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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-11 21:36:45 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-11 21:36:45 -0400
commitbbe5983acdd082d2185a69e2ad37d659a298223d (patch)
treead6fe68ebd0da25a832e9fad3832741dee50954f /src/SMAPI/Framework
parent42a797a01240893e9a8e645253a269087b2d178d (diff)
downloadSMAPI-bbe5983acdd082d2185a69e2ad37d659a298223d.tar.gz
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rewrite asset operations to reduce allocations
• When raising AssetRequested, SMAPI now creates a single event args model and reuses it for each handler. • There's now a single AssetOperationGroup per asset, which tracks the loaders/editors registered by every mod for that asset. • The operation group's loader/editor lists are now used directly instead of querying them.
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r--src/SMAPI/Framework/Content/AssetOperationGroup.cs7
-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs186
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs71
-rw-r--r--src/SMAPI/Framework/SCore.cs32
4 files changed, 134 insertions, 162 deletions
diff --git a/src/SMAPI/Framework/Content/AssetOperationGroup.cs b/src/SMAPI/Framework/Content/AssetOperationGroup.cs
index 1566a8f0..11767d39 100644
--- a/src/SMAPI/Framework/Content/AssetOperationGroup.cs
+++ b/src/SMAPI/Framework/Content/AssetOperationGroup.cs
@@ -1,8 +1,9 @@
+using System.Collections.Generic;
+
namespace StardewModdingAPI.Framework.Content
{
- /// <summary>A set of operations to apply to an asset for a given <see cref="IAssetEditor"/> or <see cref="IAssetLoader"/> implementation.</summary>
- /// <param name="Mod">The mod applying the changes.</param>
+ /// <summary>A set of operations to apply to an asset.</summary>
/// <param name="LoadOperations">The load operations to apply.</param>
/// <param name="EditOperations">The edit operations to apply.</param>
- internal record AssetOperationGroup(IModMetadata Mod, AssetLoadOperation[] LoadOperations, AssetEditOperation[] EditOperations);
+ internal record AssetOperationGroup(List<AssetLoadOperation> LoadOperations, List<AssetEditOperation> EditOperations);
}
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 6702f5e6..a24581a0 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -57,7 +57,7 @@ namespace StardewModdingAPI.Framework
private readonly Action<IList<IAssetName>> OnAssetsInvalidated;
/// <summary>Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</summary>
- private readonly Func<IAssetInfo, IList<AssetOperationGroup>> RequestAssetOperations;
+ private readonly Func<IAssetInfo, AssetOperationGroup?> RequestAssetOperations;
/// <summary>The loaded content managers (including the <see cref="MainContentManager"/>).</summary>
private readonly List<IContentManager> ContentManagers = new();
@@ -79,15 +79,15 @@ namespace StardewModdingAPI.Framework
private Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>> LocaleCodes;
/// <summary>The cached asset load/edit operations to apply, indexed by asset name.</summary>
- private readonly TickCacheDictionary<IAssetName, IList<AssetOperationGroup>> AssetOperationsByKey = new();
+ private readonly TickCacheDictionary<IAssetName, AssetOperationGroup?> AssetOperationsByKey = new();
/// <summary>A cache of asset operation groups created for legacy <see cref="IAssetLoader"/> implementations.</summary>
[Obsolete("This only exists to support legacy code and will be removed in SMAPI 4.0.0.")]
- private readonly Dictionary<IAssetLoader, Dictionary<Type, AssetOperationGroup>> LegacyLoaderCache = new(ReferenceEqualityComparer.Instance);
+ private readonly Dictionary<IAssetLoader, Dictionary<Type, AssetLoadOperation>> LegacyLoaderCache = new(ReferenceEqualityComparer.Instance);
/// <summary>A cache of asset operation groups created for legacy <see cref="IAssetEditor"/> implementations.</summary>
[Obsolete("This only exists to support legacy code and will be removed in SMAPI 4.0.0.")]
