move most mod asset loading logic into content managers (#644)
This fixes mods needing to load Map assets manually before the game could load them via internal key.
This commit is contained in:
parent
bf3738eacb
commit
fff5e8c939
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@ -11,6 +11,7 @@ These changes have not been released yet.
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* Now ignores content files like `.txt` or `.png`, which avoids missing-manifest errors in some common cases.
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* Now detects XNB mods more accurately, and consolidates multi-folder XNB mods.
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* Updated mod compatibility list.
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* Fixed mods needing to load custom `Map` assets before the game accesses them (SMAPI will now do so automatically).
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* Fixed Save Backup not pruning old backups if they're uncompressed.
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* Fixed issues when a farmhand reconnects before the game notices they're disconnected.
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* Fixed 'received message' logs shown in non-developer mode.
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@ -101,9 +101,21 @@ namespace StardewModdingAPI.Framework
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/// <summary>Get a new content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary>
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/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
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/// <param name="rootDirectory">The root directory to search for content (or <c>null</c> for the default).</param>
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public ModContentManager CreateModContentManager(string name, string rootDirectory)
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/// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</param>
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public ModContentManager CreateModContentManager(string name, string rootDirectory, IContentManager gameContentManager)
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{
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ModContentManager manager = new ModContentManager(name, this.MainContentManager.ServiceProvider, rootDirectory, this.MainContentManager.CurrentCulture, this, this.Monitor, this.Reflection, this.JsonHelper, this.OnDisposing);
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ModContentManager manager = new ModContentManager(
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name: name,
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gameContentManager: gameContentManager,
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serviceProvider: this.MainContentManager.ServiceProvider,
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rootDirectory: rootDirectory,
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currentCulture: this.MainContentManager.CurrentCulture,
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coordinator: this,
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monitor: this.Monitor,
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reflection: this.Reflection,
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jsonHelper: this.JsonHelper,
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onDisposing: this.OnDisposing
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);
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this.ContentManagers.Add(manager);
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return manager;
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}
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@ -1,12 +1,19 @@
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using System;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using StardewModdingAPI.Framework.Exceptions;
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using StardewModdingAPI.Framework.Reflection;
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using StardewModdingAPI.Toolkit.Serialisation;
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using StardewModdingAPI.Toolkit.Utilities;
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using StardewValley;
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using xTile;
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using xTile.Format;
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using xTile.ObjectModel;
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using xTile.Tiles;
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namespace StardewModdingAPI.Framework.ContentManagers
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{
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@ -19,12 +26,16 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
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private readonly JsonHelper JsonHelper;
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/// <summary>The game content manager used for map tilesheets not provided by the mod.</summary>
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private readonly IContentManager GameContentManager;
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
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/// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</param>
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/// <param name="serviceProvider">The service provider to use to locate services.</param>
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/// <param name="rootDirectory">The root directory to search for content.</param>
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/// <param name="currentCulture">The current culture for which to localise content.</param>
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@ -33,9 +44,10 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/// <param name="reflection">Simplifies access to private code.</param>
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/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
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/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
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public ModContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing)
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public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing)
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: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: true)
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{
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this.GameContentManager = gameContentManager;
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this.JsonHelper = jsonHelper;
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}
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@ -47,11 +59,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
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{
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assetName = this.AssertAndNormaliseAssetName(assetName);
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// get from cache
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// get managed asset
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if (this.IsLoaded(assetName))
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return base.Load<T>(assetName, language);
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// get managed asset
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if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
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{
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if (contentManagerID != this.Name)
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@ -64,7 +74,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
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return this.LoadManagedAsset<T>(assetName, contentManagerID, relativePath, language);
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}
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throw new NotSupportedException("Can't load content folder asset from a mod content manager.");
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// get local asset
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string internalKey = this.GetInternalAssetKey(assetName);
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if (this.IsLoaded(internalKey))
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return base.Load<T>(internalKey, language);
