diff options
author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-05-22 14:38:57 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-05-22 14:38:57 -0400 |
commit | 2ab2182645179129997eac3fccb63f6f0683dbe1 (patch) | |
tree | ddea4c6e4531a10c698d9757a57ae24c6732bff7 /src/SMAPI | |
parent | 5731b015a0c548ac72e0d7ce9c4153aa52da3562 (diff) | |
parent | 336cc1cc0f250c96ee23d45e1e08569b67a2e562 (diff) | |
download | SMAPI-2ab2182645179129997eac3fccb63f6f0683dbe1.tar.gz SMAPI-2ab2182645179129997eac3fccb63f6f0683dbe1.tar.bz2 SMAPI-2ab2182645179129997eac3fccb63f6f0683dbe1.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI')
-rw-r--r-- | src/SMAPI/Constants.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentCoordinator.cs | 36 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/BaseContentManager.cs | 27 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/IContentManager.cs | 11 | ||||
-rw-r--r-- | src/SMAPI/Framework/Utilities/TickCacheDictionary.cs | 26 | ||||
-rw-r--r-- | src/SMAPI/Metadata/CoreAssetPropagator.cs | 607 |
7 files changed, 407 insertions, 304 deletions
diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs index 357b8db8..b2916a8d 100644 --- a/src/SMAPI/Constants.cs +++ b/src/SMAPI/Constants.cs @@ -50,7 +50,7 @@ namespace StardewModdingAPI internal static int? LogScreenId { get; set; } /// <summary>SMAPI's current raw semantic version.</summary> - internal static string RawApiVersion = "3.14.4"; + internal static string RawApiVersion = "3.14.5"; } /// <summary>Contains SMAPI's constants and assumptions.</summary> diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 2b13f57a..fc61b44b 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -151,8 +151,23 @@ namespace StardewModdingAPI.Framework onAssetLoaded: onAssetLoaded ) ); + + var contentManagerForAssetPropagation = new GameContentManagerForAssetPropagation( + name: nameof(GameContentManagerForAssetPropagation), + serviceProvider: serviceProvider, + rootDirectory: rootDirectory, + currentCulture: currentCulture, + coordinator: this, + monitor: monitor, + reflection: reflection, + onDisposing: this.OnDisposing, + onLoadingFirstAsset: onLoadingFirstAsset, + onAssetLoaded: onAssetLoaded + ); + this.ContentManagers.Add(contentManagerForAssetPropagation); + this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory); - this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true)); + this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true)); this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>())); } @@ -379,14 +394,31 @@ namespace StardewModdingAPI.Framework // cached assets foreach (IContentManager contentManager in this.ContentManagers) { - foreach ((string key, object asset) in contentManager.InvalidateCache((key, type) => predicate(contentManager, key, type), dispose)) + foreach ((string key, object asset) in contentManager.GetCachedAssets()) { + if (!predicate(contentManager, key, asset.GetType())) + continue; + AssetName assetName = this.ParseAssetName(key, allowLocales: true); + contentManager.InvalidateCache(assetName, dispose); + if (!invalidatedAssets.ContainsKey(assetName)) invalidatedAssets[assetName] = asset.GetType(); } } + // forget localized flags + // A mod might provide a localized variant of a normally non-localized asset (like + // `Maps/MovieTheater.fr-FR`). When the asset is invalidated, we need to recheck + // whether the asset is localized in case it stops providing it. + foreach (IAssetName assetName in invalidatedAssets.Keys) + { + LocalizedContentManager.localizedAssetNames.Remove(assetName.Name); + + if (LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.BaseName, out string? targetForBaseKey) && targetForBaseKey == assetName.Name) + LocalizedContentManager.localizedAssetNames.Remove(assetName.BaseName); + } + // special case: maps may be loaded through a temporary content manager that's removed while the map is still in use. // This notably affects the town and farmhouse maps. if (Game1.locations != null) diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index 575d252e..ddc02a8c 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -231,24 +231,21 @@ namespace StardewModdingAPI.Framework.ContentManagers ** Cache invalidation ****/ /// <inheritdoc /> - public IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) + public IEnumerable<KeyValuePair<string, object>> GetCachedAssets() { - IDictionary<string, object> removeAssets = new Dictionary<string, object>(StringComparer.OrdinalIgnoreCase); - this.Cache.Remove((key, asset) => - { - string baseAssetName = this.Coordinator.ParseAssetName(key, allowLocales: this.TryLocalizeKeys).BaseName; + foreach (string key in this.Cache.Keys) + yield return new(key, this.Cache[key]); + } - // check if asset should be removed - bool remove = removeAssets.ContainsKey(baseAssetName); - if (!remove && predicate(baseAssetName, asset.GetType())) - { - removeAssets[baseAssetName] = asset; - remove = true; - } - return remove; - }, dispose); + /// <inheritdoc /> + public bool InvalidateCache(IAssetName assetName, bool dispose = false) + { + if (!this.Cache.ContainsKey(assetName.Name)) + return false; - return removeAssets; + // remove from cache + this.Cache.Remove(assetName.Name, dispose); + return true; } /// <inheritdoc /> diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 1c603f85..4390d472 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -75,7 +75,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // custom asset from a loader string locale = this.GetLocale(); IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); - AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<object>(info); + AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info); if (operations?.LoadOperations.Count > 0) { if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error)) diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs index ac67cad5..f2e3b9f0 100644 --- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs @@ -32,7 +32,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <typeparam name="T">The expected asset type.