rewrite content loading to allow handling locale variants (#766, #786, #812)

The game's content pipeline automatically loads localized variants if present. For example, it will try to load "Maps/cave.fr-FR", then "Maps/cave_international", then "Maps/cave". The old content API obfuscates this logic and treats them as interchangeable, which causes edge cases like bundle corruption (#812). This commit rewrites the loading logic to match the game logic when using the new content events, while maintaining the legacy behavior for the old IAssetLoader/IAssetEditor interfaces that'll be removed in SMAPI 4.0.0.
This commit is contained in:
Jesse Plamondon-Willard 2022-03-26 14:07:16 -04:00
parent ad8912047b
commit 4c64f9f644
No known key found for this signature in database
GPG Key ID: CF8B1456B3E29F49
8 changed files with 169 additions and 160 deletions

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@ -10,6 +10,7 @@
* Added `--use-current-shell` to avoid opening a separate terminal window. * Added `--use-current-shell` to avoid opening a separate terminal window.
* Fixed `--no-terminal` still opening a terminal window, even if nothing is logged to it (thanks to Ryhon0!). * Fixed `--no-terminal` still opening a terminal window, even if nothing is logged to it (thanks to Ryhon0!).
* Fixed warning text when a mod causes an asset load conflict with itself. * Fixed warning text when a mod causes an asset load conflict with itself.
* Fixed support for `_international` content assets (used in the movie theater).
* For mod authors: * For mod authors:
* Added [content events](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events#Content), which will replace `IAssetEditor` and `IAssetLoader` in SMAPI 4.0.0. * Added [content events](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events#Content), which will replace `IAssetEditor` and `IAssetLoader` in SMAPI 4.0.0.

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@ -61,9 +61,6 @@ namespace StardewModdingAPI.Framework
/// <summary>The loaded content managers (including the <see cref="MainContentManager"/>).</summary> /// <summary>The loaded content managers (including the <see cref="MainContentManager"/>).</summary>
private readonly List<IContentManager> ContentManagers = new(); private readonly List<IContentManager> ContentManagers = new();
/// <summary>The language code for language-agnostic mod assets.</summary>
private readonly LocalizedContentManager.LanguageCode DefaultLanguage = Constants.DefaultLanguage;
/// <summary>Whether the content coordinator has been disposed.</summary> /// <summary>Whether the content coordinator has been disposed.</summary>
private bool IsDisposed; private bool IsDisposed;
@ -350,7 +347,7 @@ namespace StardewModdingAPI.Framework
throw new InvalidOperationException($"The '{contentManagerID}' prefix isn't handled by any mod."); throw new InvalidOperationException($"The '{contentManagerID}' prefix isn't handled by any mod.");
// get fresh asset // get fresh asset
return contentManager.Load<T>(relativePath, this.DefaultLanguage, useCache: false); return contentManager.LoadExact<T>(relativePath, useCache: false);
} }
/// <summary>Purge matched assets from the cache.</summary> /// <summary>Purge matched assets from the cache.</summary>
@ -467,9 +464,9 @@ namespace StardewModdingAPI.Framework
return this.ContentManagerLock.InReadLock(() => return this.ContentManagerLock.InReadLock(() =>
{ {
List<object> values = new List<object>(); List<object> values = new List<object>();
foreach (IContentManager content in this.ContentManagers.Where(p => !p.IsNamespaced && p.IsLoaded(assetName, p.Language))) foreach (IContentManager content in this.ContentManagers.Where(p => !p.IsNamespaced && p.IsLoaded(assetName)))
{ {
object value = content.Load<object>(assetName, this.Language, useCache: true); object value = content.LoadExact<object>(assetName, useCache: true);
values.Add(value); values.Add(value);
} }
return values; return values;