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return this.LoadManagedAsset<T>(internalKey, this.Name, assetName, this.Language);
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}
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/// <summary>Create a new content manager for temporary use.</summary>
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@ -73,6 +87,16 @@ namespace StardewModdingAPI.Framework.ContentManagers
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throw new NotSupportedException("Can't create a temporary mod content manager.");
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}
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/// <summary>Get the underlying key in the game's content cache for an asset. This does not validate whether the asset exists.</summary>
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/// <param name="key">The local path to a content file relative to the mod folder.</param>
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/// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
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public string GetInternalAssetKey(string key)
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{
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FileInfo file = this.GetModFile(key);
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string relativePath = PathUtilities.GetRelativePath(this.RootDirectory, file.FullName);
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return Path.Combine(this.Name, relativePath);
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}
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/*********
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** Private methods
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@ -133,7 +157,18 @@ namespace StardewModdingAPI.Framework.ContentManagers
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// unpacked map
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case ".tbin":
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throw GetContentError($"can't read unpacked map file directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper.");
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// validate
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if (typeof(T) != typeof(Map))
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throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
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// fetch & cache
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FormatManager formatManager = FormatManager.Instance;
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Map map = formatManager.LoadMap(file.FullName);
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this.FixCustomTilesheetPaths(map, relativeMapPath: relativePath);
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// inject map
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this.Inject(internalKey, map, this.Language);
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return (T)(object)map;
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default:
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throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.json', '.png', '.tbin', or '.xnb'.");
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@ -186,5 +221,143 @@ namespace StardewModdingAPI.Framework.ContentManagers
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texture.SetData(data);
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return texture;
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}
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/// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary>
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/// <param name="map">The map whose tilesheets to fix.</param>
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/// <param name="relativeMapPath">The relative map path within the mod folder.</param>
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/// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception>
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/// <remarks>
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/// The game's logic for tilesheets in <see cref="Game1.setGraphicsForSeason"/> is a bit specialised. It boils
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/// down to this:
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/// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded
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/// as-is relative to the <c>Content</c> folder.
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/// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix.
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///
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/// That logic doesn't work well in our case, mainly because we have no location metadata at this point.
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/// Instead we use a more heuristic approach: check relative to the map file first, then relative to
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/// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a
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/// seasonal variation and then an exact match.
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///
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/// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference.
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/// </remarks>
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private void FixCustomTilesheetPaths(Map map, string relativeMapPath)
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{
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// get map info
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if (!map.TileSheets.Any())
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return;
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relativeMapPath = this.AssertAndNormaliseAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators
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string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder
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bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null;
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// fix tilesheets
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foreach (TileSheet tilesheet in map.TileSheets)
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{
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string imageSource = tilesheet.ImageSource;
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// validate tilesheet path
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if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains(".."))
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throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../).");
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// get seasonal name (if applicable)
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string seasonalImageSource = null;
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if (isOutdoors && Context.IsSaveLoaded && Game1.currentSeason != null)
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{
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string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"The '{imageSource}' tilesheet couldn't be loaded: filename is unexpectedly null.");
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bool hasSeasonalPrefix =
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filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase)
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|| filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase)
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|| filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase)
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|| filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase);
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if (hasSeasonalPrefix && !filename.StartsWith(Game1.currentSeason + "_"))
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{
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string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename, StringComparison.CurrentCultureIgnoreCase));
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seasonalImageSource = $"{dirPath}{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}";
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}
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}
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// load best match
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try
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{