</typeparam> /// <param name="assetName">The normalized asset name.</param> bool DoesAssetExist<T>(IAssetName assetName) - where T: notnull; + where T : notnull; /// <summary>Load an asset through the content pipeline, using a localized variant of the <paramref name="assetName"/> if available.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> @@ -65,10 +65,13 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> bool IsLoaded(IAssetName assetName); + /// <summary>Get all assets in the cache.</summary> + IEnumerable<KeyValuePair<string, object>> GetCachedAssets(); + /// <summary>Purge matched assets from the cache.</summary> - /// <param name="predicate">Matches the asset keys to invalidate.</param> + /// <param name="assetName">The asset name to dispose.</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 invalidated asset names and instances.</returns> - IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false); + /// <returns>Returns whether the asset was in the cache.</returns> + bool InvalidateCache(IAssetName assetName, bool dispose = false); } } diff --git a/src/SMAPI/Framework/Utilities/TickCacheDictionary.cs b/src/SMAPI/Framework/Utilities/TickCacheDictionary.cs index 20d206e2..7732ace8 100644 --- a/src/SMAPI/Framework/Utilities/TickCacheDictionary.cs +++ b/src/SMAPI/Framework/Utilities/TickCacheDictionary.cs @@ -48,4 +48,30 @@ namespace StardewModdingAPI.Framework.Utilities return this.Cache.Remove(cacheKey); } } + + /// <summary>An in-memory dictionary cache that stores data for the duration of a game update tick.</summary> + /// <typeparam name="TKey">The dictionary key type.</typeparam> + internal class TickCacheDictionary<TKey> : TickCacheDictionary<TKey, object> + where TKey : notnull + { + /********* + ** Public methods + *********/ + /// <summary>Get a value from the cache, fetching it first if it's not cached yet.</summary> + /// <param name="cacheKey">The unique key for the cached value.</param> + /// <param name="get">Get the latest data if it's not in the cache yet.</param> + public TValue GetOrSet<TValue>(TKey cacheKey, Func<TValue> get) + { + object? value = base.GetOrSet(cacheKey, () => get()!); + + try + { + return (TValue)value; + } + catch (Exception ex) + { + throw new InvalidCastException($"Can't cast value of the '{cacheKey}' cache entry from {value?.GetType().FullName ?? "null"} to {typeof(TValue).FullName}.", ex); + } + } + } } diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index e014f9a9..8ed6b591 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -5,7 +5,9 @@ using System.IO; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.ContentManagers; using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Internal; using StardewModdingAPI.Toolkit.Utilities; using StardewValley; @@ -32,6 +34,9 @@ namespace StardewModdingAPI.Metadata /// <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>Writes messages to the console.</summary> private readonly IMonitor Monitor; @@ -54,18 +59,23 @@ namespace StardewModdingAPI.Metadata Other }; + /// <summary>A cache of world data fetched for the current tick.</summary> + private readonly TickCacheDictionary<string> WorldCache = new(); + /********* ** Public methods *********/ /// <summary>Initialize the core asset data.</summary> /// <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="reflection">Simplifies access to private code.</param> /// <param name="parseAssetName">Parse a raw asset name.</param> - public CoreAssetPropagator(LocalizedContentManager mainContent, IMonitor monitor, Reflector reflection, Func<string, IAssetName> parseAssetName) + public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, Func<string, IAssetName> parseAssetName) { this.MainContentManager = mainContent; + this.DisposableContentManager = disposableContent; this.Monitor = monitor; this.Reflection = reflection; this.ParseAssetName = parseAssetName; @@ -104,12 +114,12 @@ namespace StardewModdingAPI.Metadata { case AssetBucket.Sprite: if (!ignoreWorld) - this.ReloadNpcSprites(propagatedAssets); + this.UpdateNpcSprites(propagatedAssets); break; case AssetBucket.Portrait: if (!ignoreWorld) - this.ReloadNpcPortraits(propagatedAssets); + this.UpdateNpcPortraits(propagatedAssets); break; default: @@ -192,7 +202,7 @@ namespace StardewModdingAPI.Metadata } var oldWarps = GetWarpSet(location); - this.ReloadMap(info); + this.UpdateMap(info); var newWarps = GetWarpSet(location); changedWarps = changedWarps || oldWarps.Count != newWarps.Count || oldWarps.Any(p => !newWarps.Contains(p)); @@ -213,7 +223,7 @@ namespace StardewModdingAPI.Metadata ** Animals ****/ case "animals/horse": - return !ignoreWorld && this.ReloadPetOrHorseSprites<Horse>(content, assetName); + return !ignoreWorld && this.UpdatePetOrHorseSprites<Horse>(assetName); /**** ** Buildings @@ -243,7 +253,7 @@ namespace StardewModdingAPI.Metadata case "characters/farmer/farmer_base_bald": case "characters/farmer/farmer_girl_base": case "characters/farmer/farmer_girl_base_bald": - return !ignoreWorld && this.ReloadPlayerSprites(assetName); + return !ignoreWorld && this.UpdatePlayerSprites(assetName); case "characters/farmer/hairstyles": // Game1.LoadContent FarmerRenderer.hairStylesTexture = this.LoadTexture(key); @@ -295,10 +305,10 @@ namespace StardewModdingAPI.Metadata return true; case "data/farmanimals": // FarmAnimal constructor - return !ignoreWorld && this.ReloadFarmAnimalData(); + return !ignoreWorld && this.UpdateFarmAnimalData(); case "data/hairdata": // Farmer.GetHairStyleMetadataFile - return this.ReloadHairData(); + return this.UpdateHairData(); case "data/movies": // MovieTheater.GetMovieData case "data/moviesreactions": // MovieTheater.GetMovieReactions @@ -306,7 +316,7 @@ namespace StardewModdingAPI.Metadata return true; case "data/npcdispositions": // NPC constructor - return !ignoreWorld && this.ReloadNpcDispositions(content, assetName); + return !ignoreWorld && this.UpdateNpcDispositions(content, assetName); case "data/npcgifttastes": // Game1.LoadContent Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key); @@ -386,7 +396,7 @@ namespace StardewModdingAPI.Metadata } if (!ignoreWorld) - this.ReloadDoorSprites(content, assetName); + this.UpdateDoorSprites(content, assetName); return true; case "loosesprites/cursors2": // Game1.LoadContent @@ -418,7 +428,7 @@ namespace StardewModdingAPI.Metadata return true; case "loosesprites/suspensionbridge": // SuspensionBridge constructor - return !ignoreWorld && this.ReloadSuspensionBridges(content, assetName); + return !ignoreWorld && this.UpdateSuspensionBridges(content, assetName); /**** ** Content\Maps @@ -449,13 +459,13 @@ namespace StardewModdingAPI.Metadata return false; case "minigames/titlebuttons": // TitleMenu - return this.ReloadTitleButtons(content, assetName); + return this.UpdateTitleButtons(content, assetName); /**** ** Content\Strings ****/ case "strings/stringsfromcsfiles": - return this.ReloadStringsFromCsFiles(content); + return this.UpdateStringsFromCsFiles(content); /**** ** Content\TileSheets @@ -473,14 +483,14 @@ namespace StardewModdingAPI.Metadata return true; case "tilesheets/chairtiles": // Game1.LoadContent - return this.ReloadChairTiles(content, assetName, ignoreWorld); + return this.UpdateChairTiles(content, assetName, ignoreWorld); case "tilesheets/craftables": // Game1.LoadContent Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key); return true; case "tilesheets/critters": // Critter constructor - return !ignoreWorld && this.ReloadCritterTextures(content, assetName) > 0; + return !ignoreWorld && this.UpdateCritterTextures(assetName); case "tilesheets/crops": // Game1.LoadContent Game1.cropSpriteSheet = content.Load<Texture2D>(key); @@ -534,7 +544,7 @@ namespace StardewModdingAPI.Metadata return true; case "terrainfeatures/grass": // from Grass - return !ignoreWorld && this.ReloadGrassTextures(content, assetName); + return !ignoreWorld && this.UpdateGrassTextures(content, assetName); case "terrainfeatures/hoedirt": // from HoeDirt HoeDirt.lightTexture = content.Load<Texture2D>(key); @@ -549,27 +559,27 @@ namespace StardewModdingAPI.Metadata return true; case "terrainfeatures/mushroom_tree": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.mushroomTree); + return !ignoreWorld && this.UpdateTreeTextures(Tree.mushroomTree); case "terrainfeatures/tree_palm": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.palmTree); + return !ignoreWorld && this.UpdateTreeTextures(Tree.palmTree); case "terrainfeatures/tree1_fall": // from Tree case "terrainfeatures/tree1_spring": // from Tree case "terrainfeatures/tree1_summer": // from Tree case "terrainfeatures/tree1_winter": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.bushyTree); + return !ignoreWorld && this.UpdateTreeTextures(Tree.bushyTree); case "terrainfeatures/tree2_fall": // from Tree case "terrainfeatures/tree2_spring": // from Tree case "terrainfeatures/tree2_summer": // from Tree case "terrainfeatures/tree2_winter": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.leafyTree); + return !ignoreWorld && this.UpdateTreeTextures(Tree.leafyTree); case "terrainfeatures/tree3_fall": // from Tree case "terrainfeatures/tree3_spring": // from Tree case "terrainfeatures/tree3_winter": // from Tree - return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.pineTree); + return !ignoreWorld && this.UpdateTreeTextures(Tree.pineTree); } /**** @@ -579,24 +589,24 @@ namespace StardewModdingAPI.Metadata { // dynamic textures if (assetName.StartsWith("animals/cat")) - return this.ReloadPetOrHorseSprites<Cat>(content, assetName); + return this.UpdatePetOrHorseSprites<Cat>(assetName); if (assetName.StartsWith("animals/dog")) - return this.ReloadPetOrHorseSprites<Dog>(content, assetName); + return this.UpdatePetOrHorseSprites<Dog>(assetName); if (assetName.IsDirectlyUnderPath("Animals")) - return this.ReloadFarmAnimalSprites(content, assetName); + return this.UpdateFarmAnimalSprites(assetName); if (assetName.IsDirectlyUnderPath("Buildings")) - return this.ReloadBuildings(assetName); + return this.UpdateBuildings(assetName); if (assetName.StartsWith("LooseSprites/Fence")) - return this.ReloadFenceTextures(assetName); + return this.UpdateFenceTextures(assetName); // dynamic data if (assetName.IsDirectlyUnderPath("Characters/Dialogue")) - return this.ReloadNpcDialogue(assetName); + return this.UpdateNpcDialogue(assetName); if (assetName.IsDirectlyUnderPath("Characters/schedules")) - return this.ReloadNpcSchedules(assetName); + return this.UpdateNpcSchedules(assetName); } return false; @@ -607,14 +617,14 @@ namespace StardewModdingAPI.Metadata ** Private methods *********/ /**** - ** Reload texture methods + ** Update texture methods ****/ - /// <summary>Reload buttons on the title screen.