@ -582,6 +579,8 @@ namespace StardewModdingAPI.Framework
/// <param name="info">The asset info to load or edit.</param> /// <param name="info">The asset info to load or edit.</param>
private IEnumerable<AssetOperationGroup> GetAssetOperationsWithoutCache<T>(IAssetInfo info) private IEnumerable<AssetOperationGroup> GetAssetOperationsWithoutCache<T>(IAssetInfo info)
{ {
IAssetInfo legacyInfo = this.GetLegacyAssetInfo(info);
// new content API // new content API
foreach (AssetOperationGroup group in this.RequestAssetOperations(info)) foreach (AssetOperationGroup group in this.RequestAssetOperations(info))
yield return group; yield return group;
@ -592,12 +591,12 @@ namespace StardewModdingAPI.Framework
// check if loader applies // check if loader applies
try try
{ {
if (!loader.Data.CanLoad<T>(info)) if (!loader.Data.CanLoad<T>(legacyInfo))
continue; continue;
} }
catch (Exception ex) catch (Exception ex)
{ {
loader.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); loader.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue; continue;
} }
@ -610,7 +609,9 @@ namespace StardewModdingAPI.Framework
mod: loader.Mod, mod: loader.Mod,
priority: AssetLoadPriority.Exclusive, priority: AssetLoadPriority.Exclusive,
onBehalfOf: null, onBehalfOf: null,
getData: assetInfo => loader.Data.Load<T>(assetInfo) getData: assetInfo => loader.Data.Load<T>(
this.GetLegacyAssetInfo(assetInfo)
)
) )
}, },
editOperations: Array.Empty<AssetEditOperation>() editOperations: Array.Empty<AssetEditOperation>()
@ -623,12 +624,12 @@ namespace StardewModdingAPI.Framework
// check if editor applies // check if editor applies
try try
{ {
if (!editor.Data.CanEdit<T>(info)) if (!editor.Data.CanEdit<T>(legacyInfo))
continue; continue;
} }
catch (Exception ex) catch (Exception ex)
{ {
editor.Mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); editor.Mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue; continue;
} }
@ -642,11 +643,75 @@ namespace StardewModdingAPI.Framework
mod: editor.Mod, mod: editor.Mod,
priority: AssetEditPriority.Default, priority: AssetEditPriority.Default,
onBehalfOf: null, onBehalfOf: null,
applyEdit: assetData => editor.Data.Edit<T>(assetData) applyEdit: assetData => editor.Data.Edit<T>(
this.GetLegacyAssetData(assetData)
)
) )
} }
); );
} }
} }
/// <summary>Get an asset info compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary>
/// <param name="asset">The asset info.</param>
private IAssetInfo GetLegacyAssetInfo(IAssetInfo asset)
{
if (!this.TryGetLegacyAssetName(asset.Name, out IAssetName legacyName))
return asset;
return new AssetInfo(
locale: null,
assetName: legacyName,
type: asset.DataType,
getNormalizedPath: this.MainContentManager.AssertAndNormalizeAssetName
);
}
/// <summary>Get an asset data compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary>
/// <param name="asset">The asset data.</param>
private IAssetData GetLegacyAssetData(IAssetData asset)
{
if (!this.TryGetLegacyAssetName(asset.Name, out IAssetName legacyName))
return asset;
return asset.Name.LocaleCode == null
? asset
: new AssetDataForObject(
locale: null,
assetName: legacyName,
data: asset.Data,
getNormalizedPath: this.MainContentManager.AssertAndNormalizeAssetName
);
}
/// <summary>Get an asset name compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary>
/// <param name="asset">The asset name to map.</param>
/// <param name="newAsset">The legacy asset name (or the <paramref name="asset"/> if no change is needed).</param>
/// <returns>Returns whether any change is needed for legacy compatibility.</returns>
private bool TryGetLegacyAssetName(IAssetName asset, out IAssetName newAsset)
{
// strip _international suffix
const string internationalSuffix = "_international";
if (asset.Name.EndsWith(internationalSuffix))
{
newAsset = new AssetName(
baseName: asset.Name[..^internationalSuffix.Length],
localeCode: null,
languageCode: null
);
return true;
}
// else strip locale
if (asset.LocaleCode != null)
