rewrite content logic to decentralise cache (#488)

This is necessary due to changes in Stardew Valley 1.3, which now changes loaded assets and expects those changes to be persisted but not propagated to other content managers.
This commit is contained in:
Jesse Plamondon-Willard 2018-05-09 23:58:58 -04:00
parent 1a626b34a0
commit 61b023916e
7 changed files with 403 additions and 483 deletions

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@ -0,0 +1,175 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Metadata;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>The central logic for creating content managers, invalidating caches, and propagating asset changes.</summary>
internal class ContentCoordinator : IDisposable
{
/*********
** Properties
*********/
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/// <summary>Provides metadata for core game assets.</summary>
private readonly CoreAssetPropagator CoreAssets;
/// <summary>Simplifies access to private code.</summary>
private readonly Reflector Reflection;
/// <summary>The loaded content managers (including the <see cref="MainContentManager"/>).</summary>
private readonly IList<SContentManager> ContentManagers = new List<SContentManager>();
/*********
** Accessors
*********/
/// <summary>The primary content manager used for most assets.</summary>
public SContentManager MainContentManager { get; private set; }
/// <summary>The current language as a constant.</summary>
public LocalizedContentManager.LanguageCode Language => this.MainContentManager.Language;
/// <summary>Interceptors which provide the initial versions of matching assets.</summary>
public IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>();
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
public IDictionary<IModMetadata, IList<IAssetEditor>> Editors { get; } = new Dictionary<IModMetadata, IList<IAssetEditor>>();
/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
public string FullRootDirectory { get; }
/*********
** 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="currentCulture">The current culture for which to localise content.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private code.</param>
public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection)
{
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Reflection = reflection;
this.FullRootDirectory = Path.Combine(Constants.ExecutionPath, rootDirectory);
this.ContentManagers.Add(
this.MainContentManager = new SContentManager("Game1.content", serviceProvider, rootDirectory, currentCulture, this, monitor, reflection, isModFolder: false)
);
this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.NormaliseAssetName, reflection);
}
/// <summary>Get a new content manager which defers loading to the content core.</summary>
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
/// <param name="isModFolder">Whether this content manager is wrapped around a mod folder.</param>
/// <param name="rootDirectory">The root directory to search for content (or <c>null</c>. for the default)</param>
public SContentManager CreateContentManager(string name, bool isModFolder, string rootDirectory = null)
{
return new SContentManager(name, this.MainContentManager.ServiceProvider, rootDirectory ?? this.MainContentManager.RootDirectory, this.MainContentManager.CurrentCulture, this, this.Monitor, this.Reflection, isModFolder);
}
/// <summary>Get the current content locale.</summary>
public string GetLocale() => this.MainContentManager.GetLocale(LocalizedContentManager.CurrentLanguageCode);
/// <summary>Convert an absolute file path into a appropriate asset name.</summary>
/// <param name="absolutePath">The absolute path to the file.</param>
public string GetAssetNameFromFilePath(string absolutePath) => this.MainContentManager.GetAssetNameFromFilePath(absolutePath, ContentSource.GameContent);
/// <summary>Purge assets from the cache that match one of the interceptors.</summary>
/// <param name="editors">The asset editors for which to purge matching assets.</param>
/// <param name="loaders">The asset loaders for which to purge matching assets.</param>
/// <returns>Returns the invalidated asset names.</returns>
public IEnumerable<string> InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders)
{
if (!editors.Any() && !loaders.Any())
return new string[0];
// get CanEdit/Load methods
MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit));
MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad));
if (canEdit == null || canLoad == null)
throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen
// invalidate matching keys
return this.InvalidateCache(asset =>
{
// check loaders
MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType);
if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset })))
return true;
// check editors
MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType);
return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset }));
});
}
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
/// <returns>Returns the invalidated asset keys.</returns>
public IEnumerable<string> InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false)
{
string locale = this.GetLocale();
return this.InvalidateCache((assetName, type) =>
{
IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.NormaliseAssetName);
return predicate(info);
});
}
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
/// <returns>Returns the invalidated asset names.</returns>
public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
{
// invalidate cache
HashSet<string> removedAssetNames = new HashSet<string>();
foreach (SContentManager contentManager in this.ContentManagers)
{
foreach (string name in contentManager.InvalidateCache(predicate, dispose))
removedAssetNames.Add(name);