</summary> - /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any textures were reloaded.</returns> + /// <summary>Update buttons on the title screen.</summary> + /// <param name="content">The content manager through which to update the asset.</param> + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any references were updated.</returns> /// <remarks>Derived from the <see cref="TitleMenu"/> constructor and <see cref="TitleMenu.setUpIcons"/>.</remarks> - private bool ReloadTitleButtons(LocalizedContentManager content, IAssetName assetName) + private bool UpdateTitleButtons(LocalizedContentManager content, IAssetName assetName) { if (Game1.activeClickableMenu is TitleMenu titleMenu) { @@ -635,35 +645,31 @@ namespace StardewModdingAPI.Metadata return false; } - /// <summary>Reload the sprites for matching pets or horses.</summary> + /// <summary>Update the sprites for matching pets or horses.</summary> /// <typeparam name="TAnimal">The animal type.</typeparam> - /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadPetOrHorseSprites<TAnimal>(LocalizedContentManager content, IAssetName assetName) + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any references were updated.</returns> + private bool UpdatePetOrHorseSprites<TAnimal>(IAssetName assetName) where TAnimal : NPC { // find matches TAnimal[] animals = this.GetCharacters() .OfType<TAnimal>() - .Where(p => this.IsSameBaseName(assetName, p.Sprite?.Texture?.Name)) + .Where(p => this.IsSameBaseName(assetName, p.Sprite?.spriteTexture?.Name)) .ToArray(); - if (!animals.Any()) - return false; // update sprites - Texture2D texture = content.Load<Texture2D>(assetName.BaseName); + bool changed = false; foreach (TAnimal animal in animals) - animal.Sprite.spriteTexture = texture; - return true; + changed |= this.MarkSpriteDirty(animal.Sprite); + return changed; } - /// <summary>Reload the sprites for matching farm animals.</summary> - /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any textures were reloaded.</returns> + /// <summary>Update the sprites for matching farm animals.</summary> + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any references were updated.</returns> /// <remarks>Derived from <see cref="FarmAnimal.reload"/>.</remarks> - private bool ReloadFarmAnimalSprites(LocalizedContentManager content, IAssetName assetName) + private bool UpdateFarmAnimalSprites(IAssetName assetName) { // find matches FarmAnimal[] animals = this.GetFarmAnimals().ToArray(); @@ -671,7 +677,7 @@ namespace StardewModdingAPI.Metadata return false; // update sprites - Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.BaseName)); + bool changed = true; foreach (FarmAnimal animal in animals) { // get expected key @@ -684,15 +690,15 @@ namespace StardewModdingAPI.Metadata // reload asset if (this.IsSameBaseName(assetName, expectedKey)) - animal.Sprite.spriteTexture = texture.Value; + changed |= this.MarkSpriteDirty(animal.Sprite); } - return texture.IsValueCreated; + return changed; } - /// <summary>Reload building textures.</summary> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadBuildings(IAssetName assetName) + /// <summary>Update building textures.</summary> + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any references were updated.</returns> + private bool UpdateBuildings(IAssetName assetName) { // get paint mask info const string paintMaskSuffix = "_PaintMask"; @@ -701,7 +707,7 @@ namespace StardewModdingAPI.Metadata // get building type string type = Path.GetFileName(assetName.BaseName); if (isPaintMask) - type = type.Substring(0, type.Length - paintMaskSuffix.Length); + type = type[..^paintMaskSuffix.Length]; // get buildings Building[] buildings = this.GetLocations(buildingInteriors: false) @@ -725,12 +731,12 @@ namespace StardewModdingAPI.Metadata return removedFromCache; } - /// <summary>Reload map seat textures.</summary> + /// <summary>Update map seat textures.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> + /// <param name="assetName">The asset name to update.</param> /// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param> - /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadChairTiles(LocalizedContentManager content, IAssetName assetName, bool ignoreWorld) + /// <returns>Returns whether any references were updated.</returns> + private bool UpdateChairTiles(LocalizedContentManager content, IAssetName assetName, bool ignoreWorld) { MapSeat.mapChairTexture = content.Load<Texture2D>(assetName.BaseName); @@ -741,7 +747,7 @@ namespace StardewModdingAPI.Metadata foreach (MapSeat seat in location.mapSeats.Where(p => p != null)) { if (this.IsSameBaseName(assetName, seat._loadedTextureFile)) - seat.overlayTexture = MapSeat.mapChairTexture; + seat._loadedTextureFile = null; } } } @@ -749,11 +755,10 @@ namespace StardewModdingAPI.Metadata return true; } - /// <summary>Reload critter textures.