- private readonly Dictionary<IAssetEditor, Dictionary<Type, AssetOperationGroup>> LegacyEditorCache = new(ReferenceEqualityComparer.Instance);
+ private readonly Dictionary<IAssetEditor, Dictionary<Type, AssetEditOperation>> LegacyEditorCache = new(ReferenceEqualityComparer.Instance);
/*********
@@ -126,7 +126,7 @@ 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, IList<AssetOperationGroup>> requestAssetOperations)
+ 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)
{
this.GetFileLookup = getFileLookup;
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
@@ -449,16 +449,12 @@ namespace StardewModdingAPI.Framework
/// <summary>Get the asset load and edit operations to apply to a given asset if it's (re)loaded now.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The asset info to load or edit.</param>
- public IList<AssetOperationGroup> GetAssetOperations<T>(IAssetInfo info)
+ public AssetOperationGroup? GetAssetOperations<T>(IAssetInfo info)
where T : notnull
{
return this.AssetOperationsByKey.GetOrSet(
info.Name,
-#pragma warning disable CS0612, CS0618 // deprecated code
- () => this.Editors.Count > 0 || this.Loaders.Count > 0
- ? this.GetAssetOperationsIncludingLegacyWithoutCache<T>(info).ToArray()
-#pragma warning restore CS0612, CS0618
- : this.RequestAssetOperations(info)
+ () => this.GetAssetOperationsWithoutCache<T>(info)
);
}
@@ -584,41 +580,40 @@ namespace StardewModdingAPI.Framework
/// <summary>Get the asset load and edit operations to apply to a given asset if it's (re)loaded now, ignoring the <see cref="AssetOperationsByKey"/> cache.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The asset info to load or edit.</param>
- [Obsolete("This only exists to support legacy code and will be removed in SMAPI 4.0.0.")]
- private IEnumerable<AssetOperationGroup> GetAssetOperationsIncludingLegacyWithoutCache<T>(IAssetInfo info)
+ private AssetOperationGroup? GetAssetOperationsWithoutCache<T>(IAssetInfo info)
where T : notnull
{
- IAssetInfo legacyInfo = this.GetLegacyAssetInfo(info);
-
// new content API
- foreach (AssetOperationGroup group in this.RequestAssetOperations(info))
- yield return group;
+ AssetOperationGroup? group = this.RequestAssetOperations(info);
// legacy load operations
- foreach (ModLinked<IAssetLoader> loader in this.Loaders)
+#pragma warning disable CS0612, CS0618 // deprecated code
+ if (this.Editors.Count > 0 || this.Loaders.Count > 0)
{
- // check if loader applies
- try
+ IAssetInfo legacyInfo = this.GetLegacyAssetInfo(info);
+
+ foreach (ModLinked<IAssetLoader> loader in this.Loaders)
{
- if (!loader.Data.CanLoad<T>(legacyInfo))
+ // check if loader applies
+ try
+ {
+ if (!loader.Data.CanLoad<T>(legacyInfo))
+ continue;
+ }
+ catch (Exception ex)
+ {
+ loader.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
- }
- catch (Exception ex)
- {
- loader.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- continue;
- }
+ }
- // add operation
- yield return this.GetOrCreateLegacyOperationGroup(
- cache: this.LegacyLoaderCache,
- editor: loader.Data,
- dataType: info.DataType,
- createGroup: () => new AssetOperationGroup(
- Mod: loader.Mod,
- LoadOperations: new[]
- {
- new AssetLoadOperation(
+ // add operation
+ group ??= new AssetOperationGroup(new List<AssetLoadOperation>(), new List<AssetEditOperation>());
+ group.LoadOperations.Add(
+ this.GetOrCreateLegacyOperation(
+ cache: this.LegacyLoaderCache,
+ editor: loader.Data,
+ dataType: info.DataType,
+ create: () => new AssetLoadOperation(
Mod: loader.Mod,
OnBehalfOf: null,
Priority: AssetLoadPriority.Exclusive,
@@ -626,59 +621,54 @@ namespace StardewModdingAPI.Framework
this.GetLegacyAssetInfo(assetInfo)
)
)
- },
- EditOperations: Array.Empty<AssetEditOperation>()
- )
- );
- }
+ )
+ );
+ }
- // legacy edit operations
- foreach (var editor in this.Editors)
- {
- // check if editor applies
- try
+ // legacy edit operations
+ foreach (var editor in this.Editors)
{
- if (!editor.Data.CanEdit<T>(legacyInfo))
+ // check if editor applies
+ try
+ {
+ if (!editor.Data.CanEdit<T>(legacyInfo))
+ continue;
+ }
+ catch (Exception ex)
+ {
+ editor.Mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
- }
- catch (Exception ex)
- {
- editor.Mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- continue;
- }
+ }
- // HACK
- //
- // If two editors have the same priority, they're applied in registration order (so
- // whichever was registered first is applied first). Mods often depend on this
- // behavior, like Json Assets registering its interceptors before Content Patcher.