}
// reload core game assets
int reloaded = 0;
foreach (string key in removedAssetNames)
{
if (this.CoreAssets.Propagate(this.MainContentManager, key)) // use an intercepted content manager
reloaded++;
}
// report result
if (removedAssetNames.Any())
this.Monitor.Log($"Invalidated {removedAssetNames.Count} asset names: {string.Join(", ", removedAssetNames.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
return removedAssetNames;
}
/// <summary>Dispose held resources.</summary>
public void Dispose()
{
if (this.MainContentManager == null)
return; // already disposed
this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.", LogLevel.Trace);
foreach (SContentManager contentManager in this.ContentManagers)
contentManager.Dispose();
this.ContentManagers.Clear();
this.MainContentManager = null;
}
}
}

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@ -1,91 +0,0 @@
using System;
using System.Globalization;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>A minimal content manager which defers to SMAPI's core content logic.</summary>
internal class ContentManagerShim : LocalizedContentManager
{
/*********
** Properties
*********/
/// <summary>SMAPI's core content logic.</summary>
private readonly ContentCore ContentCore;
/*********
** Accessors
*********/
/// <summary>The content manager's name for logs (if any).</summary>
public string Name { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="contentCore">SMAPI's core content logic.</param>
/// <param name="name">The content manager's name for logs (if any).</param>
/// <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>
public ContentManagerShim(ContentCore contentCore, string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture)
: base(serviceProvider, rootDirectory, currentCulture)
{
this.ContentCore = contentCore;
this.Name = name;
}
/// <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)
{
return this.Load<T>(assetName, LocalizedContentManager.CurrentLanguageCode);
}
/// <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>
/// <param name="language">The language code for which to load content.</param>
public override T Load<T>(string assetName, LanguageCode language)
{
return this.ContentCore.Load<T>(assetName, this, language);
}
/// <summary>Load the base asset without localisation.</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 LoadBase<T>(string assetName)
{
return this.Load<T>(assetName, LanguageCode.en);
}
/// <summary>Inject an asset into the cache.</summary>
/// <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="value">The asset value.</param>
public void Inject<T>(string assetName, T value)
{
this.ContentCore.Inject<T>(assetName, value, this);
}
/// <summary>Create a new content manager for temporary use.</summary>
public override LocalizedContentManager CreateTemporary()
{
return this.ContentCore.CreateContentManager("(temporary)");
}
/*********
** Protected methods
*********/
/// <summary>Dispose held resources.</summary>
/// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param>
protected override void Dispose(bool disposing)
{
this.ContentCore.DisposeFor(this);
}
}
}

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@ -23,10 +23,10 @@ namespace StardewModdingAPI.Framework.ModHelpers
** Properties
*********/
/// <summary>SMAPI's core content logic.</summary>
private readonly ContentCore ContentCore;
private readonly ContentCoordinator ContentCore;
/// <summary>The content manager for this mod.</summary>
private readonly ContentManagerShim ContentManager;
private readonly SContentManager ContentManager;
/// <summary>The absolute path to the mod folder.</summary>
private readonly string ModFolderPath;
@ -42,10 +42,10 @@ namespace StardewModdingAPI.Framework.ModHelpers
** Accessors
*********/
/// <summary>The game's current locale code (like <c>pt-BR</c>).</summary>
public string CurrentLocale => this.ContentCore.GetLocale();
public string CurrentLocale => this.ContentManager.GetLocale();
/// <summary>The game's current locale as an enum value.</summary>
public LocalizedContentManager.LanguageCode CurrentLocaleConstant => this.ContentCore.Language;
public LocalizedContentManager.LanguageCode CurrentLocaleConstant => this.ContentManager.Language;
/// <summary>The observable implementation of <see cref="AssetEditors"/>.</summary>
internal ObservableCollection<IAssetEditor> ObservableAssetEditors { get; } = new ObservableCollection<IAssetEditor>();
@ -70,7 +70,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="modID">The unique ID of the relevant mod.</param>
/// <param name="modName">The friendly mod name for use in errors.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
public ContentHelper(ContentCore contentCore, ContentManagerShim contentManager, string modFolderPath, string modID, string modName, IMonitor monitor)
public ContentHelper(ContentCoordinator contentCore, SContentManager contentManager, string modFolderPath, string modID, string modName, IMonitor monitor)
: base(modID)
{
this.ContentCore = contentCore;
@ -96,7 +96,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
switch (source)
{
case ContentSource.GameContent:
return this.ContentManager.Load<T>(key);
return this.ContentCore.MainContentManager.Load<T>(key);
case ContentSource.ModFolder:
// get file
@ -105,10 +105,10 @@ namespace StardewModdingAPI.Framework.ModHelpers
throw GetContentError($"there's no matching file at path '{file.FullName}'.");
// get asset path
string assetName = this.ContentCore.GetAssetNameFromFilePath(file.FullName);
string assetName = this.ContentManager.GetAssetNameFromFilePath(file.FullName, ContentSource.ModFolder);
// try cache
if (this.ContentCore.IsLoaded(assetName))
if (this.ContentManager.IsLoaded(assetName))
return this.ContentManager.Load<T>(assetName);
