diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 93b6d9f3..84fff250 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -691,12 +691,9 @@ namespace StardewModdingAPI.Framework /// The asset info. private IAssetInfo GetLegacyAssetInfo(IAssetInfo asset) { - if (!this.TryGetLegacyAssetName(asset.Name, out IAssetName legacyName)) - return asset; - return new AssetInfo( - locale: null, - assetName: legacyName, + locale: this.GetLegacyLocale(asset), + assetName: this.GetLegacyAssetName(asset.Name), type: asset.DataType, getNormalizedPath: this.MainContentManager.AssertAndNormalizeAssetName ); @@ -706,49 +703,45 @@ namespace StardewModdingAPI.Framework /// The asset data. private IAssetData GetLegacyAssetData(IAssetData asset) { - if (!this.TryGetLegacyAssetName(asset.Name, out IAssetName legacyName)) - return asset; + return new AssetDataForObject( + locale: this.GetLegacyLocale(asset), + assetName: this.GetLegacyAssetName(asset.Name), + data: asset.Data, + getNormalizedPath: this.MainContentManager.AssertAndNormalizeAssetName, + reflection: this.Reflection, + onDataReplaced: asset.ReplaceWith + ); + } - return asset.Name.LocaleCode == null - ? asset - : new AssetDataForObject( - locale: null, - assetName: legacyName, - data: asset.Data, - getNormalizedPath: this.MainContentManager.AssertAndNormalizeAssetName, - reflection: this.Reflection, - onDataReplaced: asset.ReplaceWith - ); + /// Get the value compatible with legacy and instances, which expect the locale to default to the current game locale or an empty string. + /// The non-legacy asset info to map. + private string GetLegacyLocale(IAssetInfo asset) + { + return asset.Locale ?? this.GetLocale(); } /// Get an asset name compatible with legacy and instances, which always expect the base name. /// The asset name to map. - /// The legacy asset name (or the if no change is needed). - /// Returns whether any change is needed for legacy compatibility. - private bool TryGetLegacyAssetName(IAssetName asset, out IAssetName newAsset) + /// Returns the legacy asset name if needed, or the if no change is needed. + private IAssetName GetLegacyAssetName(IAssetName asset) { // strip _international suffix const string internationalSuffix = "_international"; if (asset.Name.EndsWith(internationalSuffix)) { - newAsset = new AssetName( + return 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; - } + return new AssetName(asset.BaseName, null, null); // else no change needed - newAsset = asset; - return false; + return asset; } } } diff --git a/src/SMAPI/IAssetInfo.cs b/src/SMAPI/IAssetInfo.cs index 4d651a72..44fd91a5 100644 --- a/src/SMAPI/IAssetInfo.cs +++ b/src/SMAPI/IAssetInfo.cs @@ -9,10 +9,11 @@ namespace StardewModdingAPI ** Accessors *********/ /// The content's locale code, if the content is localized. + /// LEGACY NOTE: when reading this field from an or implementation, for non-localized assets it will return the current game locale (or an empty string for English) instead of null. string? Locale { get; } /// The asset name being read. - /// NOTE: when reading this field from an or implementation, it's always equivalent to for backwards compatibility. + /// LEGACY NOTE: when reading this field from an or implementation, it's always equivalent to for backwards compatibility. public IAssetName Name { get; } /// The with any locale codes stripped.