- //
- // Unfortunately the old & new content APIs have separate lists, so new-API
- // interceptors always ran before old-API interceptors with the same priority,
- // regardless of the registration order *between* APIs. Since the new API works in
- // a fundamentally different way (i.e. loads/edits are defined on asset request
- // instead of by registering a global 'editor' or 'loader' class), there's no way
- // to track registration order between them.
- //
- // Until we drop the old content API in SMAPI 4.0.0, this sets the priority for
- // specific legacy editors to maintain compatibility.
- AssetEditPriority priority = editor.Data.GetType().FullName switch
- {
- "JsonAssets.Framework.ContentInjector1" => AssetEditPriority.Default - 1, // must be applied before Content Patcher
- _ => AssetEditPriority.Default
- };
-
- // add operation
- yield return this.GetOrCreateLegacyOperationGroup(
- cache: this.LegacyEditorCache,
- editor: editor.Data,
- dataType: info.DataType,
- createGroup: () => new AssetOperationGroup(
- Mod: editor.Mod,
- LoadOperations: Array.Empty<AssetLoadOperation>(),
- EditOperations: new[]
- {
- new AssetEditOperation(
+ // HACK
+ //
+ // If two editors have the same priority, they're applied in registration order (so
+ // whichever was registered first is applied first). Mods often depend on this
+ // behavior, like Json Assets registering its interceptors before Content Patcher.
+ //
+ // Unfortunately the old & new content APIs have separate lists, so new-API
+ // interceptors always ran before old-API interceptors with the same priority,
+ // regardless of the registration order *between* APIs. Since the new API works in
+ // a fundamentally different way (i.e. loads/edits are defined on asset request
+ // instead of by registering a global 'editor' or 'loader' class), there's no way
+ // to track registration order between them.
+ //
+ // Until we drop the old content API in SMAPI 4.0.0, this sets the priority for
+ // specific legacy editors to maintain compatibility.
+ AssetEditPriority priority = editor.Data.GetType().FullName switch
+ {
+ "JsonAssets.Framework.ContentInjector1" => AssetEditPriority.Default - 1, // must be applied before Content Patcher
+ _ => AssetEditPriority.Default
+ };
+
+ // add operation
+ group ??= new AssetOperationGroup(new List<AssetLoadOperation>(), new List<AssetEditOperation>());
+ group.EditOperations.Add(
+ this.GetOrCreateLegacyOperation(
+ cache: this.LegacyEditorCache,
+ editor: editor.Data,
+ dataType: info.DataType,
+ create: () => new AssetEditOperation(
Mod: editor.Mod,
OnBehalfOf: null,
Priority: priority,
@@ -686,28 +676,32 @@ namespace StardewModdingAPI.Framework
this.GetLegacyAssetData(assetData)
)
)
- }
- )
- );
+ )
+ );
+ }
}
+#pragma warning restore CS0612, CS0618
+
+ return group;
}
/// <summary>Get a cached asset operation group for a legacy <see cref="IAssetLoader"/> or <see cref="IAssetEditor"/> instance, creating it if needed.</summary>
/// <typeparam name="TInterceptor">The editor type (one of <see cref="IAssetLoader"/> or <see cref="IAssetEditor"/>).</typeparam>
+ /// <typeparam name="TOperation">The operation model type.</typeparam>
/// <param name="cache">The cached operation groups for the interceptor type.</param>
/// <param name="editor">The legacy asset interceptor.</param>
/// <param name="dataType">The asset data type.</param>
- /// <param name="createGroup">Create the asset operation group if it's not cached yet.</param>
- private AssetOperationGroup GetOrCreateLegacyOperationGroup<TInterceptor>(Dictionary<TInterceptor, Dictionary<Type, AssetOperationGroup>> cache, TInterceptor editor, Type dataType, Func<AssetOperationGroup> createGroup)
+ /// <param name="create">Create the asset operation group if it's not cached yet.</param>
+ private TOperation GetOrCreateLegacyOperation<TInterceptor, TOperation>(Dictionary<TInterceptor, Dictionary<Type, TOperation>> cache, TInterceptor editor, Type dataType, Func<TOperation> create)
where TInterceptor : class
{
- if (!cache.TryGetValue(editor, out Dictionary<Type, AssetOperationGroup>? cacheByType))