// fix map tilesheets
@ -146,7 +146,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
[Pure]
public string NormaliseAssetName(string assetName)
{
return this.ContentCore.NormaliseAssetName(assetName);
return this.ContentManager.NormaliseAssetName(assetName);
}
/// <summary>Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.</summary>
@ -158,11 +158,11 @@ namespace StardewModdingAPI.Framework.ModHelpers
switch (source)
{
case ContentSource.GameContent:
return this.ContentCore.NormaliseAssetName(key);
return this.ContentManager.NormaliseAssetName(key);
case ContentSource.ModFolder:
FileInfo file = this.GetModFile(key);
return this.ContentCore.NormaliseAssetName(this.ContentCore.GetAssetNameFromFilePath(file.FullName));
return this.ContentManager.NormaliseAssetName(this.ContentManager.GetAssetNameFromFilePath(file.FullName, ContentSource.GameContent));
default:
throw new NotSupportedException($"Unknown content source '{source}'.");
@ -177,7 +177,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
{
string actualKey = this.GetActualAssetKey(key, ContentSource.GameContent);
this.Monitor.Log($"Requested cache invalidation for '{actualKey}'.", LogLevel.Trace);
return this.ContentCore.InvalidateCache(asset => asset.AssetNameEquals(actualKey));
return this.ContentCore.InvalidateCache(asset => asset.AssetNameEquals(actualKey)).Any();
}
/// <summary>Remove all assets of the given type from the cache so they're reloaded on the next request. <b>This can be a very expensive operation and should only be used in very specific cases.</b> This will reload core game assets if needed, but references to the former assets will still show the previous content.</summary>
@ -186,7 +186,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
public bool InvalidateCache<T>()
{
this.Monitor.Log($"Requested cache invalidation for all assets of type {typeof(T)}. This is an expensive operation and should be avoided if possible.", LogLevel.Trace);
return this.ContentCore.InvalidateCache((key, type) => typeof(T).IsAssignableFrom(type));
return this.ContentCore.InvalidateCache((key, type) => typeof(T).IsAssignableFrom(type)).Any();
}
/// <summary>Remove matching assets from the content cache so they're reloaded on the next request. This will reload core game assets if needed, but references to the former asset will still show the previous content.</summary>
@ -195,7 +195,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
public bool InvalidateCache(Func<IAssetInfo, bool> predicate)
{
this.Monitor.Log("Requested cache invalidation for all assets matching a predicate.", LogLevel.Trace);
return this.ContentCore.InvalidateCache(predicate);
return this.ContentCore.InvalidateCache(predicate).Any();
}
/*********
@ -207,7 +207,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
[SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
private void AssertValidAssetKeyFormat(string key)
{
this.ContentCore.AssertValidAssetKeyFormat(key);
this.ContentManager.AssertValidAssetKeyFormat(key);
if (Path.IsPathRooted(key))
throw new ArgumentException("The asset key must not be an absolute path.");
}
@ -235,7 +235,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
// get map info
if (!map.TileSheets.Any())
return;
mapKey = this.ContentCore.NormaliseAssetName(mapKey); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators
mapKey = this.ContentManager.NormaliseAssetName(mapKey); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators
string relativeMapFolder = Path.GetDirectoryName(mapKey) ?? ""; // folder path containing the map, relative to the mod folder
// fix tilesheets
@ -251,7 +251,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
string seasonalImageSource = null;
if (Game1.currentSeason != null)
{
string filename = Path.GetFileName(imageSource);
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)
@ -341,7 +341,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
private FileInfo GetModFile(string path)
{
// try exact match
path = Path.Combine(this.ModFolderPath, this.ContentCore.NormalisePathSeparators(path));
path = Path.Combine(this.ModFolderPath, this.ContentManager.NormalisePathSeparators(path));
FileInfo file = new FileInfo(path);
// try with default extension
@ -360,7 +360,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
private FileInfo GetContentFolderFile(string key)
{
// get file path
string path = Path.Combine(this.ContentCore.FullRootDirectory, key);
string path = Path.Combine(this.ContentManager.FullRootDirectory, key);
if (!path.EndsWith(".xnb"))
path += ".xnb";

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@ -5,8 +5,6 @@ using System.Diagnostics.Contracts;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
@ -14,110 +12,186 @@ using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Metadata;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>A thread-safe content handler which loads assets with support for mod injection and editing.</summary>
/// <remarks>
/// This is the centralised content logic which manages all game assets. The game and mods don't use this class
/// directly; instead they use one of several <see cref="ContentManagerShim"/> instances, which proxy requests to
/// this class. That ensures that when the game disposes one content manager, the others can continue unaffected.
/// That notably requires this class to be thread-safe, since the content managers can be disposed asynchronously.
///
/// Note that assets in the cache have two identifiers: the asset name (like "bundles") and key (like "bundles.pt-BR").
/// For English and non-translatable assets, these have the same value. The underlying cache only knows about asset
/// keys, and the game and mods only know about asset names. The content manager handles resolving them.