{
newAsset = new AssetName(asset.BaseName, null, null);
return true;
}
// else no change needed
newAsset = asset;
return false;
}
} }
} }

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@ -5,6 +5,7 @@ using System.Diagnostics.Contracts;
using System.Globalization; using System.Globalization;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Exceptions;
@ -32,6 +33,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Whether to enable more aggressive memory optimizations.</summary> /// <summary>Whether to enable more aggressive memory optimizations.</summary>
protected readonly bool AggressiveMemoryOptimizations; protected readonly bool AggressiveMemoryOptimizations;
/// <summary>Whether to automatically try resolving keys to a localized form if available.</summary>
protected bool TryLocalizeKeys = true;
/// <summary>Whether the content coordinator has been disposed.</summary> /// <summary>Whether the content coordinator has been disposed.</summary>
private bool IsDisposed; private bool IsDisposed;
@ -39,7 +43,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
private readonly Action<BaseContentManager> OnDisposing; private readonly Action<BaseContentManager> OnDisposing;
/// <summary>A list of disposable assets.</summary> /// <summary>A list of disposable assets.</summary>
private readonly List<WeakReference<IDisposable>> Disposables = new List<WeakReference<IDisposable>>(); private readonly List<WeakReference<IDisposable>> Disposables = new();
/// <summary>The disposable assets tracked by the base content manager.</summary> /// <summary>The disposable assets tracked by the base content manager.</summary>
/// <remarks>This should be kept empty to avoid keeping disposable assets referenced forever, which prevents garbage collection when they're unused. Disposable assets are tracked by <see cref="Disposables"/> instead, which avoids a hard reference.</remarks> /// <remarks>This should be kept empty to avoid keeping disposable assets referenced forever, which prevents garbage collection when they're unused. Disposable assets are tracked by <see cref="Disposables"/> instead, which avoids a hard reference.</remarks>
@ -115,11 +119,51 @@ namespace StardewModdingAPI.Framework.ContentManagers
public override T Load<T>(string assetName, LanguageCode language) public override T Load<T>(string assetName, LanguageCode language)
{ {
IAssetName parsedName = this.Coordinator.ParseAssetName(assetName); IAssetName parsedName = this.Coordinator.ParseAssetName(assetName);
return this.Load<T>(parsedName, language, useCache: true); return this.LoadLocalized<T>(parsedName, language, useCache: true);
} }
/// <inheritdoc /> /// <inheritdoc />
public abstract T Load<T>(IAssetName assetName, LanguageCode language, bool useCache); public T LoadLocalized<T>(IAssetName assetName, LanguageCode language, bool useCache)
{
// ignore locale in English (or if disabled)
if (!this.TryLocalizeKeys || language == LocalizedContentManager.LanguageCode.en)
return this.LoadExact<T>(assetName, useCache: useCache);
// check for localized asset
if (!LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.Name, out _))
{
string localeCode = this.LanguageCodeString(language);
IAssetName localizedName = new AssetName(baseName: assetName.BaseName, localeCode: localeCode, languageCode: language);
try
{
this.LoadExact<T>(localizedName, useCache: useCache);
LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
}
catch (ContentLoadException)
{
localizedName = new AssetName(assetName.BaseName + "_international", null, null);
try
{
this.LoadExact<T>(localizedName, useCache: useCache);
LocalizedContentManager.localizedAssetNames[assetName.Name] = localizedName.Name;
}
catch (ContentLoadException)
{
LocalizedContentManager.localizedAssetNames[assetName.Name] = assetName.Name;
}
}
}
// use cached key
string rawName = LocalizedContentManager.localizedAssetNames[assetName.Name];
if (assetName.Name != rawName)
