/// <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> private IAssetData ApplyLoader <T>(IAssetInfo info) { // find matching loaders var loaders = this.GetInterceptors(this.Loaders) .Where(entry => { try { return(entry.Value.CanLoad <T>(info)); } catch (Exception ex) { entry.Key.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return(false); } }) .ToArray(); // validate loaders if (!loaders.Any()) { return(null); } if (loaders.Length > 1) { string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); return(null); } // fetch asset from loader IModMetadata mod = loaders[0].Key; IAssetLoader loader = loaders[0].Value; T data; try { data = this.CloneIfPossible(loader.Load <T>(info)); this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); return(null); } // validate asset if (data == null) { mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); return(null); } // return matched asset return(new AssetDataForObject(info, data, this.AssertAndNormaliseAssetName)); }
/// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="asset">The loaded asset.</param> private IAssetData ApplyEditors <T>(IAssetInfo info, IAssetData asset) { IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormaliseAssetName); // edit asset foreach (var entry in this.GetInterceptors(this.Editors)) { // check for match IModMetadata mod = entry.Key; IAssetEditor editor = entry.Value; try { if (!editor.CanEdit <T>(info)) { continue; } } catch (Exception ex) { mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // try edit object prevAsset = asset.Data; try { editor.Edit <T>(asset); this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}.", LogLevel.Trace); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit if (asset.Data == null) { mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } else if (!(asset.Data is T)) { mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } } // return result return(asset); }
/// <summary>Validate that an asset loaded by a mod is valid and won't cause issues.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="data">The loaded asset data.</param> /// <param name="mod">The mod which loaded the asset.</param> private bool TryValidateLoadedAsset <T>(IAssetInfo info, T data, IModMetadata mod) { // can't load a null asset if (data == null) { mod.LogAsMod($"SMAPI blocked asset replacement for '{info.AssetName}': mod incorrectly set asset to a null value.", LogLevel.Error); return(false); } // when replacing a map, the vanilla tilesheets must have the same order and IDs if (data is Map loadedMap && this.Coordinator.TryLoadVanillaAsset(info.AssetName, out Map vanillaMap)) { for (int i = 0; i < vanillaMap.TileSheets.Count; i++) { // check for match TileSheet vanillaSheet = vanillaMap.TileSheets[i]; bool found = this.TryFindTilesheet(loadedMap, vanillaSheet.Id, out int loadedIndex, out TileSheet loadedSheet); if (found && loadedIndex == i) { continue; } // handle mismatch { // only show warning if not farm map // This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting. bool isFarmMap = info.AssetNameEquals("Maps/Farm") || info.AssetNameEquals("Maps/Farm_Combat") || info.AssetNameEquals("Maps/Farm_Fishing") || info.AssetNameEquals("Maps/Farm_Foraging") || info.AssetNameEquals("Maps/Farm_FourCorners") || info.AssetNameEquals("Maps/Farm_Island") || info.AssetNameEquals("Maps/Farm_Mining"); string reason = found ? $"mod reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\n\nTechnical details for mod author:\nExpected order [{string.Join(", ", vanillaMap.TileSheets.Select(p => $"'{p.ImageSource}' (id: {p.Id})"))}], but found tilesheet '{vanillaSheet.Id}' at index {loadedIndex} instead of {i}. Make sure custom tilesheet IDs are prefixed with 'z_' to avoid reordering tilesheets." : $"mod has no tilesheet with ID '{vanillaSheet.Id}'. Map replacements must keep the original tilesheets to avoid errors or crashes."; SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval); if (isFarmMap) { mod.LogAsMod($"SMAPI blocked asset replacement for '{info.AssetName}': {reason}", LogLevel.Error); return(false); } mod.LogAsMod($"SMAPI detected a potential issue with asset replacement for '{info.AssetName}' map: {reason}", LogLevel.Warn); } } } return(true); }
/// <summary>Validate that an asset loaded by a mod is valid and won't cause issues, and fix issues if possible.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="data">The loaded asset data.</param> /// <param name="mod">The mod which loaded the asset.</param> /// <returns>Returns whether the asset passed validation checks (after any fixes were applied).</returns> private bool TryFixAndValidateLoadedAsset <T>(IAssetInfo info, T data, IModMetadata mod) { // can't load a null asset if (data == null) { mod.LogAsMod($"SMAPI blocked asset replacement for '{info.AssetName}': mod incorrectly set asset to a null value.", LogLevel.Error); return(false); } // when replacing a map, the vanilla tilesheets must have the same order and IDs if (data is Map loadedMap) { TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.AssetName); foreach (TilesheetReference vanillaSheet in vanillaTilesheetRefs) { // add missing tilesheet if (loadedMap.GetTileSheet(vanillaSheet.Id) == null) { mod.Monitor.LogOnce("SMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.", LogLevel.Warn); this.Monitor.Log($"Fixed broken map replacement: {mod.DisplayName} loaded '{info.AssetName}' without a required tilesheet (id: {vanillaSheet.Id}, source: {vanillaSheet.ImageSource})."); loadedMap.AddTileSheet(new TileSheet(vanillaSheet.Id, loadedMap, vanillaSheet.ImageSource, vanillaSheet.SheetSize, vanillaSheet.TileSize)); } // handle mismatch if (loadedMap.TileSheets.Count <= vanillaSheet.Index || loadedMap.TileSheets[vanillaSheet.Index].Id != vanillaSheet.Id) { // only show warning if not farm map // This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting. bool