/// </remarks>
internal class ContentCore : IDisposable
/// <summary>A minimal content manager which defers to SMAPI's core content logic.</summary>
internal class SContentManager : LocalizedContentManager
{
/*********
** Properties
*********/
/// <summary>The underlying content manager.</summary>
private readonly LocalizedContentManager Content;
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/// <summary>The central coordinator which manages content managers.</summary>
private readonly ContentCoordinator Coordinator;
/// <summary>The underlying asset cache.</summary>
private readonly ContentCache Cache;
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/// <summary>A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded.</summary>
private readonly IDictionary<string, bool> IsLocalisableLookup;
/// <summary>The language enum values indexed by locale code.</summary>
private readonly IDictionary<string, LocalizedContentManager.LanguageCode> LanguageCodes;
/// <summary>Provides metadata for core game assets.</summary>
private readonly CoreAssetPropagator CoreAssets;
/// <summary>The assets currently being intercepted by <see cref="IAssetLoader"/> instances. This is used to prevent infinite loops when a loader loads a new asset.</summary>
private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>();
/// <summary>A lookup of the content managers which loaded each asset.</summary>
private readonly IDictionary<string, HashSet<ContentManager>> ContentManagersByAssetKey = new Dictionary<string, HashSet<ContentManager>>();
/// <summary>The path prefix for assets in mod folders.</summary>
private readonly string ModContentPrefix;
/// <summary>A lock used to prevents concurrent changes to the cache while data is being read.</summary>
private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion);
/// <summary>Interceptors which provide the initial versions of matching assets.</summary>
private IDictionary<IModMetadata, IList<IAssetLoader>> Loaders => this.Coordinator.Loaders;
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
private IDictionary<IModMetadata, IList<IAssetEditor>> Editors => this.Coordinator.Editors;
/*********
** Accessors
*********/
/// <summary>A name for the mod manager. Not guaranteed to be unique.</summary>
public string Name { get; }
/// <summary>Whether this content manager is wrapped around a mod folder.</summary>
public bool IsModFolder { get; }
/// <summary>The current language as a constant.</summary>
public LocalizedContentManager.LanguageCode Language => this.Content.GetCurrentLanguage();
/// <summary>Interceptors which provide the initial versions of matching assets.</summary>
public IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>();
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
public IDictionary<IModMetadata, IList<IAssetEditor>> Editors { get; } = new Dictionary<IModMetadata, IList<IAssetEditor>>();
public LocalizedContentManager.LanguageCode Language => this.GetCurrentLanguage();
/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.Content.RootDirectory);
public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
/*********
** Public methods
*********/
/****
** Constructor
****/
/// <summary>Construct an instance.</summary>
/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
/// <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="coordinator">The central coordinator which manages content managers.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private code.</param>
public ContentCore(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection)
/// <param name="isModFolder">Whether this content manager is wrapped around a mod folder.</param>
public SContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, bool isModFolder)
: base(serviceProvider, rootDirectory, currentCulture)
{
// init
this.Name = name;
this.IsModFolder = isModFolder;
this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator));
this.Cache = new ContentCache(this, reflection);
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Content = new LocalizedContentManager(serviceProvider, rootDirectory, currentCulture);
this.Cache = new ContentCache(this.Content, reflection);
this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath);
this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath, ContentSource.GameContent);
// get asset data
this.CoreAssets = new CoreAssetPropagator(this.NormaliseAssetName, reflection);
this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this.Content, "_localizedAsset").GetValue();
this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue();
}
/// <summary>Get a new content manager which defers loading to the content core.</summary>
/// <param name="name">The content manager's name for logs (if any).</param>
/// <param name="rootDirectory">The root directory to search for content (or <c>null</c>. for the default)</param>
public ContentManagerShim CreateContentManager(string name, string rootDirectory = null)
/// <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)
{
return new ContentManagerShim(this, name, this.Content.ServiceProvider, rootDirectory ?? this.Content.RootDirectory, this.Content.CurrentCulture);
return this.Load<T>(assetName, LocalizedContentManager.CurrentLanguageCode);
}
/// <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>
/// <param name="language">The language code for which to load content.</param>
public override T Load<T>(string assetName, LanguageCode language)
{
// normalise asset key
this.AssertValidAssetKeyFormat(assetName);
assetName = this.NormaliseAssetName(assetName);
// load game content
if (!this.IsModFolder && !assetName.StartsWith(this.ModContentPrefix))
return this.LoadImpl<T>(assetName, language);
// load mod content
SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}");
try
{
// try cache
if (this.IsLoaded(assetName))
return this.LoadImpl<T>(assetName, language);
// get file
FileInfo file = this.GetModFile(assetName);
if (!file.Exists)
throw GetContentError("the specified path doesn't exist.");
// load content
