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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-03-16 18:56:56 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-03-16 18:56:56 -0400
commit749f0321f01b2f2ad865f31ab6f447c5a590fdd0 (patch)
tree186152a5f62e4eefe0cd379e4923098d554f58b6 /src/SMAPI/Context.cs
parent6805c90e2cdac734341b692298670b0beb50faa6 (diff)
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avoid asset propagation into the world if it's unloaded
Propagating changes into world locations has no effect at this point (since they'll just be recreated when a save is loaded), and can noticeably impact performance.
Diffstat (limited to 'src/SMAPI/Context.cs')
-rw-r--r--src/SMAPI/Context.cs3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs
index b1b33cd6..5f70d0f7 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -38,6 +38,9 @@ namespace StardewModdingAPI
set => Context.LoadStageForScreen.Value = value;
}
+ /// <summary>Whether the in-game world is completely unloaded and not in the process of being loaded. The world may still exist in memory at this point, but should be ignored.</summary>
+ internal static bool IsWorldFullyUnloaded => Context.LoadStage == LoadStage.ReturningToTitle || Context.LoadStage == LoadStage.None;
+
/*********
** Accessors