assetName = this.Coordinator.ParseAssetName(assetName.Name);
return this.LoadExact<T>(assetName, useCache: useCache);
}
/// <inheritdoc />
public abstract T LoadExact<T>(IAssetName assetName, bool useCache);
/// <inheritdoc /> /// <inheritdoc />
public virtual void OnLocaleChanged() { } public virtual void OnLocaleChanged() { }
@ -154,7 +198,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
} }
/// <inheritdoc /> /// <inheritdoc />
public abstract bool IsLoaded(IAssetName assetName, LanguageCode language); public bool IsLoaded(IAssetName assetName)
{
return this.Cache.ContainsKey(assetName.Name);
}
/**** /****
** Cache invalidation ** Cache invalidation
@ -241,26 +289,29 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <typeparam name="T">The type of asset to load.</typeparam> /// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The normalized asset key.</param> /// <param name="assetName">The normalized asset key.</param>
/// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
protected virtual T RawLoad<T>(string assetName, bool useCache) protected virtual T RawLoad<T>(IAssetName assetName, bool useCache)
{ {
return useCache return useCache
? base.LoadBase<T>(assetName) ? base.LoadBase<T>(assetName.Name)
: base.ReadAsset<T>(assetName, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable))); : base.ReadAsset<T>(assetName.Name, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable)));
} }
/// <summary>Add tracking data to an asset and add it to the cache.</summary> /// <summary>Add tracking data to an asset and add it to the cache.</summary>
/// <typeparam name="T">The type of asset to inject.</typeparam> /// <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> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="value">The asset value.</param> /// <param name="value">The asset value.</param>
/// <param name="language">The language code for which to inject the asset.</param>
/// <param name="useCache">Whether to save the asset to the asset cache.</param> /// <param name="useCache">Whether to save the asset to the asset cache.</param>
protected virtual void TrackAsset<T>(IAssetName assetName, T value, LanguageCode language, bool useCache) protected virtual void TrackAsset<T>(IAssetName assetName, T value, bool useCache)
{ {
// track asset key // track asset key
if (value is Texture2D texture) if (value is Texture2D texture)
texture.Name = assetName.Name; texture.Name = assetName.Name;
// cache asset // save to cache
// Note: even if the asset was loaded and cached right before this method was called,
// we need to fully re-inject it because a mod editor may have changed the asset in a
// way that doesn't change the instance stored in the cache, e.g. using
// `asset.ReplaceWith`.
if (useCache) if (useCache)
this.Cache[assetName.Name] = value; this.Cache[assetName.Name] = value;

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@ -4,11 +4,9 @@ using System.Globalization;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Reflection; using System.Reflection;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Events; using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Internal; using StardewModdingAPI.Internal;
@ -91,7 +89,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
} }
/// <inheritdoc /> /// <inheritdoc />
public override T Load<T>(IAssetName assetName, LanguageCode language, bool useCache) public override T LoadExact<T>(IAssetName assetName, bool useCache)
{ {
// raise first-load callback // raise first-load callback
if (GameContentManager.IsFirstLoad) if (GameContentManager.IsFirstLoad)
@ -100,19 +98,15 @@ namespace StardewModdingAPI.Framework.ContentManagers
this.OnLoadingFirstAsset(); this.OnLoadingFirstAsset();
} }
// normalize asset name
if (assetName.LanguageCode.HasValue)
return this.Load<T>(this.Coordinator.ParseAssetName(assetName.BaseName), assetName.LanguageCode.Value, useCache);
// get from cache // get from cache