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string key =
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this.GetTilesheetAssetName(relativeMapFolder, seasonalImageSource)
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?? this.GetTilesheetAssetName(relativeMapFolder, imageSource);
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if (key != null)
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{
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tilesheet.ImageSource = key;
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continue;
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}
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}
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catch (Exception ex)
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{
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throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex);
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}
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// none found
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throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.");
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}
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}
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/// <summary>Get the actual asset name for a tilesheet.</summary>
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/// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param>
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/// <param name="imageSource">The tilesheet image source to load.</param>
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/// <returns>Returns the asset name.</returns>
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/// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks>
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private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource)
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{
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if (imageSource == null)
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return null;
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// check relative to map file
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{
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string localKey = Path.Combine(modRelativeMapFolder, imageSource);
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FileInfo localFile = this.GetModFile(localKey);
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if (localFile.Exists)
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return this.GetInternalAssetKey(localKey);
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}
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// check relative to content folder
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{
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foreach (string candidateKey in new[] { imageSource, Path.Combine("Maps", imageSource) })
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{
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string contentKey = candidateKey.EndsWith(".png")
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? candidateKey.Substring(0, candidateKey.Length - 4)
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: candidateKey;
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try
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{
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this.GameContentManager.Load<Texture2D>(contentKey);
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return contentKey;
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}
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catch
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{
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// ignore file-not-found errors
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// TODO: while it's useful to suppress an asset-not-found error here to avoid
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// confusion, this is a pretty naive approach. Even if the file doesn't exist,
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// the file may have been loaded through an IAssetLoader which failed. So even
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// if the content file doesn't exist, that doesn't mean the error here is a
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// content-not-found error. Unfortunately XNA doesn't provide a good way to
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// detect the error type.
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if (this.GetContentFolderFileExists(contentKey))
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throw;
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}
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}
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}
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// not found
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return null;
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}
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/// <summary>Get whether a file from the game's content folder exists.</summary>
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/// <param name="key">The asset key.</param>
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private bool GetContentFolderFileExists(string key)
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{
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// get file path
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string path = Path.Combine(this.GameContentManager.FullRootDirectory, key);
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if (!path.EndsWith(".xnb"))
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path += ".xnb";
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// get file
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return new FileInfo(path).Exists;
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}
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}
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}
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@ -9,12 +9,8 @@ using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using StardewModdingAPI.Framework.ContentManagers;
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using StardewModdingAPI.Framework.Exceptions;
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using StardewModdingAPI.Toolkit.Utilities;
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using StardewValley;
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using xTile;
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using xTile.Format;
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using xTile.ObjectModel;
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using xTile.Tiles;
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namespace StardewModdingAPI.Framework.ModHelpers
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{
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@ -31,10 +27,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
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private readonly IContentManager GameContentManager;
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/// <summary>A content manager for this mod which manages files from the mod's folder.</summary>
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private readonly IContentManager ModContentManager;
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/// <summary>The absolute path to the mod folder.</summary>
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private readonly string ModFolderPath;
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private readonly ModContentManager ModContentManager;
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/// <summary>The friendly mod name for use in errors.</summary>
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private readonly string ModName;
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@ -79,8 +72,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
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{
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this.ContentCore = contentCore;
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this.GameContentManager = contentCore.CreateGameContentManager(this.ContentCore.GetManagedAssetPrefix(modID) + ".content");
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this.ModContentManager = contentCore.CreateModContentManager(this.ContentCore.GetManagedAssetPrefix(modID), rootDirectory: modFolderPath);