switch (file.Extension.ToLower())
{
// XNB file
case ".xnb":
return this.LoadImpl<T>(assetName, language);
// unpacked map
case ".tbin":
throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper.");
// unpacked image
case ".png":
// validate
if (typeof(T) != typeof(Texture2D))
throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// fetch & cache
using (FileStream stream = File.OpenRead(file.FullName))
{
Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
texture = this.PremultiplyTransparency(texture);
this.Inject(assetName, texture);
return (T)(object)texture;
}
default:
throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'.");
}
}
catch (Exception ex) when (!(ex is SContentLoadException))
{
if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib")
throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher.");
throw new SContentLoadException($"The content manager failed loading content asset '{assetName}'.", ex);
}
}
/// <summary>Load the base asset without localisation.</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 LoadBase<T>(string assetName)
{
return this.Load<T>(assetName, LanguageCode.en);
}
/// <summary>Inject an asset into the cache.</summary>
/// <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="value">The asset value.</param>
public void Inject<T>(string assetName, T value)
{
assetName = this.NormaliseAssetName(assetName);
this.Cache[assetName] = value;
}
/// <summary>Create a new content manager for temporary use.</summary>
public override LocalizedContentManager CreateTemporary()
{
return this.Coordinator.CreateContentManager("(temporary)", isModFolder: false);
}
/****
** Asset key/name handling
****/
/// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary>
/// <param name="path">The file path to normalise.</param>
[Pure]
@ -146,13 +220,15 @@ namespace StardewModdingAPI.Framework
throw new ArgumentException("The asset key or local path contains invalid characters.");
}
/// <summary>Convert an absolute file path into a appropriate asset name.</summary>
/// <summary>Convert an absolute file path into an appropriate asset name.</summary>
/// <param name="absolutePath">The absolute path to the file.</param>
public string GetAssetNameFromFilePath(string absolutePath)
/// <param name="relativeTo">The folder to which to get a relative path.</param>
public string GetAssetNameFromFilePath(string absolutePath, ContentSource relativeTo)
{
#if SMAPI_FOR_WINDOWS
// XNA doesn't allow absolute asset paths, so get a path relative to the content folder
return this.GetRelativePath(absolutePath);
// XNA doesn't allow absolute asset paths, so get a path relative to the source folder
string sourcePath = relativeTo == ContentSource.GameContent ? this.Coordinator.FullRootDirectory : this.FullRootDirectory;
return this.GetRelativePath(sourcePath, absolutePath);
#else
// MonoGame is weird about relative paths on Mac, but allows absolute paths
return absolutePath;
@ -165,14 +241,14 @@ namespace StardewModdingAPI.Framework
/// <summary>Get the current content locale.</summary>
public string GetLocale()
{
return this.GetLocale(this.Content.GetCurrentLanguage());
return this.GetLocale(this.GetCurrentLanguage());
}
/// <summary>The locale for a language.</summary>
/// <param name="language">The language.</param>
public string GetLocale(LocalizedContentManager.LanguageCode language)
{
return this.Content.LanguageCodeString(language);
return this.LanguageCodeString(language);
}
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
@ -180,231 +256,54 @@ namespace StardewModdingAPI.Framework
public bool IsLoaded(string assetName)
{
assetName = this.Cache.NormaliseKey(assetName);
return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName));
return this.IsNormalisedKeyLoaded(assetName);
}
/// <summary>Get the cached asset keys.</summary>
public IEnumerable<string> GetAssetKeys()
{
return this.WithReadLock(() =>
this.Cache.Keys
.Select(this.GetAssetName)
.Distinct()
);
}
/// <summary>Load an asset through the content pipeline. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary>
/// <typeparam name="T">The expected asset type.</typeparam>
/// <param name="assetName">The asset path relative to the content directory.</param>
/// <param name="instance">The content manager instance for which to load the asset.</param>
/// <param name="language">The language code for which to load content.</param>
/// <exception cref="ArgumentException">The <paramref name="assetName"/> is empty or contains invalid characters.</exception>
/// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception>
public T Load<T>(string assetName, ContentManager instance, LocalizedContentManager.LanguageCode language)
{
// normalise asset key
this.AssertValidAssetKeyFormat(assetName);
assetName = this.NormaliseAssetName(assetName);
// load game content
if (!assetName.StartsWith(this.ModContentPrefix))
return this.LoadImpl<T>(assetName, instance, language);
// load mod content
SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}");
try
{
return this.WithWriteLock(() =>
{
// try cache
if (this.IsLoaded(assetName))
return this.LoadImpl<T>(assetName, instance, language);
// get file
FileInfo file = this.GetModFile(assetName);
if (!file.Exists)
throw GetContentError("the specified path doesn't exist.");
// load content
switch (file.Extension.ToLower())
{
// XNB file
case ".xnb":
return this.LoadImpl<T>(assetName, instance, language);
// unpacked map
case ".tbin":
throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper.");
// unpacked image
case ".png":
// validate
if (typeof(T) != typeof(Texture2D))
throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// fetch & cache
using (FileStream stream = File.OpenRead(file.FullName))
{
Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
texture = this.PremultiplyTransparency(texture);
this.InjectWithoutLock(assetName, texture, instance);
return (T)(object)texture;
}
default:
throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'.");
}
});
}
catch (Exception ex) when (!(ex is SContentLoadException))
{