- cache[editor] = cacheByType = new Dictionary<Type, AssetOperationGroup>();
+ if (!cache.TryGetValue(editor, out Dictionary<Type, TOperation>? cacheByType))
+ cache[editor] = cacheByType = new Dictionary<Type, TOperation>();
- if (!cacheByType.TryGetValue(dataType, out AssetOperationGroup? group))
- cacheByType[dataType] = group = createGroup();
+ if (!cacheByType.TryGetValue(dataType, out TOperation? operation))
+ cacheByType[dataType] = operation = create();
- return group;
+ return operation;
}
/// <summary>Get an asset info compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary>
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index c53040e1..2aa50542 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -75,15 +75,19 @@ namespace StardewModdingAPI.Framework.ContentManagers
// custom asset from a loader
string locale = this.GetLocale();
IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
- AssetLoadOperation[] loaders = this.GetLoaders<object>(info).ToArray();
-
- if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error))
+ AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<object>(info);
+ if (operations?.LoadOperations.Count > 0)
{
- this.Monitor.Log(error, LogLevel.Warn);
- return false;
+ if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error))
+ {
+ this.Monitor.Log(error, LogLevel.Warn);
+ return false;
+ }
+
+ return true;
}
- return loaders.Any();
+ return false;
}
/// <inheritdoc />
@@ -121,10 +125,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
data = this.AssetsBeingLoaded.Track(assetName.Name, () =>
{
IAssetInfo info = new AssetInfo(assetName.LocaleCode, assetName, typeof(T), this.AssertAndNormalizeAssetName);
+ AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info);
IAssetData asset =
- this.ApplyLoader<T>(info)
+ this.ApplyLoader<T>(info, operations?.LoadOperations)
?? new AssetDataForObject(info, this.RawLoad<T>(assetName, useCache), this.AssertAndNormalizeAssetName, this.Reflection);
- asset = this.ApplyEditors<T>(info, asset);
+ asset = this.ApplyEditors<T>(info, asset, operations?.EditOperations);
return (T)asset.Data;
});
}
@@ -149,25 +154,23 @@ namespace StardewModdingAPI.Framework.ContentManagers
*********/
/// <summary>Load the initial asset from the registered loaders.</summary>
/// <param name="info">The basic asset metadata.</param>
+ /// <param name="loadOperations">The load operations to apply to the asset.</param>
/// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>
- private IAssetData? ApplyLoader<T>(IAssetInfo info)
+ private IAssetData? ApplyLoader<T>(IAssetInfo info, List<AssetLoadOperation>? loadOperations)
where T : notnull
{
// find matching loader
- AssetLoadOperation? loader;
+ AssetLoadOperation? loader = null;
+ if (loadOperations?.Count > 0)
{
- AssetLoadOperation[] loaders = this.GetLoaders<T>(info).OrderByDescending(p => p.Priority).ToArray();
-
- if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error))
+ if (!this.AssertMaxOneRequiredLoader(info, loadOperations, out string? error))
{
this.Monitor.Log(error, LogLevel.Warn);
return null;
}
- loader = loaders.FirstOrDefault();
+ loader = loadOperations.OrderByDescending(p => p.Priority).FirstOrDefault();
}
-
- // no loader found
if (loader == null)
return null;
@@ -195,9 +198,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <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)
+ /// <param name="editOperations">The edit operations to apply to the asset.</param>
+ private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset, List<AssetEditOperation>? editOperations)
where T : notnull
{
+ if (editOperations?.Count is not > 0)
+ return asset;
+
IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName, this.Reflection);
// special case: if the asset was loaded with a more general type like 'object', call editors with the actual type instead.
@@ -210,12 +217,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
return (IAssetData)this.GetType()
.GetMethod(nameof(this.ApplyEditors), BindingFlags.NonPublic | BindingFlags.Instance)!