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this.ModFolderPath = modFolderPath;
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this.ModContentManager = contentCore.CreateModContentManager(this.ContentCore.GetManagedAssetPrefix(modID), modFolderPath, this.GameContentManager);
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this.ModName = modName;
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this.Monitor = monitor;
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}
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@ -93,8 +85,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
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/// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception>
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public T Load<T>(string key, ContentSource source = ContentSource.ModFolder)
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{
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SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: {reasonPhrase}.");
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try
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{
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this.AssertAndNormaliseAssetName(key);
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@ -104,38 +94,10 @@ namespace StardewModdingAPI.Framework.ModHelpers
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return this.GameContentManager.Load<T>(key);
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case ContentSource.ModFolder:
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// get file
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FileInfo file = this.GetModFile(key);
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if (!file.Exists)
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throw GetContentError($"there's no matching file at path '{file.FullName}'.");
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string internalKey = this.GetInternalModAssetKey(file);
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// try cache
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if (this.ModContentManager.IsLoaded(internalKey))
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return this.ModContentManager.Load<T>(internalKey);
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// fix map tilesheets
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if (file.Extension.ToLower() == ".tbin")
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{
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// validate
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if (typeof(T) != typeof(Map))
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throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
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// fetch & cache
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FormatManager formatManager = FormatManager.Instance;
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Map map = formatManager.LoadMap(file.FullName);
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this.FixCustomTilesheetPaths(map, relativeMapPath: key);
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// inject map
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this.ModContentManager.Inject(internalKey, map, this.CurrentLocaleConstant);
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return (T)(object)map;
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}
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// load through content manager
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return this.ModContentManager.Load<T>(internalKey);
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return this.ModContentManager.Load<T>(key);
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default:
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throw GetContentError($"unknown content source '{source}'.");
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throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: unknown content source '{source}'.");
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}
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}
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catch (Exception ex) when (!(ex is SContentLoadException))
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@ -164,8 +126,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
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return this.GameContentManager.AssertAndNormaliseAssetName(key);
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case ContentSource.ModFolder:
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FileInfo file = this.GetModFile(key);
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return this.GetInternalModAssetKey(file);
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return this.ModContentManager.GetInternalAssetKey(key);
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default:
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throw new NotSupportedException($"Unknown content source '{source}'.");
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@ -201,6 +162,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
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return this.ContentCore.InvalidateCache(predicate).Any();
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}
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/*********
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** Private methods
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*********/
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@ -214,170 +176,5 @@ namespace StardewModdingAPI.Framework.ModHelpers
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if (Path.IsPathRooted(key))
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throw new ArgumentException("The asset key must not be an absolute path.");
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}
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/// <summary>Get the internal key in the content cache for a mod asset.</summary>
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/// <param name="modFile">The asset file.</param>
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private string GetInternalModAssetKey(FileInfo modFile)
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{
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string relativePath = PathUtilities.GetRelativePath(this.ModFolderPath, modFile.FullName);
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return Path.Combine(this.ModContentManager.Name, relativePath);
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}
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/// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary>
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/// <param name="map">The map whose tilesheets to fix.</param>
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/// <param name="relativeMapPath">The relative map path within the mod folder.</param>
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/// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception>
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/// <remarks>
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/// The game's logic for tilesheets in <see cref="Game1.setGraphicsForSeason"/> is a bit specialised. It boils
|
||||
/// down to this:
|
||||
/// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded
|
||||
/// as-is relative to the <c>Content</c> folder.
|
||||
/// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix.
|
||||
///
|
||||
/// That logic doesn't work well in our case, mainly because we have no location metadata at this point.
|
||||
/// Instead we use a more heuristic approach: check relative to the map file first, then relative to
|
||||
/// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a
|
||||
/// seasonal variation and then an exact match.
|
||||
///
|
||||
/// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference.
|
||||
/// </remarks>
|
||||
private void FixCustomTilesheetPaths(Map map, string relativeMapPath)
|
||||
{
|
||||
// get map info
|
||||
if (!map.TileSheets.Any())
|
||||
return;
|
||||
relativeMapPath = this.ModContentManager.AssertAndNormaliseAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators
|
||||
string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder
|
||||
bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null;
|
||||
|
||||
// fix tilesheets
|
||||
foreach (TileSheet tilesheet in map.TileSheets)
|
||||
{
|
||||
string imageSource = tilesheet.ImageSource;
|
||||
|
||||
// validate tilesheet path
|
||||
if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains(".."))