if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib")
throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher.");
throw new SContentLoadException($"The content manager failed loading content asset '{assetName}'.", ex);
}
}
/// <summary>Inject an asset into the cache.</summary>
/// <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="value">The asset value.</param>
/// <param name="instance">The content manager instance for which to load the asset.</param>
public void Inject<T>(string assetName, T value, ContentManager instance)
{
this.WithWriteLock(() => this.InjectWithoutLock(assetName, value, instance));
return this.Cache.Keys
.Select(this.GetAssetName)
.Distinct();
}
/****
** Cache invalidation
****/
/// <summary>Purge assets from the cache that match one of the interceptors.</summary>
/// <param name="editors">The asset editors for which to purge matching assets.</param>
/// <param name="loaders">The asset loaders for which to purge matching assets.</param>
/// <returns>Returns whether any cache entries were invalidated.</returns>
public bool InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders)
{
if (!editors.Any() && !loaders.Any())
return false;
// get CanEdit/Load methods
MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit));
MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad));
if (canEdit == null || canLoad == null)
throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen
// invalidate matching keys
return this.InvalidateCache(asset =>
{
// check loaders
MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType);
if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset })))
return true;
// check editors
MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType);
return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset }));
});
}
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
/// <returns>Returns whether any cache entries were invalidated.</returns>
public bool InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false)
/// <returns>Returns the number of invalidated assets.</returns>
public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
{
string locale = this.GetLocale();
return this.InvalidateCache((assetName, type) =>
HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
this.Cache.Remove((key, type) =>
{
IAssetInfo info = new AssetInfo(locale, assetName, type, this.NormaliseAssetName);
return predicate(info);
});
}
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
/// <returns>Returns whether any cache entries were invalidated.</returns>
public bool InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
{
return this.WithWriteLock(() =>
{
// invalidate matching keys
HashSet<string> removeKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
this.Cache.Remove((key, type) =>
this.ParseCacheKey(key, out string assetName, out _);
if (removeAssetNames.Contains(assetName) || predicate(assetName, type))
{
this.ParseCacheKey(key, out string assetName, out _);
if (removeAssetNames.Contains(assetName) || predicate(assetName, type))
{
removeAssetNames.Add(assetName);
removeKeys.Add(key);
return true;
}
return false;
});
// update reference tracking
foreach (string key in removeKeys)
this.ContentManagersByAssetKey.Remove(key);
// reload core game assets
int reloaded = 0;
foreach (string key in removeAssetNames)
{
if (this.CoreAssets.Propagate(Game1.content, key)) // use an intercepted content manager
reloaded++;
}
// report result
if (removeKeys.Any())
{
this.Monitor.Log($"Invalidated {removeAssetNames.Count} asset names: {string.Join(", ", removeKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
removeAssetNames.Add(assetName);
return true;
}
this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
return false;
});
}
/****
** Disposal
****/
/// <summary>Dispose assets for the given content manager shim.</summary>
/// <param name="shim">The content manager whose assets to dispose.</param>
internal void DisposeFor(ContentManagerShim shim)
{
this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace);
this.WithWriteLock(() =>
{
foreach (var entry in this.ContentManagersByAssetKey)
entry.Value.Remove(shim);
this.InvalidateCache((key, type) => !this.ContentManagersByAssetKey.TryGetValue(key, out var managers) || !managers.Any(), dispose: true);
});
return removeAssetNames;
}
/*********
** Private methods
*********/
/****
** Disposal
****/
/// <summary>Dispose held resources.</summary>
public void Dispose()
{
this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace);
this.Content.Dispose();
}
/****
** Asset name/key handling
****/
/// <summary>Get a directory or file path relative to the content root.</summary>
/// <param name="sourcePath">The source file path.</param>
/// <param name="targetPath">The target file path.</param>
private string GetRelativePath(string targetPath)
private string GetRelativePath(string sourcePath, string targetPath)
{
return PathUtilities.GetRelativePath(this.FullRootDirectory, targetPath);
return PathUtilities.GetRelativePath(sourcePath, targetPath);
}
/// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
@ -413,7 +312,7 @@ namespace StardewModdingAPI.Framework
// create locale => code map
IDictionary<LocalizedContentManager.LanguageCode, string> map = new Dictionary<LocalizedContentManager.LanguageCode, string>();
foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode)))
map[code] = this.Content.LanguageCodeString(code);
map[code] = this.GetLocale(code);
return map;
}
@ -468,77 +367,48 @@ namespace StardewModdingAPI.Framework
if (!this.IsLocalisableLookup.TryGetValue(normalisedAssetName, out bool localisable))
return false;
return localisable
? this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetLocale(this.Content.GetCurrentLanguage())}")
? this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}")
: this.Cache.ContainsKey(normalisedAssetName);
}
/// <summary>Track that a content manager loaded an asset.</summary>
/// <param name="key">The asset key that was loaded.</param>
/// <param name="manager">The content manager that loaded the asset.</param>