</summary> - /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns the number of reloaded assets.</returns> - private int ReloadCritterTextures(LocalizedContentManager content, IAssetName assetName) + /// <summary>Update critter textures.</summary> + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any references were updated.</returns> + private bool UpdateCritterTextures(IAssetName assetName) { // get critters Critter[] critters = @@ -761,26 +766,23 @@ namespace StardewModdingAPI.Metadata from location in this.GetLocations() where location.critters != null from Critter critter in location.critters - where this.IsSameBaseName(assetName, critter.sprite?.Texture?.Name) + where this.IsSameBaseName(assetName, critter.sprite?.spriteTexture?.Name) select critter ) .ToArray(); - if (!critters.Any()) - return 0; // update sprites - Texture2D texture = content.Load<Texture2D>(assetName.BaseName); + bool changed = false; foreach (Critter entry in critters) - entry.sprite.spriteTexture = texture; - - return critters.Length; + changed |= this.MarkSpriteDirty(entry.sprite); + return changed; } - /// <summary>Reload the sprites for interior doors.</summary> + /// <summary>Update the sprites for interior doors.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any doors were affected.</returns> - private bool ReloadDoorSprites(LocalizedContentManager content, IAssetName assetName) + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any references were updated.</returns> + private void UpdateDoorSprites(LocalizedContentManager content, IAssetName assetName) { Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.BaseName)); @@ -800,32 +802,15 @@ namespace StardewModdingAPI.Metadata door.Sprite.texture = texture.Value; } } - - return texture.IsValueCreated; } - /// <summary>Reload the data for matching farm animals.</summary> - /// <returns>Returns whether any farm animals were affected.</returns> - /// <remarks>Derived from the <see cref="FarmAnimal"/> constructor.</remarks> - private bool ReloadFarmAnimalData() - { - bool changed = false; - foreach (FarmAnimal animal in this.GetFarmAnimals()) - { - animal.reloadData(); - changed = true; - } - - return changed; - } - - /// <summary>Reload the sprites for a fence type.</summary> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadFenceTextures(IAssetName assetName) + /// <summary>Update the sprites for a fence type.</summary> + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any references were updated.</returns> + private bool UpdateFenceTextures(IAssetName assetName) { // get fence type (e.g. LooseSprites/Fence3 => 3) - if (!int.TryParse(this.GetSegments(assetName.BaseName)[1].Substring("Fence".Length), out int fenceType)) + if (!int.TryParse(this.GetSegments(assetName.BaseName)[1]["Fence".Length..], out int fenceType)) return false; // get fences @@ -841,132 +826,69 @@ namespace StardewModdingAPI.Metadata .ToArray(); // update fence textures + bool changed = false; foreach (Fence fence in fences) - fence.fenceTexture = new Lazy<Texture2D>(fence.loadFenceTexture); - return true; + { + if (fence.fenceTexture.IsValueCreated) + { + fence.fenceTexture = new Lazy<Texture2D>(fence.loadFenceTexture); + changed = true; + } + } + return changed; } - /// <summary>Reload tree textures.</summary> + /// <summary>Update tree textures.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadGrassTextures(LocalizedContentManager content, IAssetName assetName) + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any references were updated.</returns> + private bool UpdateGrassTextures(LocalizedContentManager content, IAssetName assetName) { Grass[] grasses = ( - from location in this.GetLocations() - from grass in location.terrainFeatures.Values.OfType<Grass>() + from grass in this.GetTerrainFeatures().OfType<Grass>() where this.IsSameBaseName(assetName, grass.textureName()) select grass ) .ToArray(); - if (grasses.Any()) - { - Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.BaseName)); - foreach (Grass grass in grasses) - grass.texture = texture; - return true; - } - - return false; - } - - /// <summary>Reload hair style metadata.</summary> - /// <returns>Returns whether any assets were reloaded.</returns> - /// <remarks>Derived from the <see cref="Farmer.GetHairStyleMetadataFile"/> and <see cref="Farmer.GetHairStyleMetadata"/>.</remarks> - private bool ReloadHairData() - { - if (Farmer.hairStyleMetadataFile == null) - return false; - - Farmer.hairStyleMetadataFile = null; - Farmer.allHairStyleIndices = null; - Farmer.hairStyleMetadata.Clear(); - - return true; - } - - /// <summary>Reload the map for a location.</summary> - /// <param name="locationInfo">The location whose map to reload.