update for asset name format change
MonoGame uses Linux-style paths for assets on all platforms, which breaks the previous equivalence between path and asset name formats.
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@ -182,18 +182,14 @@ namespace SMAPI.Tests.Utilities
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[TestCaseSource(nameof(PathUtilitiesTests.SamplePaths))]
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public void NormalizeAssetName(SamplePath path)
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{
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if (Path.IsPathRooted(path.OriginalPath) || path.OriginalPath.StartsWith("/") || path.OriginalPath.StartsWith("\\"))
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if (Path.IsPathRooted(path.OriginalPath) || path.OriginalPath.StartsWith('/') || path.OriginalPath.StartsWith('\\'))
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Assert.Ignore("Absolute paths can't be used as asset names.");
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// act
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string normalized = PathUtilities.NormalizeAssetName(path.OriginalPath);
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// assert
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#if SMAPI_FOR_WINDOWS
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Assert.AreEqual(path.NormalizedOnWindows, normalized);
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#else
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Assert.AreEqual(path.NormalizedOnUnix, normalized);
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#endif
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Assert.AreEqual(path.NormalizedOnUnix, normalized); // MonoGame uses the Linux format
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}
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/****
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@ -27,7 +27,7 @@ namespace StardewModdingAPI.Toolkit.Utilities
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public static readonly char PreferredPathSeparator = Path.DirectorySeparatorChar;
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/// <summary>The preferred directory separator character in an asset key.</summary>
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public static readonly char PreferredAssetSeparator = PathUtilities.PreferredPathSeparator;
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public static readonly char PreferredAssetSeparator = '/';
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/*********
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@ -17,9 +17,6 @@ namespace StardewModdingAPI.Framework.Content
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/// <summary>The underlying asset cache.</summary>
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private readonly IDictionary<string, object> Cache;
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/// <summary>Applies platform-specific asset key normalization so it's consistent with the underlying cache.</summary>
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private readonly Func<string, string> NormalizeAssetNameForPlatform;
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/*********
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** Accessors
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@ -47,11 +44,7 @@ namespace StardewModdingAPI.Framework.Content
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/// <param name="reflection">Simplifies access to private game code.</param>
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public ContentCache(LocalizedContentManager contentManager, Reflector reflection)
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{
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// init
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this.Cache = reflection.GetField<Dictionary<string, object>>(contentManager, "loadedAssets").GetValue();
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// get key normalization logic
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this.NormalizeAssetNameForPlatform = PathUtilities.NormalizePath; //this.NormalizeAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic
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}
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/****
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@ -68,23 +61,24 @@ namespace StardewModdingAPI.Framework.Content
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/****
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** Normalize
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****/
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/// <summary>Normalize path separators in a file path. For asset keys, see <see cref="NormalizeKey"/> instead.</summary>
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/// <summary>Normalize path separators in an asset name.</summary>
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/// <param name="path">The file path to normalize.</param>
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[Pure]
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public string NormalizePathSeparators(string path)
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{
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return PathUtilities.NormalizePath(path);
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return PathUtilities.NormalizeAssetName(path);
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}
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/// <summary>Normalize a cache key so it's consistent with the underlying cache.</summary>
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/// <param name="key">The asset key.</param>
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/// <remarks>This is equivalent to <see cref="NormalizePathSeparators"/> with added file extension logic.</remarks>
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[Pure]
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public string NormalizeKey(string key)
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{
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key = this.NormalizePathSeparators(key);
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return key.EndsWith(".xnb", StringComparison.OrdinalIgnoreCase)
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? key.Substring(0, key.Length - 4)
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: this.NormalizeAssetNameForPlatform(key);
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: key;
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}
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/****
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