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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-11-11 20:56:35 -0500
committerGitHub <noreply@github.com>2022-11-11 20:56:35 -0500
commita52f888c3f7098eb06f4ae2e6a3a5b1998470d15 (patch)
treea2484f50ce3b2a7e511f2cd6991a589edbc9e3ea
parent42bcd3068f24a4b3ec14e1ec6132956218643679 (diff)
parent286c2d244949f4eee62e2de440938d2d8ae3ce76 (diff)
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Merge pull request #883 from SinZ163/feature/sinz/farmhand-mapedit
Add logic to remove from the multiplayer map cache for asset propagation
-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs5
-rw-r--r--src/SMAPI/Framework/SCore.cs1
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs11
3 files changed, 14 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index cf26307f..86415a5f 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -129,6 +129,7 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content.</param>
/// <param name="currentCulture">The current culture for which to localize content.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="multiplayer">The multiplayer instance whose map cache to update during asset propagation.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param>
@@ -136,7 +137,7 @@ namespace StardewModdingAPI.Framework
/// <param name="getFileLookup">Get a file lookup for the given directory.</param>
/// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param>
/// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param>
- public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations)
+ public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Multiplayer multiplayer, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations)
{
this.GetFileLookup = getFileLookup;
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
@@ -177,7 +178,7 @@ namespace StardewModdingAPI.Framework
this.ContentManagers.Add(contentManagerForAssetPropagation);
this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory);
- this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true));
+ this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, multiplayer, reflection, name => this.ParseAssetName(name, allowLocales: true));
this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>()));
}
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index 90621ee8..c977ad65 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -1351,6 +1351,7 @@ namespace StardewModdingAPI.Framework
rootDirectory: rootDirectory,
currentCulture: Thread.CurrentThread.CurrentUICulture,
monitor: this.Monitor,
+ multiplayer: this.Multiplayer,
reflection: this.Reflection,
jsonHelper: this.Toolkit.JsonHelper,
onLoadingFirstAsset: this.InitializeBeforeFirstAssetLoaded,
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 1ef9a8f2..037e4573 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -40,6 +40,9 @@ namespace StardewModdingAPI.Metadata
/// <summary>Writes messages to the console.</summary>
private readonly IMonitor Monitor;
+ /// <summary>The multiplayer instance whose map cache to update.</summary>
+ private readonly Multiplayer Multiplayer;
+
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection;
@@ -70,13 +73,15 @@ namespace StardewModdingAPI.Metadata
/// <param name="mainContent">The main content manager through which to reload assets.</param>
/// <param name="disposableContent">An internal content manager used only for asset propagation.</param>
/// <param name="monitor">Writes messages to the console.</param>
+ /// <param name="multiplayer">The multiplayer instance whose map cache to update.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="parseAssetName">Parse a raw asset name.</param>
- public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, Func<string, IAssetName> parseAssetName)
+ public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Multiplayer multiplayer, Reflector reflection, Func<string, IAssetName> parseAssetName)
{
this.MainContentManager = mainContent;
this.DisposableContentManager = disposableContent;
this.Monitor = monitor;
+ this.Multiplayer = multiplayer;
this.Reflection = reflection;
this.ParseAssetName = parseAssetName;
}
@@ -1166,6 +1171,10 @@ namespace StardewModdingAPI.Metadata
GameLocation location = locationInfo.Location;
Vector2? playerPos = Game1.player?.Position;
+ // clear multiplayer cache for farmhands
+ if (!Context.IsMainPlayer)
+ this.Multiplayer.cachedMultiplayerMaps.Remove(location.NameOrUniqueName);
+
// reload map
location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist
location.reloadMap();