whether a file from the game's content folder exists.
diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
index 043ae376..e9b70845 100644
--- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
@@ -32,7 +32,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// The friendly mod name for use in errors.
private readonly string ModName;
- /// Encapsulates monitoring and logging for a given module.
+ /// Encapsulates monitoring and logging.
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;
}