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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-02-21 23:05:17 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-02-21 23:05:17 -0500
commitdb011ee751bdfb8bbd9abbeb706966db4c4e2461 (patch)
tree4c1ca1c2fb2db41ac0d8b337e2f17209b4ad66f5 /src/SMAPI/Metadata
parentf1505b0ebe5c8fa7cf3c160231f0ed7d1bd6619a (diff)
parent9c4c10d2d22cbf67ccadbd35fdf1ffced0541cc2 (diff)
downloadSMAPI-db011ee751bdfb8bbd9abbeb706966db4c4e2461.tar.gz
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Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Metadata')
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs116
1 files changed, 90 insertions, 26 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 063804e0..8b591bc1 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -5,6 +5,7 @@ using System.IO;
using System.Linq;
using Microsoft.Xna.Framework.Graphics;
using Netcode;
+using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
@@ -29,6 +30,15 @@ namespace StardewModdingAPI.Metadata
/*********
** Fields
*********/
+ /// <summary>The main content manager through which to reload assets.</summary>
+ private readonly LocalizedContentManager MainContentManager;
+
+ /// <summary>An internal content manager used only for asset propagation. See remarks on <see cref="GameContentManagerForAssetPropagation"/>.</summary>
+ private readonly GameContentManagerForAssetPropagation DisposableContentManager;
+
+ /// <summary>Whether to enable more aggressive memory optimizations.</summary>
+ private readonly bool AggressiveMemoryOptimizations;
+
/// <summary>Normalizes an asset key to match the cache key and assert that it's valid.</summary>
private readonly Func<string, string> AssertAndNormalizeAssetName;
@@ -53,19 +63,24 @@ namespace StardewModdingAPI.Metadata
** Public methods
*********/
/// <summary>Initialize the core asset data.</summary>
- /// <param name="assertAndNormalizeAssetName">Normalizes an asset key to match the cache key and assert that it's valid.</param>
+ /// <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="reflection">Simplifies access to private code.</param>
- public CoreAssetPropagator(Func<string, string> assertAndNormalizeAssetName, Reflector reflection)
+ /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
+ public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, Reflector reflection, bool aggressiveMemoryOptimizations)
{
- this.AssertAndNormalizeAssetName = assertAndNormalizeAssetName;
+ this.MainContentManager = mainContent;
+ this.DisposableContentManager = disposableContent;
this.Reflection = reflection;
+ this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations;
+
+ this.AssertAndNormalizeAssetName = disposableContent.AssertAndNormalizeAssetName;
}
/// <summary>Reload one of the game's core assets (if applicable).</summary>
- /// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="assets">The asset keys and types to reload.</param>
/// <returns>Returns a lookup of asset names to whether they've been propagated.</returns>
- public IDictionary<string, bool> Propagate(LocalizedContentManager content, IDictionary<string, Type> assets)
+ public IDictionary<string, bool> Propagate(IDictionary<string, Type> assets)
{
// group into optimized lists
var buckets = assets.GroupBy(p =>
@@ -86,16 +101,16 @@ namespace StardewModdingAPI.Metadata
switch (bucket.Key)
{
case AssetBucket.Sprite:
- this.ReloadNpcSprites(content, bucket.Select(p => p.Key), propagated);
+ this.ReloadNpcSprites(bucket.Select(p => p.Key), propagated);
break;
case AssetBucket.Portrait:
- this.ReloadNpcPortraits(content, bucket.Select(p => p.Key), propagated);
+ this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagated);
break;
default:
foreach (var entry in bucket)
- propagated[entry.Key] = this.PropagateOther(content, entry.Key, entry.Value);
+ propagated[entry.Key] = this.PropagateOther(entry.Key, entry.Value);
break;
}
}
@@ -107,13 +122,13 @@ namespace StardewModdingAPI.Metadata
** Private methods
*********/
/// <summary>Reload one of the game's core assets (if applicable).</summary>
- /// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="key">The asset key to reload.</param>
/// <param name="type">The asset type to reload.</param>
/// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns>
[SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These deliberately match the asset names.")]