if (useCache && this.IsLoaded(assetName, language)) if (useCache && this.IsLoaded(assetName))
return this.RawLoad<T>(assetName, language, useCache: true); return this.RawLoad<T>(assetName, useCache: true);
// get managed asset // get managed asset
if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath)) if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
{ {
T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath); T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath);
this.TrackAsset(assetName, managedAsset, language, useCache); this.TrackAsset(assetName, managedAsset, useCache);
return managedAsset; return managedAsset;
} }
@ -122,44 +116,29 @@ namespace StardewModdingAPI.Framework.ContentManagers
{ {
this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn);
this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}"); this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}");
data = this.RawLoad<T>(assetName, language, useCache); data = this.RawLoad<T>(assetName, useCache);
} }
else else
{ {
data = this.AssetsBeingLoaded.Track(assetName.Name, () => data = this.AssetsBeingLoaded.Track(assetName.Name, () =>
{ {
string locale = this.GetLocale(language); IAssetInfo info = new AssetInfo(assetName.LocaleCode, assetName, typeof(T), this.AssertAndNormalizeAssetName);
IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
IAssetData asset = IAssetData asset =
this.ApplyLoader<T>(info) this.ApplyLoader<T>(info)
?? new AssetDataForObject(info, this.RawLoad<T>(assetName, language, useCache), this.AssertAndNormalizeAssetName); ?? new AssetDataForObject(info, this.RawLoad<T>(assetName, useCache), this.AssertAndNormalizeAssetName);
asset = this.ApplyEditors<T>(info, asset); asset = this.ApplyEditors<T>(info, asset);
return (T)asset.Data; return (T)asset.Data;
}); });
} }
// update cache // update cache
this.TrackAsset(assetName, data, language, useCache); this.TrackAsset(assetName, data, useCache);
// raise event & return data // raise event & return data
this.OnAssetLoaded(this, assetName); this.OnAssetLoaded(this, assetName);
return data; return data;
} }
/// <inheritdoc />
public override bool IsLoaded(IAssetName assetName, LanguageCode language)
{
string cachedKey = null;
bool localized =
language != LanguageCode.en
&& !this.Coordinator.IsManagedAssetKey(assetName)
&& this.LocalizedAssetNames.TryGetValue(assetName.Name, out cachedKey);
return localized
? this.Cache.ContainsKey(cachedKey)
: this.Cache.ContainsKey(assetName.Name);
}
/// <inheritdoc /> /// <inheritdoc />
public override void OnLocaleChanged() public override void OnLocaleChanged()
{ {
@ -175,7 +154,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// invalidate translatable assets // invalidate translatable assets
string[] invalidated = this string[] invalidated = this
.InvalidateCache((key, type) => .InvalidateCache((key, _) =>
removeAssetNames.Contains(key) removeAssetNames.Contains(key)
|| removeAssetNames.Contains(this.Coordinator.ParseAssetName(key).BaseName) || removeAssetNames.Contains(this.Coordinator.ParseAssetName(key).BaseName)
) )
@ -196,81 +175,6 @@ namespace StardewModdingAPI.Framework.ContentManagers
/********* /*********
** Private methods ** Private methods
*********/ *********/
/// <inheritdoc />
protected override void TrackAsset<T>(IAssetName assetName, T value, LanguageCode language, bool useCache)
{
// handle explicit language in asset name
{
if (assetName.LanguageCode.HasValue)
{
this.TrackAsset(this.Coordinator.ParseAssetName(assetName.BaseName), value, assetName.LanguageCode.Value, useCache);
return;
}
}
// save to cache
// Note: even if the asset was loaded and cached right before this method was called,
// we need to fully re-inject it here for two reasons:
// 1. So we can look up an asset by its base or localized key (the game/XNA logic
// only caches by the most specific key).
// 2. Because a mod asset loader/editor may have changed the asset in a way that
// doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`.
