split mod content load method, make error-handling more consistent

This commit is contained in:
Jesse Plamondon-Willard 2022-04-03 21:17:40 -04:00
parent c9af1c452a
commit a20413664b
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GPG Key ID: CF8B1456B3E29F49
1 changed files with 112 additions and 75 deletions

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@ -93,97 +93,34 @@ namespace StardewModdingAPI.Framework.ContentManagers
if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
{
if (contentManagerID != this.Name)
throw new SContentLoadException($"Can't load managed asset key '{assetName}' through content manager '{this.Name}' for a different mod.");
throw this.GetLoadError(assetName, "can't load a different mod's managed asset key through this mod content manager.");
assetName = relativePath;
}
}
// get local asset
SContentLoadException GetContentError(string reasonPhrase) => new($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}");
T asset;
try
{
// get file
FileInfo file = this.GetModFile(assetName.Name);
if (!file.Exists)
throw GetContentError("the specified path doesn't exist.");
throw this.GetLoadError(assetName, "the specified path doesn't exist.");
// load content
switch (file.Extension.ToLower())
asset = file.Extension.ToLower() switch
{
// XNB file
case ".xnb":
{
// 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.
IAssetName loadName = this.Coordinator.ParseAssetName(assetName.Name[..^".xnb".Length], allowLocales: false);
// load asset
asset = this.RawLoad<T>(loadName, useCache: false);
if (asset is Map map)
{
map.assetPath = loadName.Name;
this.FixTilesheetPaths(map, relativeMapPath: loadName.Name, fixEagerPathPrefixes: true);
}
}
break;
// unpacked Bitmap font
case ".fnt":
{
string source = File.ReadAllText(file.FullName);
asset = (T)(object)new XmlSource(source);
}
break;
// unpacked data
case ".json":
{
if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out asset))
throw GetContentError("the JSON file is invalid."); // should never happen since we check for file existence above
}
break;
// unpacked image
case ".png":
{
// validate
if (typeof(T) != typeof(Texture2D))
throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// fetch & cache
using FileStream stream = File.OpenRead(file.FullName);
Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
texture = this.PremultiplyTransparency(texture);
asset = (T)(object)texture;
}
break;
// unpacked map
case ".tbin":
case ".tmx":
{
// validate
if (typeof(T) != typeof(Map))
throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
// fetch & cache
FormatManager formatManager = FormatManager.Instance;
Map map = formatManager.LoadMap(file.FullName);
map.assetPath = assetName.Name;
this.FixTilesheetPaths(map, relativeMapPath: assetName.Name, fixEagerPathPrefixes: false);
asset = (T)(object)map;
}
break;
default:
throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.fnt', '.json', '.png', '.tbin', or '.xnb'.");
}
".fnt" => this.LoadFont<T>(assetName, file),
".json" => this.LoadDataFile<T>(assetName, file),
".png" => this.LoadImageFile<T>(assetName, file),
".tbin" or ".tmx" => this.LoadMapFile<T>(assetName, file),
".xnb" => this.LoadXnbFile<T>(assetName),
_ => this.HandleUnknownFileType<T>(assetName, file)
};
}
catch (Exception ex) when (!(ex is SContentLoadException))
catch (Exception ex) when (ex is not SContentLoadException)
{
throw new SContentLoadException($"The content manager failed loading content asset '{assetName}' from {this.Name}.", ex);
throw this.GetLoadError(assetName, "an unexpected occurred.", ex);
}
// track & return asset
@ -213,6 +150,106 @@ namespace StardewModdingAPI.Framework.ContentManagers
/*********
** Private methods
*********/
/// <summary>Load an unpacked font file (<c>.fnt</c>).</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="file">The file to load.</param>
private T LoadFont<T>(IAssetName assetName, FileInfo file)
{
// validate
if (!typeof(T).IsAssignableFrom(typeof(XmlSource)))
throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(XmlSource)}'.");
// load
string source = File.ReadAllText(file.FullName);
return (T)(object)new XmlSource(source);
}
/// <summary>Load an unpacked data file (<c>.json</c>).</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="file">The file to load.</param>
private T LoadDataFile<T>(IAssetName assetName, FileInfo file)
{
if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T asset))
throw this.GetLoadError(assetName, "the JSON file is invalid."); // should never happen since we check for file existence before calling this method
return asset;
}
/// <summary>Load an unpacked image file (<c>.json</c>).</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="file">The file to load.</param>
private T LoadImageFile<T>(IAssetName assetName, FileInfo file)
{
// validate
if (typeof(T) != typeof(Texture2D))
throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// load
using FileStream stream = File.OpenRead(file.FullName);
Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
texture = this.PremultiplyTransparency(texture);
return (T)(object)texture;
}
/// <summary>Load an unpacked image file (<c>.tbin</c> or <c>.tmx</c>).</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="file">The file to load.</param>
private T LoadMapFile<T>(IAssetName assetName, FileInfo file)
{
// validate
if (typeof(T) != typeof(Map))
throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
// load
FormatManager formatManager = FormatManager.Instance;
Map map = formatManager.LoadMap(file.FullName);
map.assetPath = assetName.Name;
this.FixTilesheetPaths(map, relativeMapPath: assetName.Name, fixEagerPathPrefixes: false);
return (T)(object)map;
}
/// <summary>Load a packed file (<c>.xnb</c>).</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset name relative to the loader root directory.</param>
private T LoadXnbFile<T>(IAssetName assetName)
{
// 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.
IAssetName loadName = this.Coordinator.ParseAssetName(assetName.Name[..^".xnb".Length], allowLocales: false);
// load asset
T asset = this.RawLoad<T>(loadName, useCache: false);
if (asset is Map map)
{
map.assetPath = loadName.Name;
this.FixTilesheetPaths(map, relativeMapPath: loadName.Name, fixEagerPathPrefixes: true);
}
return asset;
}
/// <summary>Handle a request to load a file type that isn't supported by SMAPI.</summary>
/// <typeparam name="T">The expected file type.</typeparam>
/// <param name="assetName">The asset name relative to the loader root directory.</param>
/// <param name="file">The file to load.</param>
private T HandleUnknownFileType<T>(IAssetName assetName, FileInfo file)
{
throw this.GetLoadError(assetName, $"unknown file extension '{file.Extension}'; must be one of '.fnt', '.json', '.png', '.tbin', '.tmx', or '.xnb'.");
}
/// <summary>Get an error which indicates that an asset couldn't be loaded.</summary>
/// <param name="assetName">The asset name that failed to load.</param>
/// <param name="reasonPhrase">The reason the file couldn't be loaded.</param>
/// <param name="exception">The underlying exception, if applicable.</param>
private SContentLoadException GetLoadError(IAssetName assetName, string reasonPhrase, Exception exception = null)
{
return new($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}", exception);
}
/// <summary>Get a file from the mod folder.</summary>
/// <param name="path">The asset path relative to the content folder.</param>
private FileInfo GetModFile(string path)