</param> - private void ReloadMap(LocationInfo locationInfo) - { - GameLocation location = locationInfo.Location; - Vector2? playerPos = Game1.player?.Position; - - // reload map - location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist - location.reloadMap(); - - // reload interior doors - location.interiorDoors.Clear(); - location.interiorDoors.ResetSharedState(); // load doors from map properties - location.interiorDoors.ResetLocalState(); // reapply door tiles - - // reapply map changes (after reloading doors so they apply theirs too) - location.MakeMapModifications(force: true); - - // update for changes - location.updateWarps(); - location.updateDoors(); - locationInfo.ParentBuilding?.updateInteriorWarps(); - - // reset player position - // The game may move the player as part of the map changes, even if they're not in that - // location. That's not needed in this case, and it can have weird effects like players - // warping onto the wrong tile (or even off-screen) if a patch changes the farmhouse - // map on location change. - if (playerPos.HasValue) - Game1.player!.Position = playerPos.Value; - } - - /// <summary>Reload the disposition data for matching NPCs.</summary> - /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any NPCs were affected.</returns> - private bool ReloadNpcDispositions(LocalizedContentManager content, IAssetName assetName) - { - IDictionary<string, string> data = content.Load<Dictionary<string, string>>(assetName.BaseName); bool changed = false; - foreach (NPC npc in this.GetCharacters()) + foreach (Grass grass in grasses) { - if (npc.isVillager() && data.ContainsKey(npc.Name)) + if (grass.texture.IsValueCreated) { - npc.reloadData(); + grass.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.BaseName)); changed = true; } } - return changed; } - /// <summary>Reload the sprites for matching NPCs.</summary> - /// <param name="propagated">The asset keys which are being propagated.</param> - private void ReloadNpcSprites(IDictionary<IAssetName, bool> propagated) + /// <summary>Update the sprites for matching NPCs.</summary> + /// <param name="propagated">The asset names being propagated.</param> + private void UpdateNpcSprites(IDictionary<IAssetName, bool> propagated) { // get NPCs var characters = ( from npc in this.GetCharacters() - let key = this.ParseAssetNameOrNull(npc.Sprite?.Texture?.Name)?.GetBaseAssetName() + let key = this.ParseAssetNameOrNull(npc.Sprite?.spriteTexture?.Name)?.GetBaseAssetName() where key != null && propagated.ContainsKey(key) select new { Npc = npc, AssetName = key } ) .ToArray(); - if (!characters.Any()) - return; // update sprite foreach (var target in characters) { - target.Npc.Sprite.spriteTexture = this.LoadTexture(target.AssetName.BaseName); - propagated[target.AssetName] = true; + if (this.MarkSpriteDirty(target.Npc.Sprite)) + propagated[target.AssetName] = true; } } - /// <summary>Reload the portraits for matching NPCs.</summary> - /// <param name="propagated">The asset keys which are being propagated.</param> - private void ReloadNpcPortraits(IDictionary<IAssetName, bool> propagated) + /// <summary>Update the portraits for matching NPCs.</summary> + /// <param name="propagated">The asset names being propagated.</param> + private void UpdateNpcPortraits(IDictionary<IAssetName, bool> propagated) { // get NPCs var characters = @@ -998,14 +920,14 @@ namespace StardewModdingAPI.Metadata // update portrait foreach (var target in characters) { - target.Npc.Portrait = this.LoadTexture(target.AssetName.BaseName); + target.Npc.resetPortrait(); propagated[target.AssetName] = true; } } - /// <summary>Reload the sprites for matching players.</summary> - /// <param name="assetName">The asset name to reload.</param> - private bool ReloadPlayerSprites(IAssetName assetName) + /// <summary>Update the sprites for matching players.</summary> + /// <param name="assetName">The asset name to update.</param> + private bool UpdatePlayerSprites(IAssetName assetName) { Farmer[] players = ( @@ -1026,11 +948,11 @@ namespace StardewModdingAPI.Metadata return players.Any(); } - /// <summary>Reload suspension bridge textures.</summary> + /// <summary>Update suspension bridge textures.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadSuspensionBridges(LocalizedContentManager content, IAssetName assetName) + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any references were updated.</returns> + private bool UpdateSuspensionBridges(LocalizedContentManager content, IAssetName assetName) { Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.BaseName)); @@ -1054,36 +976,79 @@ namespace StardewModdingAPI.Metadata return texture.IsValueCreated; } - /// <summary>Reload tree textures.</summary> - /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="assetName">The asset name to reload.</param> - /// <param name="type">The type to reload.</param> - /// <returns>Returns whether any textures were reloaded.</returns> - private bool ReloadTreeTextures(LocalizedContentManager content, IAssetName assetName, int type) + /// <summary>Update tree textures.</summary> + /// <param name="type">The type to update.</param> + /// <returns>Returns whether any references were updated.</returns> + private bool UpdateTreeTextures(int type) { - Tree[] trees = this.GetLocations() - .SelectMany(p => p.terrainFeatures.Values.OfType<Tree>()) + Tree[] trees = this + .GetTerrainFeatures() + .OfType<Tree>() .Where(tree => tree.treeType.Value == type) .ToArray(); - if (trees.Any()) + bool changed = false; + foreach (Tree tree in trees) { - Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.BaseName)); - foreach (Tree tree in trees) - tree.texture = texture; - return true; + if (tree.texture.IsValueCreated) + { + this.Reflection.GetMethod(tree, "resetTexture").Invoke(); + changed = true; + } } + return changed; + } - return false; + /// <summary>Mark an animated sprite's texture dirty, so it's reloaded next time it's rendered.