isFarmMap = info.AssetNameEquals("Maps/Farm") || info.AssetNameEquals("Maps/Farm_Combat") || info.AssetNameEquals("Maps/Farm_Fishing") || info.AssetNameEquals("Maps/Farm_Foraging") || info.AssetNameEquals("Maps/Farm_FourCorners") || info.AssetNameEquals("Maps/Farm_Island") || info.AssetNameEquals("Maps/Farm_Mining"); string reason = $"mod reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\nTechnical details for mod author: Expected order: {string.Join(", ", vanillaTilesheetRefs.Select(p => p.Id))}. See https://stardewvalleywiki.com/Modding:Maps#Tilesheet_order for help."; SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval); if (isFarmMap) { mod.LogAsMod($"SMAPI blocked '{info.AssetName}' map load: {reason}", LogLevel.Error); return(false); } mod.LogAsMod($"SMAPI found an issue with '{info.AssetName}' map load: {reason}", LogLevel.Warn); } } } return(true); }
/// <summary>Validate that an asset loaded by a mod is valid and won't cause issues.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="data">The loaded asset data.</param> /// <param name="mod">The mod which loaded the asset.</param> private bool TryValidateLoadedAsset <T>(IAssetInfo info, T data, IModMetadata mod) { // can't load a null asset if (data == null) { mod.LogAsMod($"SMAPI blocked asset replacement for '{info.AssetName}': mod incorrectly set asset to a null value.", LogLevel.Error); return(false); } // when replacing a map, the vanilla tilesheets must have the same order and IDs if (data is Map loadedMap) { TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.AssetName); foreach (TilesheetReference vanillaSheet in vanillaTilesheetRefs) { // skip if match if (loadedMap.TileSheets.Count > vanillaSheet.Index && loadedMap.TileSheets[vanillaSheet.Index].Id == vanillaSheet.Id) { continue; } // handle mismatch { // only show warning if not farm map // This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting. bool isFarmMap = info.AssetNameEquals("Maps/Farm") || info.AssetNameEquals("Maps/Farm_Combat") || info.AssetNameEquals("Maps/Farm_Fishing") || info.AssetNameEquals("Maps/Farm_Foraging") || info.AssetNameEquals("Maps/Farm_FourCorners") || info.AssetNameEquals("Maps/Farm_Island") || info.AssetNameEquals("Maps/Farm_Mining"); int loadedIndex = this.TryFindTilesheet(loadedMap, vanillaSheet.Id); string reason = loadedIndex != -1 ? $"mod reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\nTechnical details for mod author: Expected order: {string.Join(", ", vanillaTilesheetRefs.Select(p => p.Id))}. See https://stardewvalleywiki.com/Modding:Maps#Tilesheet_order for help." : $"mod has no tilesheet with ID '{vanillaSheet.Id}'. Map replacements must keep the original tilesheets to avoid errors or crashes."; SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval); if (isFarmMap) { mod.LogAsMod($"SMAPI blocked '{info.AssetName}' map load: {reason}", LogLevel.Error); return(false); } mod.LogAsMod($"SMAPI found an issue with '{info.AssetName}' map load: {reason}", LogLevel.Warn); } } } return(true); }
/// <summary>Validate that an asset loaded by a mod is valid and won't cause issues.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="data">The loaded asset data.</param> /// <param name="mod">The mod which loaded the asset.</param> private bool TryValidateLoadedAsset <T>(IAssetInfo info, T data, IModMetadata mod) { // can't load a null asset if (data == null) { mod.LogAsMod($"SoGMAPI blocked asset replacement for '{info.AssetName}': mod incorrectly set asset to a null value.", LogLevel.Error); return(false); } return(true); }
/// <summary>Log an exception from an event handler.</summary> /// <param name="handler">The event handler instance.</param> /// <param name="ex">The exception that was raised.</param> protected void LogError(TEventHandler handler, Exception ex) { IModMetadata mod = this.GetSourceMod(handler); if (mod != null) { mod.LogAsMod($"This mod failed in the {this.EventName} event. Technical details: \n{ex.GetLogSummary()}", LogLevel.Error); } else { this.Monitor.Log($"A mod failed in the {this.EventName} event. Technical details: \n{ex.GetLogSummary()}", LogLevel.Error); } }
/// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="info">The basic asset metadata.</param> /// <param name="asset">The loaded asset.</param> private IAssetData ApplyEditors <T>(IAssetInfo info, IAssetData asset) { IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName); // special case: if the asset was loaded with a more general type like 'object', call editors with the actual type instead. { Type actualType = asset.Data.GetType(); Type actualOpenType = actualType.IsGenericType ? actualType.GetGenericTypeDefinition() : null; if (typeof(T) != actualType && (actualOpenType == typeof(Dictionary <,>) || actualOpenType == typeof(List <>) || actualType == typeof(Texture2D) || actualType == typeof(Map))) { return((IAssetData)this.GetType() .GetMethod(nameof(this.ApplyEditors), BindingFlags.NonPublic | BindingFlags.Instance) .MakeGenericMethod(actualType) .Invoke(this, new object[] { info, asset })); } } // edit asset foreach (var entry in this.Editors) { // check for match IModMetadata mod = entry.Mod; IAssetEditor editor = entry.Data; try { if (!editor.CanEdit <T>(info)) { continue; } } catch (Exception ex) { mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); continue; } // try edit object prevAsset = asset.Data; try { editor.Edit <T>(asset); this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}.", LogLevel.Trace); } catch (Exception ex) { mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); } // validate edit if (asset.Data == null) { mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } else if (!(asset.Data is T)) { mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); asset = GetNewData(prevAsset); } } // return result return(asset); }