private void TrackAssetLoader(string key, ContentManager manager)
{
if (!this.ContentManagersByAssetKey.TryGetValue(key, out HashSet<ContentManager> hash))
hash = this.ContentManagersByAssetKey[key] = new HashSet<ContentManager>();
hash.Add(manager);
}
/****
** Content loading
****/
/// <summary>Load an asset name without heuristics to support mod content.</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>
/// <param name="instance">The content manager instance for which to load the asset.</param>
/// <param name="language">The language code for which to load content.</param>
private T LoadImpl<T>(string assetName, ContentManager instance, LocalizedContentManager.LanguageCode language)
private T LoadImpl<T>(string assetName, LocalizedContentManager.LanguageCode language)
{
return this.WithWriteLock(() =>
// skip if already loaded
if (this.IsNormalisedKeyLoaded(assetName))
return base.Load<T>(assetName, language);
// load asset
T data;
if (this.AssetsBeingLoaded.Contains(assetName))
{
// skip if already loaded
if (this.IsNormalisedKeyLoaded(assetName))
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}", LogLevel.Trace);
data = base.Load<T>(assetName, language);
}
else
{
data = this.AssetsBeingLoaded.Track(assetName, () =>
{
this.TrackAssetLoader(assetName, instance);
return this.Content.Load<T>(assetName, language);
}
string locale = this.GetLocale(language);
IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.NormaliseAssetName);
IAssetData asset =
this.ApplyLoader<T>(info)
?? new AssetDataForObject(info, base.Load<T>(assetName, language), this.NormaliseAssetName);
asset = this.ApplyEditors<T>(info, asset);
return (T)asset.Data;
});
}
// load asset
T data;
if (this.AssetsBeingLoaded.Contains(assetName))
{
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}", LogLevel.Trace);
data = this.Content.Load<T>(assetName, language);
}
else
{
data = this.AssetsBeingLoaded.Track(assetName, () =>
{
string locale = this.GetLocale(language);
IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.NormaliseAssetName);
IAssetData asset =
this.ApplyLoader<T>(info)
?? new AssetDataForObject(info, this.Content.Load<T>(assetName, language), this.NormaliseAssetName);
asset = this.ApplyEditors<T>(info, asset);
return (T)asset.Data;
});
}
// update cache & return data
this.InjectWithoutLock(assetName, data, instance);
return data;
});
}
/// <summary>Inject an asset into the cache without acquiring a write lock. This should only be called from within a write lock.</summary>
/// <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="value">The asset value.</param>
/// <param name="instance">The content manager instance for which to load the asset.</param>
private void InjectWithoutLock<T>(string assetName, T value, ContentManager instance)
{
assetName = this.NormaliseAssetName(assetName);
this.Cache[assetName] = value;
this.TrackAssetLoader(assetName, instance);
// update cache & return data
this.Inject(assetName, data);
return data;
}
/// <summary>Get a file from the mod folder.</summary>
@ -743,55 +613,5 @@ namespace StardewModdingAPI.Framework
return texture;
}
/****
** Concurrency logic
****/
/// <summary>Acquire a read lock which prevents concurrent writes to the cache while it's open.</summary>
/// <typeparam name="T">The action's return value.</typeparam>
/// <param name="action">The action to perform.</param>
private T WithReadLock<T>(Func<T> action)
{
try
{
this.Lock.EnterReadLock();
return action();
}
finally
{
this.Lock.ExitReadLock();
}
}
/// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary>
/// <param name="action">The action to perform.</param>
private void WithWriteLock(Action action)
{
try
{
this.Lock.EnterWriteLock();
action();
}
finally
{
this.Lock.ExitWriteLock();
}
}
/// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary>
/// <typeparam name="T">The action's return value.</typeparam>
/// <param name="action">The action to perform.</param>
private T WithWriteLock<T>(Func<T> action)
{
try
{
this.Lock.EnterWriteLock();
return action();
}
finally
{
this.Lock.ExitWriteLock();
}
}
}
}

View File

@ -115,12 +115,15 @@ namespace StardewModdingAPI.Framework
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection;
/// <summary>Whether the next content manager requested by the game will be for <see cref="Game1.content"/>.</summary>
private bool NextContentManagerIsMain;
/*********
** Accessors
*********/
/// <summary>SMAPI's content manager.</summary>
public ContentCore ContentCore { get; private set; }
public ContentCoordinator ContentCore { get; private set; }
/// <summary>The game's core multiplayer utility.</summary>
public SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer;
@ -140,6 +143,10 @@ namespace StardewModdingAPI.Framework
/// <param name="onGameExiting">A callback to invoke when the game exits.</param>
internal SGame(IMonitor monitor, Reflector reflection, EventManager eventManager, Action onGameInitialised, Action onGameExiting)
{
// check expectations
if (this.ContentCore == null)
throw new InvalidOperationException($"The game didn't initialise its first content manager before SMAPI's {nameof(SGame)} constructor. This indicates an incompatible lifecycle change.");
// init XNA
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
@ -150,8 +157,6 @@ namespace StardewModdingAPI.Framework
this.Reflection = reflection;
this.OnGameInitialised = onGameInitialised;
this.OnGameExiting = onGameExiting;
if (this.ContentCore == null) // shouldn't happen since CreateContentManager is called first, but let's init here just in case
this.ContentCore = new ContentCore(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, this.Monitor, reflection);
Game1.input = new SInputState();
Game1.multiplayer = new SMultiplayer(monitor, eventManager);
@ -190,14 +195,25 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content.</param>
protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
// NOTE: this method is called from the Game1 constructor, before the SGame constructor runs.
// Don't depend on anything being initialised at this point.
