fix custom asset loads failing on Linux/Mac (#383)

This commit is contained in:
Jesse Plamondon-Willard 2017-11-02 01:34:21 -04:00
parent e0b72374cd
commit a6071feaf8
2 changed files with 28 additions and 46 deletions

View File

@ -26,9 +26,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>The absolute path to the mod folder.</summary>
private readonly string ModFolderPath;
/// <summary>The path to the mod's folder, relative to the game's content folder (e.g. "../Mods/ModName").</summary>
private readonly string ModFolderPathFromContent;
/// <summary>The friendly mod name for use in errors.</summary>
private readonly string ModName;
@ -73,7 +70,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.ContentManager = contentManager;
this.ModFolderPath = modFolderPath;
this.ModName = modName;
this.ModFolderPathFromContent = this.ContentManager.GetRelativePath(modFolderPath);
this.Monitor = monitor;
}
@ -102,7 +98,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
throw GetContentError($"there's no matching file at path '{file.FullName}'.");
// get asset path
string assetName = this.GetModAssetPath(key, file.FullName);
string assetName = this.ContentManager.GetAssetNameFromFilePath(file.FullName);
// try cache
if (this.ContentManager.IsLoaded(assetName))
@ -151,7 +147,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
case ContentSource.ModFolder:
FileInfo file = this.GetModFile(key);
return this.ContentManager.NormaliseAssetName(this.GetModAssetPath(key, file.FullName));
return this.ContentManager.NormaliseAssetName(this.ContentManager.GetAssetNameFromFilePath(file.FullName));
default:
throw new NotSupportedException($"Unknown content source '{source}'.");
@ -356,19 +352,5 @@ namespace StardewModdingAPI.Framework.ModHelpers
// get file
return new FileInfo(path);
}
/// <summary>Get the asset path which loads a mod folder through a content manager.</summary>
/// <param name="localPath">The file path relative to the mod's folder.</param>
/// <param name="absolutePath">The absolute file path.</param>
private string GetModAssetPath(string localPath, string absolutePath)
{
#if SMAPI_FOR_WINDOWS
// XNA doesn't allow absolute asset paths, so get a path relative to the content folder
return Path.Combine(this.ModFolderPathFromContent, localPath);
#else
// MonoGame is weird about relative paths on Mac, but allows absolute paths
return absolutePath;
#endif
}
}
}

View File

@ -102,7 +102,7 @@ namespace StardewModdingAPI.Framework
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Cache = new ContentCache(this, reflection, SContentManager.PossiblePathSeparators, SContentManager.PreferredPathSeparator);
this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode");
this.ModContentPrefix = this.GetRelativePath(Constants.ModPath);
this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath);
// get asset data
this.CoreAssets = new CoreAssets(this.NormaliseAssetName);
@ -140,19 +140,17 @@ namespace StardewModdingAPI.Framework
throw new ArgumentException("The asset key or local path contains invalid characters.");
}
/// <summary>Get a directory path relative to the content root.</summary>
/// <param name="targetPath">The target file path.</param>
public string GetRelativePath(string targetPath)
/// <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)
{
// convert to URIs
Uri from = new Uri(this.FullRootDirectory + "/");
Uri to = new Uri(targetPath + "/");
if (from.Scheme != to.Scheme)
throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'.");
// get relative path
return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString())
.Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform
#if SMAPI_FOR_WINDOWS
// XNA doesn't allow absolute asset paths, so get a path relative to the content folder
return this.GetRelativePath(absolutePath);
#else
// MonoGame is weird about relative paths on Mac, but allows absolute paths
return absolutePath;
#endif
}
/****
@ -395,6 +393,21 @@ namespace StardewModdingAPI.Framework
/****
** Asset name/key handling
****/
/// <summary>Get a directory or file path relative to the content root.</summary>
/// <param name="targetPath">The target file path.</param>
private string GetRelativePath(string targetPath)
{
// convert to URIs
Uri from = new Uri(this.FullRootDirectory + "/");
Uri to = new Uri(targetPath + "/");
if (from.Scheme != to.Scheme)
throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'.");
// get relative path
return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString())
.Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform
}
/// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
/// <param name="reflection">Simplifies access to private game code.</param>
private IDictionary<string, LanguageCode> GetKeyLocales(Reflector reflection)
@ -551,19 +564,6 @@ namespace StardewModdingAPI.Framework
return file;
}
/// <summary>Get a file from the game's content folder.</summary>
/// <param name="key">The asset key.</param>
private FileInfo GetContentFolderFile(string key)
{
// get file path
string path = Path.Combine(this.FullRootDirectory, key);
if (!path.EndsWith(".xnb"))
path += ".xnb";
// get file
return new FileInfo(path);
}
/// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary>
/// <param name="info">The basic asset metadata.</param>
/// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>