I Try to use my ContentProcessor, which I wrote on a Linux machine, on a Mac but it crashes with an unexpected failure.
The Pipeline Tool gives me the following
It seems to be a problem with the FontDescription class. In the constructor of my FontDescription class, I create a file if it does not exist. The File is never created, so I assume that the line is never called and the problem is in the base constructor. Since I couldn't find anyone else with this problem I must assume that I am doing something wrong.
My classes look as follows:
using System;
using System.IO;
using System.Xml;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
namespace CH.LocalisationPipeline
{
[ContentProcessor(DisplayName = "LocalizedFontProcessor of CH")]
public class LocalisedFontProcessor : ContentProcessor<LocalisedFontDescription, SpriteFontContent>
{
public override SpriteFontContent Process(LocalisedFontDescription input, ContentProcessorContext context)
{
SpriteFontContent returnValue = null;
if (!File.Exists(@"outputPipeLine.txt"))
{
File.Create(@"outputPipeLine.txt");
}
else
{
File.AppendAllText(@"outputPipeLine.txt", Environment.NewLine);
}
try
{
GetLocalisedResx(input, context);
File.AppendAllText(@"outputPipeLine.txt", "Input is null? "+(input==null).ToString()+ Environment.NewLine);
File.AppendAllText(@"outputPipeLine.txt", " " + Environment.NewLine+"INPUT: " + input + Environment.NewLine + Environment.NewLine);
returnValue = context.Convert<FontDescription, SpriteFontContent>(input, "FontDescriptionProcessor");
}
catch (Exception ex)
{
File.AppendAllText(@"outputPipeLine.txt", ex.Message+" "+ex.StackTrace+ Environment.NewLine);
throw;
}
return returnValue;
}
private static void GetLocalisedResx(LocalisedFontDescription input, ContentProcessorContext context)
{
foreach (String resourceFile in input.ResourceFiles)
{
String absolutPath = Path.GetFullPath(resourceFile);
if (File.Exists(absolutPath))
{
ReadResource(input, absolutPath);
context.AddDependency(absolutPath);
}
else
{
File.AppendAllText(@"outputPipeLine.txt", "File doesnt exists "+absolutPath+ Environment.NewLine);
}
}
foreach (String stringsXml in input.StringsXML)
{
String absolutPath = Path.GetFullPath(stringsXml);
if (File.Exists(absolutPath))
{
ReadStrings(input, absolutPath);
context.AddDependency(absolutPath);
}
else
{
File.AppendAllText(@"outputPipeLine.txt", "File doesnt exists " + absolutPath+ Environment.NewLine);
}
}
}
private static void ReadResource(LocalisedFontDescription input, String absolutPath)
{
input.Characters.Add('a');
return;
XmlDocument xmlDocument = new XmlDocument();
xmlDocument.Load(absolutPath);
foreach (XmlNode xmlNode in xmlDocument.SelectNodes("root/data/value"))
{
String resourceString = xmlNode.InnerText;
foreach (char usedCharacter in resourceString)
{
input.Characters.Add(usedCharacter);
File.AppendAllText(@"outputPipeLine.txt", usedCharacter + " ");
}
}
File.AppendAllText(@"outputPipeLine.txt", Environment.NewLine);
}
private static void ReadStrings(LocalisedFontDescription input, String absolutPath)
{
input.Characters.Add('a');
return;
XmlDocument xmlDocument = new XmlDocument();
xmlDocument.Load(absolutPath);
foreach (XmlNode xmlNode in xmlDocument.SelectNodes("resources/string"))
{
String resourceString = xmlNode.InnerText;
foreach (char usedCharacter in resourceString)
{
input.Characters.Add(usedCharacter);
File.AppendAllText(@"outputPipeLine.txt", usedCharacter+" ");
}
}
File.AppendAllText(@"outputPipeLine.txt", Environment.NewLine);
}
}
}
and
using System;
using System.IO;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
namespace CH.LocalisationPipeline
{
public class LocalisedFontDescription : FontDescription
{
public LocalisedFontDescription() : base("Arial",14,1)
{
if (!File.Exists(@"outputPipeLine.txt"))
{
File.Create(@"outputPipeLine.txt");
}
}
[ContentSerializer(Optional=true, CollectionItemName="Resx")]
public List<String> ResourceFiles
{
get;
private set;
}
[ContentSerializer(Optional = true, CollectionItemName = "xml")]
public List<String> StringsXML
{
get
{
List<String> returnValue = new List<string>();
try
{
String cwd = System.IO.Directory.GetCurrentDirectory();
var workingDir = new System.IO.DirectoryInfo(cwd);
var resourcesDir = System.IO.Path.Combine(workingDir.Parent.FullName, "Resources");
if (!System.IO.Directory.Exists(resourcesDir))
{
return returnValue;
}
var resources = new System.IO.DirectoryInfo(resourcesDir);
foreach (var subDir in resources.GetDirectories())
{
if (subDir.Name.StartsWith("Values"))
{
foreach (var item in subDir.GetFiles())
{
if (item.Name.StartsWith("Strings"))
{
returnValue.Add(item.FullName);
}
}
}
}
}
catch (Exception ex)
{
File.AppendAllText(@"outputPipeLine.txt", ex.Message + " " + ex.StackTrace + Environment.NewLine);
throw;
}
return returnValue;
}
private set
{
;
}
}
}
}
From Rider and Visual Studio2019 I get the following message
LabelText.spritefont: [] Importer 'FontDescriptionImporter' had unexpected failure!
the spritefont is this
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="CH.LocalisationPipeline.LocalisedFontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Fipps</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>10</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start> </Start>
<End>~</End>
</CharacterRegion>
</CharacterRegions>
<ResourceFiles>
<Resx>../Properties/Resources.resx</Resx>
<Resx>../Properties/Resources.de-DE.resx</Resx>
</ResourceFiles>
</Asset>
</XnaContent>
How can I resolve this issue? I tried it with MonoGame 3.6 and 3.7.1, with both I wasn't able to process my files. I tried it with a simple character 'a' to be sure that it isn't a problem of my files but the files were read correctly.