if (useCache)
{
IAssetName translatedKey = new AssetName(assetName.Name, this.GetLocale(language), language);
base.TrackAsset(assetName, value, language, useCache: true);
if (this.Cache.ContainsKey(translatedKey.Name))
base.TrackAsset(translatedKey, value, language, useCache: true);
// track whether the injected asset is translatable for is-loaded lookups
if (this.Cache.ContainsKey(translatedKey.Name))
this.LocalizedAssetNames[assetName.Name] = translatedKey.Name;
else if (this.Cache.ContainsKey(assetName.Name))
this.LocalizedAssetNames[assetName.Name] = assetName.Name;
else
this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error);
}
}
/// <summary>Load an asset file directly from the underlying content manager.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The normalized asset key.</param>
/// <param name="language">The language code for which to load content.</param>
/// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
/// <remarks>Derived from <see cref="LocalizedContentManager.Load{T}(string, LocalizedContentManager.LanguageCode)"/>.</remarks>
private T RawLoad<T>(IAssetName assetName, LanguageCode language, bool useCache)
{
try
{
// use cached key
if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName.Name, out string cachedKey))
return base.RawLoad<T>(cachedKey, useCache);
// try translated key
if (language != LanguageCode.en)
{
string translatedKey = $"{assetName}.{this.GetLocale(language)}";
try
{
T obj = base.RawLoad<T>(translatedKey, useCache);
this.LocalizedAssetNames[assetName.Name] = translatedKey;
return obj;
}
catch (ContentLoadException)
{
this.LocalizedAssetNames[assetName.Name] = assetName.Name;
}
}
// try base asset
return base.RawLoad<T>(assetName.Name, useCache);
}
catch (ContentLoadException ex) when (ex.InnerException is FileNotFoundException { InnerException: null })
{
throw new SContentLoadException($"Error loading \"{assetName}\": it isn't in the Content folder and no mod provided it.");
}
}
/// <summary>Load the initial asset from the registered loaders.</summary> /// <summary>Load the initial asset from the registered loaders.</summary>
/// <param name="info">The basic asset metadata.</param> /// <param name="info">The basic asset metadata.</param>
/// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns> /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>

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@ -25,9 +25,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, onLoadingFirstAsset, onAssetLoaded, aggressiveMemoryOptimizations) { } : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, onLoadingFirstAsset, onAssetLoaded, aggressiveMemoryOptimizations) { }
/// <inheritdoc /> /// <inheritdoc />
public override T Load<T>(IAssetName assetName, LanguageCode language, bool useCache) public override T LoadExact<T>(IAssetName assetName, bool useCache)
{ {
T data = base.Load<T>(assetName, language, useCache); T data = base.LoadExact<T>(assetName, useCache);
if (data is Texture2D texture) if (data is Texture2D texture)
texture.Tag = this.Tag; texture.Tag = this.Tag;

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@ -32,12 +32,17 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="assetName">The normalized asset name.</param> /// <param name="assetName">The normalized asset name.</param>
bool DoesAssetExist(IAssetName assetName); bool DoesAssetExist(IAssetName assetName);
/// <summary>Load an asset that has been processed by the content pipeline.</summary> /// <summary>Load an asset through the content pipeline, using a localized variant of the <paramref name="assetName"/> if available.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam> /// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset name relative to the loader root directory.</param> /// <param name="assetName">The asset name relative to the loader root directory.</param>
/// <param name="language">The language code for which to load content.</param>
/// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
T Load<T>(IAssetName assetName, LocalizedContentManager.LanguageCode language, bool useCache); T LoadLocalized<T>(IAssetName assetName, LocalizedContentManager.LanguageCode language, bool useCache);
/// <summary>Load an asset through the content pipeline, using the exact asset name without checking for localized variants.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset name relative to the loader root directory.</param>
/// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
T LoadExact<T>(IAssetName assetName, bool useCache);
/// <summary>Assert that the given key has a valid format and return a normalized form consistent with the underlying cache.</summary> /// <summary>Assert that the given key has a valid format and return a normalized form consistent with the underlying cache.</summary>
/// <param name="assetName">The asset key to check.</param> /// <param name="assetName">The asset key to check.</param>
@ -53,8 +58,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> /// <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> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="language">The language.</param> bool IsLoaded(IAssetName assetName);
bool IsLoaded(IAssetName assetName, LocalizedContentManager.LanguageCode language);
/// <summary>Purge matched assets from the cache.</summary> /// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param> /// <param name="predicate">Matches the asset keys to invalidate.</param>

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@ -61,6 +61,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
this.GameContentManager = gameContentManager; this.GameContentManager = gameContentManager;
this.JsonHelper = jsonHelper; this.JsonHelper = jsonHelper;
this.ModName = modName; this.ModName = modName;
this.TryLocalizeKeys = false;
} }
/// <inheritdoc /> /// <inheritdoc />
@ -80,14 +82,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
} }
/// <inheritdoc /> /// <inheritdoc />
public override T Load<T>(string assetName, LanguageCode language) public override T LoadExact<T>(IAssetName assetName, bool useCache)
{
IAssetName parsedName = this.Coordinator.ParseAssetName(assetName);
return this.Load<T>(parsedName, language, useCache: false);
}
/// <inheritdoc />
public override T Load<T>(IAssetName assetName, LanguageCode language, bool useCache)
{ {
// disable caching // disable caching
// This is necessary to avoid assets being shared between content managers, which can // This is necessary to avoid assets being shared between content managers, which can
@ -97,11 +92,6 @@ namespace StardewModdingAPI.Framework.ContentManagers
if (useCache) if (useCache)
throw new InvalidOperationException("Mod content managers don't support asset caching."); throw new InvalidOperationException("Mod content managers don't support asset caching.");
// disable language handling
// Mod files don't support automatic translation logic, so this should never happen.