// Game1._temporaryContent initialising from SGame constructor
// NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialised at this point.
if (this.ContentCore == null)
{
this.ContentCore = new ContentCore(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.MonitorDuringInitialisation, SGame.ReflectorDuringInitialisation);
this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.MonitorDuringInitialisation, SGame.ReflectorDuringInitialisation);
SGame.MonitorDuringInitialisation = null;
this.NextContentManagerIsMain = true;
return this.ContentCore.CreateContentManager("Game1._temporaryContent", isModFolder: false);
}
return this.ContentCore.CreateContentManager("(generated)", rootDirectory);
// Game1.content initialising from LoadContent
if (this.NextContentManagerIsMain)
{
this.NextContentManagerIsMain = false;
return this.ContentCore.CreateContentManager("Game1.content", isModFolder: false, rootDirectory: rootDirectory);
}
// any other content manager
return this.ContentCore.CreateContentManager("(generated)", isModFolder: false, rootDirectory: rootDirectory);
}
/// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary>

View File

@ -63,7 +63,7 @@ namespace StardewModdingAPI
private SGame GameInstance;
/// <summary>The underlying content manager.</summary>
private ContentCore ContentCore => this.GameInstance.ContentCore;
private ContentCoordinator ContentCore => this.GameInstance.ContentCore;
/// <summary>Tracks the installed mods.</summary>
/// <remarks>This is initialised after the game starts.</remarks>
@ -721,7 +721,7 @@ namespace StardewModdingAPI
/// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param>
/// <param name="contentCore">The content manager to use for mod content.</param>
/// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCore contentCore, ModDatabase modDatabase)
private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase)
{
this.Monitor.Log("Loading mods...", LogLevel.Trace);
@ -748,7 +748,7 @@ namespace StardewModdingAPI
// load mod as content pack
IManifest manifest = metadata.Manifest;
IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName);
ContentManagerShim contentManager = this.ContentCore.CreateContentManager($"Mods.{metadata.Manifest.UniqueID}", metadata.DirectoryPath);
SContentManager contentManager = this.ContentCore.CreateContentManager($"Mods.{metadata.Manifest.UniqueID}", isModFolder: true, rootDirectory: metadata.DirectoryPath);
IContentHelper contentHelper = new ContentHelper(this.ContentCore, contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor);
IContentPack contentPack = new ContentPack(metadata.DirectoryPath, manifest, contentHelper, jsonHelper);
metadata.SetMod(contentPack, monitor);
@ -833,7 +833,7 @@ namespace StardewModdingAPI
IModHelper modHelper;
{
ICommandHelper commandHelper = new CommandHelper(manifest.UniqueID, metadata.DisplayName, this.CommandManager);
ContentManagerShim contentManager = this.ContentCore.CreateContentManager($"Mods.{metadata.Manifest.UniqueID}", metadata.DirectoryPath);
SContentManager contentManager = this.ContentCore.CreateContentManager($"Mods.{metadata.Manifest.UniqueID}", isModFolder: true, rootDirectory: metadata.DirectoryPath);
IContentHelper contentHelper = new ContentHelper(contentCore, contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor);
IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, metadata.DisplayName, this.Reflection, this.DeprecationManager);
IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
@ -843,7 +843,7 @@ namespace StardewModdingAPI
IContentPack CreateTransitionalContentPack(string packDirPath, IManifest packManifest)
{
IMonitor packMonitor = this.GetSecondaryMonitor(packManifest.Name);
ContentManagerShim packContentManager = this.ContentCore.CreateContentManager($"Mods.{packManifest.UniqueID}", packDirPath);
SContentManager packContentManager = this.ContentCore.CreateContentManager($"Mods.{packManifest.UniqueID}", isModFolder: true, rootDirectory: packDirPath);
IContentHelper packContentHelper = new ContentHelper(contentCore, packContentManager, packDirPath, packManifest.UniqueID, packManifest.Name, packMonitor);
return new ContentPack(packDirPath, packManifest, packContentHelper, this.JsonHelper);
}

View File

@ -122,7 +122,7 @@
<Compile Include="Framework\ModLoading\Rewriters\VirtualEntryCallRemover.cs" />
<Compile Include="Framework\ModLoading\Rewriters\MethodParentRewriter.cs" />
<Compile Include="Framework\ModLoading\Rewriters\TypeReferenceRewriter.cs" />
<Compile Include="Framework\ContentManagerShim.cs" />
<Compile Include="Framework\SContentManager.cs" />
<Compile Include="Framework\Exceptions\SAssemblyLoadFailedException.cs" />
<Compile Include="Framework\ModLoading\AssemblyLoadStatus.cs" />
<Compile Include="Framework\Models\MonitorColorScheme.cs" />
@ -220,7 +220,7 @@
<Compile Include="Framework\ModLoading\ModMetadata.cs" />
<Compile Include="Framework\Reflection\ReflectedProperty.cs" />
<Compile Include="Framework\RequestExitDelegate.cs" />
<Compile Include="Framework\ContentCore.cs" />
<Compile Include="Framework\ContentCoordinator.cs" />
<Compile Include="Framework\Exceptions\SParseException.cs" />
<Compile Include="Framework\Serialisation\JsonHelper.cs" />
<Compile Include="Framework\Serialisation\SmapiConverters\StringEnumConverter.cs" />