</summary> + /// <param name="sprite">The animated sprite to change.</param> + /// <returns>Returns whether the sprite was changed.</returns> + private bool MarkSpriteDirty(AnimatedSprite sprite) + { + if (sprite.loadedTexture is null && sprite.spriteTexture is null) + return false; + + sprite.loadedTexture = null; + sprite.spriteTexture = null; + return true; } /**** - ** Reload data methods + ** Update data methods ****/ - /// <summary>Reload the dialogue data for matching NPCs.</summary> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any assets were reloaded.</returns> - private bool ReloadNpcDialogue(IAssetName assetName) + /// <summary>Update the data for matching farm animals.</summary> + /// <returns>Returns whether any farm animals were updated.</returns> + /// <remarks>Derived from the <see cref="FarmAnimal"/> constructor.</remarks> + private bool UpdateFarmAnimalData() + { + bool changed = false; + foreach (FarmAnimal animal in this.GetFarmAnimals()) + { + animal.reloadData(); + changed = true; + } + + return changed; + } + + /// <summary>Update hair style metadata.</summary> + /// <returns>Returns whether any data was updated.</returns> + /// <remarks>Derived from the <see cref="Farmer.GetHairStyleMetadataFile"/> and <see cref="Farmer.GetHairStyleMetadata"/>.</remarks> + private bool UpdateHairData() + { + if (Farmer.hairStyleMetadataFile == null) + return false; + + Farmer.hairStyleMetadataFile = null; + Farmer.allHairStyleIndices = null; + Farmer.hairStyleMetadata.Clear(); + + return true; + } + + /// <summary>Update the dialogue data for matching NPCs.</summary> + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any NPCs were updated.</returns> + private bool UpdateNpcDialogue(IAssetName assetName) { // get NPCs string name = Path.GetFileName(assetName.BaseName); @@ -1110,10 +1075,30 @@ namespace StardewModdingAPI.Metadata return true; } - /// <summary>Reload the schedules for matching NPCs.</summary> - /// <param name="assetName">The asset name to reload.</param> - /// <returns>Returns whether any assets were reloaded.</returns> - private bool ReloadNpcSchedules(IAssetName assetName) + /// <summary>Update the disposition data for matching NPCs.</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any NPCs were updated.</returns> + private bool UpdateNpcDispositions(LocalizedContentManager content, IAssetName assetName) + { + IDictionary<string, string> data = content.Load<Dictionary<string, string>>(assetName.BaseName); + bool changed = false; + foreach (NPC npc in this.GetCharacters()) + { + if (npc.isVillager() && data.ContainsKey(npc.Name)) + { + npc.reloadData(); + changed = true; + } + } + + return changed; + } + + /// <summary>Update the schedules for matching NPCs.</summary> + /// <param name="assetName">The asset name to update.</param> + /// <returns>Returns whether any NPCs were updated.</returns> + private bool UpdateNpcSchedules(IAssetName assetName) { // get NPCs string name = Path.GetFileName(assetName.BaseName); @@ -1144,11 +1129,11 @@ namespace StardewModdingAPI.Metadata return true; } - /// <summary>Reload cached translations from the <c>Strings\StringsFromCSFiles</c> asset.</summary> + /// <summary>Update cached translations from the <c>Strings\StringsFromCSFiles</c> asset.</summary> /// <param name="content">The content manager through which to reload the asset.</param> - /// <returns>Returns whether any data was reloaded.</returns> + /// <returns>Returns whether any data was updated.</returns> /// <remarks>Derived from the <see cref="Game1.TranslateFields"/>.</remarks> - private bool ReloadStringsFromCsFiles(LocalizedContentManager content) + private bool UpdateStringsFromCsFiles(LocalizedContentManager content) { Game1.samBandName = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.2156"); Game1.elliottBookName = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.2157"); @@ -1166,68 +1151,149 @@ namespace StardewModdingAPI.Metadata } /**** + ** Update map methods + ****/ + /// <summary>Update the map for a location.</summary> + /// <param name="locationInfo">The location whose map to update.</param> + private void UpdateMap(LocationInfo locationInfo) + { + GameLocation location = locationInfo.Location; + Vector2? playerPos = Game1.player?.Position; + + // reload map + location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist + location.reloadMap(); + + // reload interior doors + location.interiorDoors.Clear(); + location.interiorDoors.ResetSharedState(); // load doors from map properties + location.interiorDoors.ResetLocalState(); // reapply door tiles + + // reapply map changes (after reloading doors so they apply theirs too) + location.MakeMapModifications(force: true); + + // update for changes + location.updateWarps(); + location.updateDoors(); + locationInfo.ParentBuilding?.updateInteriorWarps(); + + // reset player position + // The game may move the player as part of the map changes, even if they're not in that + // location. That's not needed in this case, and it can have weird effects like players + // warping onto the wrong tile (or even off-screen) if a patch changes the farmhouse + // map on location change. + if (playerPos.HasValue) + Game1.player!.Position = playerPos.Value; + } + + /**** ** Helpers ****/ /// <summary>Get all NPCs in the game (excluding farm animals).