.MakeGenericMethod(actualType)
- .Invoke(this, new object[] { info, asset })!;
+ .Invoke(this, new object[] { info, asset, editOperations })!;
}
}
// edit asset
- AssetEditOperation[] editors = this.GetEditors<T>(info).OrderBy(p => p.Priority).ToArray();
+ AssetEditOperation[] editors = editOperations.OrderBy(p => p.Priority).ToArray();
foreach (AssetEditOperation editor in editors)
{
IModMetadata mod = editor.Mod;
@@ -250,34 +257,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
return asset;
}
- /// <summary>Get the asset loaders which handle an asset.</summary>
- /// <typeparam name="T">The asset type.</typeparam>
- /// <param name="info">The basic asset metadata.</param>
- private IEnumerable<AssetLoadOperation> GetLoaders<T>(IAssetInfo info)
- where T : notnull
- {
- return this.Coordinator
- .GetAssetOperations<T>(info)
- .SelectMany(p => p.LoadOperations);
- }
-
- /// <summary>Get the asset editors to apply to an asset.</summary>
- /// <typeparam name="T">The asset type.</typeparam>
- /// <param name="info">The basic asset metadata.</param>
- private IEnumerable<AssetEditOperation> GetEditors<T>(IAssetInfo info)
- where T : notnull
- {
- return this.Coordinator
- .GetAssetOperations<T>(info)
- .SelectMany(p => p.EditOperations);
- }
-
/// <summary>Assert that at most one loader will be applied to an asset.</summary>
/// <param name="info">The basic asset metadata.</param>
/// <param name="loaders">The asset loaders to apply.</param>
/// <param name="error">The error message to show to the user, if the method returns false.</param>
/// <returns>Returns true if only one loader will apply, else false.</returns>
- private bool AssertMaxOneRequiredLoader(IAssetInfo info, AssetLoadOperation[] loaders, [NotNullWhen(false)] out string? error)
+ private bool AssertMaxOneRequiredLoader(IAssetInfo info, List<AssetLoadOperation> loaders, [NotNullWhen(false)] out string? error)
{
AssetLoadOperation[] required = loaders.Where(p => p.Priority == AssetLoadPriority.Exclusive).ToArray();
if (required.Length <= 1)
@@ -295,7 +280,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
? $"Multiple mods want to provide the '{info.Name}' asset: {string.Join(", ", loaderNames)}"
: $"The '{loaderNames[0]}' mod wants to provide the '{info.Name}' asset multiple times";
- error = $"{errorPhrase}. An asset can't be loaded multiple times, so 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.)";
+ error = $"{errorPhrase}. An asset can't be loaded multiple times, so SMAPI will use the default asset instead. Uninstall one of the mods to fix this. (Message for modders: you should avoid {nameof(AssetLoadPriority)}.{nameof(AssetLoadPriority.Exclusive)} and {nameof(IAssetLoader)} if possible to avoid conflicts.)";
return false;
}
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index ec21e38a..41b975e8 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -1178,35 +1178,27 @@ namespace StardewModdingAPI.Framework
/// <summary>Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</summary>
/// <param name="asset">The asset info being requested.</param>
- private IList<AssetOperationGroup> RequestAssetOperations(IAssetInfo asset)
+ private AssetOperationGroup? RequestAssetOperations(IAssetInfo asset)
{
// get event
- var @event = this.EventManager.AssetRequested;
- if (!@event.HasListeners)
- return Array.Empty<AssetOperationGroup>();
+ var requestedEvent = this.EventManager.AssetRequested;
+ if (!requestedEvent.HasListeners)
+ return null;
- // get operations
- List<AssetOperationGroup>? operations = null;
- @event.Raise(
+ // raise event
+ AssetRequestedEventArgs args = new(asset, this.GetOnBehalfOfContentPack);
+ requestedEvent.Raise(
invoke: (mod, invoke) =>
{
- AssetRequestedEventArgs args = new(mod, asset, this.GetOnBehalfOfContentPack);
-
+ args.SetMod(mod);
invoke(args);
-
- if (args.LoadOperations.Any() || args.EditOperations.Any())
- {
- operations ??= new();
- operations.Add(
- new AssetOperationGroup(mod, args.LoadOperations.ToArray(), args.EditOperations.ToArray())
- );
- }
}
);
- return operations != null
- ? operations
- : Array.Empty<AssetOperationGroup>();
+ // collect operations
+ return args.LoadOperations.Count != 0 || args.EditOperations.Count != 0
+ ? new AssetOperationGroup(args.LoadOperations, args.EditOperations)
+ : null;
}
/// <summary>Get the mod metadata for a content pack whose ID matches <paramref name="id"/>, if it's a valid content pack for the given <paramref name="mod"/>.</summary>