- private bool PropagateOther(LocalizedContentManager content, string key, Type type)
+ private bool PropagateOther(string key, Type type)
{
+ var content = this.MainContentManager;
key = this.AssertAndNormalizeAssetName(key);
/****
@@ -163,14 +178,19 @@ namespace StardewModdingAPI.Metadata
** Buildings
****/
case "buildings\\houses": // Farm
- reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key));
- return true;
+ {
+ var field = reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures));
+ field.SetValue(
+ this.LoadAndDisposeIfNeeded(field.GetValue(), key)
+ );
+ return true;
+ }
/****
** Content\Characters\Farmer
****/
case "characters\\farmer\\accessories": // Game1.LoadContent
- FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key);
+ FarmerRenderer.accessoriesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.accessoriesTexture, key);
return true;
case "characters\\farmer\\farmer_base": // Farmer
@@ -180,19 +200,19 @@ namespace StardewModdingAPI.Metadata
return this.ReloadPlayerSprites(key);
case "characters\\farmer\\hairstyles": // Game1.LoadContent
- FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key);
+ FarmerRenderer.hairStylesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hairStylesTexture, key);
return true;
case "characters\\farmer\\hats": // Game1.LoadContent
- FarmerRenderer.hatsTexture = content.Load<Texture2D>(key);
+ FarmerRenderer.hatsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hatsTexture, key);
return true;
case "characters\\farmer\\pants": // Game1.LoadContent
- FarmerRenderer.pantsTexture = content.Load<Texture2D>(key);
+ FarmerRenderer.pantsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.pantsTexture, key);
return true;
case "characters\\farmer\\shirts": // Game1.LoadContent
- FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key);
+ FarmerRenderer.shirtsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.shirtsTexture, key);
return true;
/****
@@ -432,8 +452,7 @@ namespace StardewModdingAPI.Metadata
return true;
case "tilesheets\\chairtiles": // Game1.LoadContent
- MapSeat.mapChairTexture = content.Load<Texture2D>(key);
- return true;
+ return this.ReloadChairTiles(content, key);
case "tilesheets\\craftables": // Game1.LoadContent
Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
@@ -582,7 +601,7 @@ namespace StardewModdingAPI.Metadata
titleMenu.aboutButton.texture = texture;
titleMenu.languageButton.texture = texture;
foreach (ClickableTextureComponent button in titleMenu.buttons)
- button.texture = titleMenu.titleButtonsTexture;
+ button.texture = texture;
foreach (TemporaryAnimatedSprite bird in titleMenu.birds)
bird.texture = texture;
@@ -671,6 +690,28 @@ namespace StardewModdingAPI.Metadata
return false;
}
+ /// <summary>Reload map seat textures.</summary>
+ /// <param name="content">The content manager through which to reload the asset.</param>
+ /// <param name="key">The asset key to reload.</param>
+ /// <returns>Returns whether any textures were reloaded.</returns>
+ private bool ReloadChairTiles(LocalizedContentManager content, string key)
+ {
+ MapSeat.mapChairTexture = content.Load<Texture2D>(key);
+
+ foreach (var location in this.GetLocations())
+ {
+ foreach (MapSeat seat in location.mapSeats.Where(p => p != null))
+ {
+ string curKey = this.NormalizeAssetNameIgnoringEmpty(seat._loadedTextureFile);
+
+ if (curKey == null || key.Equals(curKey, StringComparison.OrdinalIgnoreCase))
+ seat.overlayTexture = MapSeat.mapChairTexture;
+ }
+ }
+
+ return true;
+ }
+
/// <summary>Reload critter textures.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="key">The asset key to reload.</param>
@@ -785,6 +826,9 @@ namespace StardewModdingAPI.Metadata
/// <param name="location">The location whose map to reload.</param>
private void ReloadMap(GameLocation location)
{
+ if (this.AggressiveMemoryOptimizations)
+ location.map.DisposeTileSheets(Game1.mapDisplayDevice);
+
// reload map
location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist
location.reloadMap();
@@ -822,10 +866,9 @@ namespace StardewModdingAPI.Metadata
}
/// <summary>Reload the sprites for matching NPCs.</summary>
- /// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="keys">The asset keys to reload.</param>
/// <param name="propagated">The asset keys which have been propagated.</param>
- private void ReloadNpcSprites(LocalizedContentManager content, IEnumerable<string> keys, IDictionary<string, bool> propagated)
+ private void ReloadNpcSprites(IEnumerable<string> keys, IDictionary<string, bool> propagated)
{
// get NPCs
HashSet<string> lookup = new HashSet<string>(keys, StringComparer.OrdinalIgnoreCase);
@@ -843,16 +886,15 @@ namespace StardewModdingAPI.Metadata
// update sprite
foreach (var target in characters)
{
- target.Npc.Sprite.spriteTexture = content.Load<Texture2D>(target.Key);
+ target.Npc.Sprite.spriteTexture = this.LoadAndDisposeIfNeeded(target.Npc.Sprite.spriteTexture, target.Key);
propagated[target.Key] = true;
}
}
/// <summary>Reload the portraits for matching NPCs.</summary>
- /// <param name="content">The content manager through which to reload the asset.</param>
/// <param name="keys">The asset key to reload.</param>
/// <param name="propagated">The asset keys which have been propagated.</param>
- private void ReloadNpcPortraits(LocalizedContentManager content, IEnumerable<string> keys, IDictionary<string, bool> propagated)
+ private void ReloadNpcPortraits(IEnumerable<string> keys, IDictionary<string, bool> propagated)
{
// get NPCs
HashSet<string> lookup = new HashSet<string>(keys, StringComparer.OrdinalIgnoreCase);
@@ -881,7 +923,7 @@ namespace StardewModdingAPI.Metadata
// update portrait
foreach (var target in characters)
{
- target.Npc.Portrait = content.Load<Texture2D>(target.Key);
+ target.Npc.Portrait = this.LoadAndDisposeIfNeeded(target.Npc.Portrait, target.Key);
propagated[target.Key] = true;
}
}
@@ -1146,5 +1188,27 @@ namespace StardewModdingAPI.Metadata
{
return this.GetSegments(path).Length;
}
+
+ /// <summary>Load a texture, and dispose the old one if <see cref="AggressiveMemoryOptimizations"/> is enabled and it's different from the new instance.</summary>
+ /// <param name="oldTexture">The previous texture to dispose.</param>
+ /// <param name="key">The asset key to load.</param>
+ private Texture2D LoadAndDisposeIfNeeded(Texture2D oldTexture, string key)
+ {
+ // if aggressive memory optimizations are enabled, load the asset from the disposable
+ // content manager and dispose the old instance if needed.
+ if (this.AggressiveMemoryOptimizations)
+ {
+ GameContentManagerForAssetPropagation content = this.DisposableContentManager;
+
+ Texture2D newTexture = content.Load<Texture2D>(key);
+ if (oldTexture?.IsDisposed == false && !object.ReferenceEquals(oldTexture, newTexture) && content.IsResponsibleFor(oldTexture))
+ oldTexture.Dispose();
+
+ return newTexture;
+ }
+
+ // else just (re)load it from the main content manager
+ return this.MainContentManager.Load<Texture2D>(key);
+ }
}
}