if (language != this.DefaultLanguage)
throw new InvalidOperationException("Localized assets aren't supported by the mod content manager.");
// resolve managed asset key // resolve managed asset key
{ {
if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath)) if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
@ -130,14 +120,14 @@ namespace StardewModdingAPI.Framework.ContentManagers
{ {
// the underlying content manager adds a .xnb extension implicitly, so // the underlying content manager adds a .xnb extension implicitly, so
// we need to strip it here to avoid trying to load a '.xnb.xnb' file. // we need to strip it here to avoid trying to load a '.xnb.xnb' file.
string loadName = assetName.Name[..^".xnb".Length]; IAssetName loadName = this.Coordinator.ParseAssetName(assetName.Name[..^".xnb".Length]);
// load asset // load asset
asset = this.RawLoad<T>(loadName, useCache: false); asset = this.RawLoad<T>(loadName, useCache: false);
if (asset is Map map) if (asset is Map map)
{ {
map.assetPath = loadName; map.assetPath = loadName.Name;
this.FixTilesheetPaths(map, relativeMapPath: loadName, fixEagerPathPrefixes: true); this.FixTilesheetPaths(map, relativeMapPath: loadName.Name, fixEagerPathPrefixes: true);
} }
} }
break; break;
@ -201,16 +191,10 @@ namespace StardewModdingAPI.Framework.ContentManagers
} }
// track & return asset // track & return asset
this.TrackAsset(assetName, asset, language, useCache); this.TrackAsset(assetName, asset, useCache);
return asset; return asset;
} }
/// <inheritdoc />
public override bool IsLoaded(IAssetName assetName, LanguageCode language)
{
return this.Cache.ContainsKey(assetName.Name);
}
/// <inheritdoc /> /// <inheritdoc />
public override LocalizedContentManager CreateTemporary() public override LocalizedContentManager CreateTemporary()
{ {
@ -371,7 +355,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
IAssetName contentKey = this.Coordinator.ParseAssetName(this.GetContentKeyForTilesheetImageSource(relativePath)); IAssetName contentKey = this.Coordinator.ParseAssetName(this.GetContentKeyForTilesheetImageSource(relativePath));
try try
{ {
this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset this.GameContentManager.LoadLocalized<Texture2D>(contentKey, this.GameContentManager.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
assetName = contentKey; assetName = contentKey;
return true; return true;
} }

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@ -88,10 +88,10 @@ namespace StardewModdingAPI.Framework.ModHelpers
switch (source) switch (source)
{ {
case ContentSource.GameContent: case ContentSource.GameContent:
return this.GameContentManager.Load<T>(assetName, this.CurrentLocaleConstant, useCache: false); return this.GameContentManager.LoadLocalized<T>(assetName, this.CurrentLocaleConstant, useCache: false);
case ContentSource.ModFolder: case ContentSource.ModFolder:
return this.ModContentManager.Load<T>(assetName, Constants.DefaultLanguage, useCache: false); return this.ModContentManager.LoadExact<T>(assetName, useCache: false);
default: default:
throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: unknown content source '{source}'."); throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: unknown content source '{source}'.");