</summary> private IEnumerable<NPC> GetCharacters() { - foreach (NPC character in this.GetLocations().SelectMany(p => p.characters)) - yield return character; + return this.WorldCache.GetOrSet( + nameof(this.GetCharacters), + () => + { + List<NPC> characters = new(); - if (Game1.CurrentEvent?.actors != null) - { - foreach (NPC character in Game1.CurrentEvent.actors) - yield return character; - } + foreach (NPC character in this.GetLocations().SelectMany(p => p.characters)) + characters.Add(character); + + if (Game1.CurrentEvent?.actors != null) + { + foreach (NPC character in Game1.CurrentEvent.actors) + characters.Add(character); + } + + return characters; + } + ); } /// <summary>Get all farm animals in the game.</summary> private IEnumerable<FarmAnimal> GetFarmAnimals() { - foreach (GameLocation location in this.GetLocations()) - { - if (location is Farm farm) + return this.WorldCache.GetOrSet( + nameof(this.GetFarmAnimals), + () => { - foreach (FarmAnimal animal in farm.animals.Values) - yield return animal; + List<FarmAnimal> animals = new(); + + foreach (GameLocation location in this.GetLocations()) + { + if (location is Farm farm) + { + foreach (FarmAnimal animal in farm.animals.Values) + animals.Add(animal); + } + else if (location is AnimalHouse animalHouse) + { + foreach (FarmAnimal animal in animalHouse.animals.Values) + animals.Add(animal); + } + } + + return animals; } - else if (location is AnimalHouse animalHouse) - foreach (FarmAnimal animal in animalHouse.animals.Values) - yield return animal; - } + ); } /// <summary>Get all locations in the game.</summary> /// <param name="buildingInteriors">Whether to also get the interior locations for constructable buildings.</param> private IEnumerable<GameLocation> GetLocations(bool buildingInteriors = true) { - return this.GetLocationsWithInfo(buildingInteriors).Select(info => info.Location); + return this.WorldCache.GetOrSet( + $"{nameof(this.GetLocations)}_{buildingInteriors}", + () => this.GetLocationsWithInfo(buildingInteriors).Select(info => info.Location).ToArray() + ); } /// <summary>Get all locations in the game.</summary> /// <param name="buildingInteriors">Whether to also get the interior locations for constructable buildings.</param> private IEnumerable<LocationInfo> GetLocationsWithInfo(bool buildingInteriors = true) { - // get available root locations - IEnumerable<GameLocation> rootLocations = Game1.locations; - if (SaveGame.loaded?.locations != null) - rootLocations = rootLocations.Concat(SaveGame.loaded.locations); + return this.WorldCache.GetOrSet( + $"{nameof(this.GetLocationsWithInfo)}_{buildingInteriors}", + () => + { + List<LocationInfo> locations = new(); - // yield root + child locations - foreach (GameLocation location in rootLocations) - { - yield return new LocationInfo(location, null); + // get root locations + foreach (GameLocation location in Game1.locations) + locations.Add(new LocationInfo(location, null)); + if (SaveGame.loaded?.locations != null) + { + foreach (GameLocation location in SaveGame.loaded.locations) + locations.Add(new LocationInfo(location, null)); + } - if (buildingInteriors && location is BuildableGameLocation buildableLocation) - { - foreach (Building building in buildableLocation.buildings) + // get child locations + if (buildingInteriors) { - GameLocation? indoors = building.indoors.Value; - if (indoors != null) - yield return new LocationInfo(indoors, building); + foreach (BuildableGameLocation location in locations.Select(p => p.Location).OfType<BuildableGameLocation>().ToArray()) + { + foreach (Building building in location.buildings) + { + GameLocation indoors = building.indoors.Value; + if (indoors is not null) + locations.Add(new LocationInfo(indoors, building)); + } + } } - } - } + + return locations; + }); + } + + /// <summary>Get all terrain features in the game.</summary> + private IEnumerable<TerrainFeature> GetTerrainFeatures() + { + return this.WorldCache.GetOrSet( + $"{nameof(this.GetTerrainFeatures)}", + () => this.GetLocations().SelectMany(p => p.terrainFeatures.Values).ToArray() + ); } /// <summary>Get whether two asset names are equivalent if you ignore the locale code.</summary> @@ -1293,29 +1359,8 @@ namespace StardewModdingAPI.Metadata } /// <summary>Metadata about a location used in asset propagation.</summary> - private readonly struct LocationInfo - { - /********* - ** Accessors - *********/ - /// <summary>The location instance.</summary> - public GameLocation Location { get; } - - /// <summary>The building which contains the location, if any.</summary> - public Building? ParentBuilding { get; } - - - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - /// <param name="location">The location instance.</param> - /// <param name="parentBuilding">The building which contains the location, if any.</param> - public LocationInfo(GameLocation location, Building? parentBuilding) - { - this.Location = location; - this.ParentBuilding = parentBuilding; - } - } + /// <param name="Location">The location instance.</param> + /// <param name="ParentBuilding">The building which contains the location, if any.</param> + private record LocationInfo(GameLocation Location, Building? ParentBuilding); } } |