|
||||
throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded. Tilesheet paths must be a relative path without directory climbing (../).");
|
||||
|
||||
// get seasonal name (if applicable)
|
||||
string seasonalImageSource = null;
|
||||
if (isOutdoors && Context.IsSaveLoaded && Game1.currentSeason != null)
|
||||
{
|
||||
string filename = Path.GetFileName(imageSource) ?? throw new InvalidOperationException($"The '{imageSource}' tilesheet couldn't be loaded: filename is unexpectedly null.");
|
||||
bool hasSeasonalPrefix =
|
||||
filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase)
|
||||
|| filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase)
|
||||
|| filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase)
|
||||
|| filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase);
|
||||
if (hasSeasonalPrefix && !filename.StartsWith(Game1.currentSeason + "_"))
|
||||
{
|
||||
string dirPath = imageSource.Substring(0, imageSource.LastIndexOf(filename, StringComparison.CurrentCultureIgnoreCase));
|
||||
seasonalImageSource = $"{dirPath}{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}";
|
||||
}
|
||||
}
|
||||
|
||||
// load best match
|
||||
try
|
||||
{
|
||||
string key =
|
||||
this.GetTilesheetAssetName(relativeMapFolder, seasonalImageSource)
|
||||
?? this.GetTilesheetAssetName(relativeMapFolder, imageSource);
|
||||
if (key != null)
|
||||
{
|
||||
tilesheet.ImageSource = key;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex);
|
||||
}
|
||||
|
||||
// none found
|
||||
throw new ContentLoadException($"The '{imageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Get the actual asset name for a tilesheet.</summary>
|
||||
/// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param>
|
||||
/// <param name="imageSource">The tilesheet image source to load.</param>
|
||||
/// <returns>Returns the asset name.</returns>
|
||||
/// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks>
|
||||
private string GetTilesheetAssetName(string modRelativeMapFolder, string imageSource)
|
||||
{
|
||||
if (imageSource == null)
|
||||
return null;
|
||||
|
||||
// check relative to map file
|
||||
{
|
||||
string localKey = Path.Combine(modRelativeMapFolder, imageSource);
|
||||
FileInfo localFile = this.GetModFile(localKey);
|
||||
if (localFile.Exists)
|
||||
return this.GetActualAssetKey(localKey);
|
||||
}
|
||||
|
||||
// check relative to content folder
|
||||
{
|
||||
foreach (string candidateKey in new[] { imageSource, Path.Combine("Maps", imageSource) })
|
||||
{
|
||||
string contentKey = candidateKey.EndsWith(".png")
|
||||
? candidateKey.Substring(0, candidateKey.Length - 4)
|
||||
: candidateKey;
|
||||
|
||||
try
|
||||
{
|
||||
this.Load<Texture2D>(contentKey, ContentSource.GameContent);
|
||||
return contentKey;
|
||||
}
|
||||
catch
|
||||
{
|
||||
// ignore file-not-found errors
|
||||
// TODO: while it's useful to suppress an asset-not-found error here to avoid
|
||||
// confusion, this is a pretty naive approach. Even if the file doesn't exist,
|
||||
// the file may have been loaded through an IAssetLoader which failed. So even
|
||||
// if the content file doesn't exist, that doesn't mean the error here is a
|
||||
// content-not-found error. Unfortunately XNA doesn't provide a good way to
|
||||
// detect the error type.
|
||||
if (this.GetContentFolderFile(contentKey).Exists)
|
||||
throw;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// not found
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>Get a file from the mod folder.</summary>
|
||||
/// <param name="path">The asset path relative to the mod folder.</param>
|
||||
private FileInfo GetModFile(string path)
|
||||
{
|
||||
// try exact match
|
||||
path = Path.Combine(this.ModFolderPath, this.ModContentManager.NormalisePathSeparators(path));
|
||||
FileInfo file = new FileInfo(path);
|
||||
|
||||
// try with default extension
|
||||
if (!file.Exists && file.Extension.ToLower() != ".xnb")
|
||||
{
|
||||
FileInfo result = new FileInfo(path + ".xnb");
|
||||
if (result.Exists)
|
||||
file = result;
|
||||
}
|
||||
|
||||
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.GameContentManager.FullRootDirectory, key);
|
||||
if (!path.EndsWith(".xnb"))
|
||||
path += ".xnb";
|
||||
|
||||
// get file
|
||||
return new FileInfo(path);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue