fix error loading locale code cache when a mod adds custom languages (#766)

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Jesse Plamondon-Willard 2022-03-05 15:30:51 -05:00
parent 2f279708b3
commit e82406a845
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GPG Key ID: CF8B1456B3E29F49
1 changed files with 9 additions and 11 deletions

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@ -137,7 +137,7 @@ namespace StardewModdingAPI.Framework
this.ContentManagers.Add(contentManagerForAssetPropagation);
this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory);
this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, aggressiveMemoryOptimizations);
this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(includeCustomLanguages: false));
this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>()));
}
/// <summary>Get a new content manager which handles reading files from the game content folder with support for interception.</summary>
@ -201,7 +201,8 @@ namespace StardewModdingAPI.Framework
public void OnAdditionalLanguagesInitialized()
{
// update locale cache for custom languages, and load it now (since languages added later won't work)
this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(includeCustomLanguages: true));
var customLanguages = this.MainContentManager.Load<List<ModLanguage>>("Data/AdditionalLanguages");
this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages));
_ = this.LocaleCodes.Value;
}
@ -441,7 +442,7 @@ namespace StardewModdingAPI.Framework
if (language == LocalizedContentManager.LanguageCode.mod && LocalizedContentManager.CurrentModLanguage == null)
return null;
return Game1.content.LanguageCodeString(language);
return this.MainContentManager.LanguageCodeString(language);
}
/// <summary>Dispose held resources.</summary>
@ -495,19 +496,16 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Get the language enums (like <see cref="LocalizedContentManager.LanguageCode.ja"/>) indexed by locale code (like <c>ja-JP</c>).</summary>
/// <param name="includeCustomLanguages">Whether to read custom languages from <c>Data/AdditionalLanguages</c>.</param>
private Dictionary<string, LocalizedContentManager.LanguageCode> GetLocaleCodes(bool includeCustomLanguages)
/// <param name="customLanguages">The custom languages to add to the lookup.</param>
private Dictionary<string, LocalizedContentManager.LanguageCode> GetLocaleCodes(IEnumerable<ModLanguage> customLanguages)
{
var map = new Dictionary<string, LocalizedContentManager.LanguageCode>(StringComparer.OrdinalIgnoreCase);
// custom languages
if (includeCustomLanguages)
foreach (ModLanguage language in customLanguages)
{
foreach (ModLanguage language in Game1.content.Load<List<ModLanguage>>("Data/AdditionalLanguages"))
{
if (!string.IsNullOrWhiteSpace(language?.LanguageCode))
map[language.LanguageCode] = LocalizedContentManager.LanguageCode.mod;
}
if (!string.IsNullOrWhiteSpace(language?.LanguageCode))
map[language.LanguageCode] = LocalizedContentManager.LanguageCode.mod;
}
// vanilla languages (override custom language if they conflict)