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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-11-25 00:07:26 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-11-25 00:07:26 -0500 |
commit | fb253941dfdd370d3081c6e46707424d993b300a (patch) | |
tree | 9819c0ac1ceaa8b5c6add64da01f0b366b458a75 /src/SMAPI/Framework | |
parent | 43f11cfe51fdbb6c8fdee657ddf82d740ff6d738 (diff) | |
download | SMAPI-fb253941dfdd370d3081c6e46707424d993b300a.tar.gz SMAPI-fb253941dfdd370d3081c6e46707424d993b300a.tar.bz2 SMAPI-fb253941dfdd370d3081c6e46707424d993b300a.zip |
add support for propagating map asset changes
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r-- | src/SMAPI/Framework/ContentCoordinator.cs | 16 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/BaseContentManager.cs | 14 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/IContentManager.cs | 4 |
3 files changed, 19 insertions, 15 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 9eb7b5f9..08a32a9b 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -238,28 +238,30 @@ namespace StardewModdingAPI.Framework public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) { // invalidate cache - HashSet<string> removedAssetNames = new HashSet<string>(); + IDictionary<string, Type> removedAssetNames = new Dictionary<string, Type>(StringComparer.InvariantCultureIgnoreCase); foreach (IContentManager contentManager in this.ContentManagers) { - foreach (string name in contentManager.InvalidateCache(predicate, dispose)) - removedAssetNames.Add(name); + foreach (Tuple<string, Type> asset in contentManager.InvalidateCache(predicate, dispose)) + removedAssetNames[asset.Item1] = asset.Item2; } // reload core game assets int reloaded = 0; - foreach (string key in removedAssetNames) + foreach (var pair in removedAssetNames) { - if (this.CoreAssets.Propagate(this.MainContentManager, key)) // use an intercepted content manager + string key = pair.Key; + Type type = pair.Value; + if (this.CoreAssets.Propagate(this.MainContentManager, key, type)) // use an intercepted content manager reloaded++; } // report result if (removedAssetNames.Any()) - this.Monitor.Log($"Invalidated {removedAssetNames.Count} asset names: {string.Join(", ", removedAssetNames.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); + this.Monitor.Log($"Invalidated {removedAssetNames.Count} asset names: {string.Join(", ", removedAssetNames.Keys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); else this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); - return removedAssetNames; + return removedAssetNames.Keys; } /// <summary>Dispose held resources.</summary> diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index 18aae05b..ed08f11c 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -200,23 +200,25 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Purge matched assets from the cache.</summary> /// <param name="predicate">Matches the asset keys to invalidate.</param> /// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param> - /// <returns>Returns the number of invalidated assets.</returns> - public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) + /// <returns>Returns the invalidated asset names and types.</returns> + public IEnumerable<Tuple<string, Type>> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) { - HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); + Dictionary<string, Type> removeAssetNames = new Dictionary<string, Type>(StringComparer.InvariantCultureIgnoreCase); this.Cache.Remove((key, type) => { this.ParseCacheKey(key, out string assetName, out _); - if (removeAssetNames.Contains(assetName) || predicate(assetName, type)) + if (removeAssetNames.ContainsKey(assetName)) + return true; + if (predicate(assetName, type)) { - removeAssetNames.Add(assetName); + removeAssetNames[assetName] = type; return true; } return false; }); - return removeAssetNames; + return removeAssetNames.Select(p => Tuple.Create(p.Key, p.Value)); } /// <summary>Dispose held resources.</summary> diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs index 1eb8b0ac..17618edd 100644 --- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs @@ -80,7 +80,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Purge matched assets from the cache.</summary> /// <param name="predicate">Matches the asset keys to invalidate.</param> /// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param> - /// <returns>Returns the number of invalidated assets.</returns> - IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false); + /// <returns>Returns the invalidated asset names and types.</returns> + IEnumerable<Tuple<string, Type>> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false); } } |