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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-08-24 21:48:56 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-08-24 21:48:56 -0400 |
commit | 5171829ecc8acd8dc0e3292bd3c2c7893a148c8f (patch) | |
tree | 9095fab36be18844756a2d5a8dc88579e176cfbb /src/StardewModdingAPI/Framework/SContentManager.cs | |
parent | f446a4391aef4e239a53736c42a2652bb2c6fead (diff) | |
download | SMAPI-5171829ecc8acd8dc0e3292bd3c2c7893a148c8f.tar.gz SMAPI-5171829ecc8acd8dc0e3292bd3c2c7893a148c8f.tar.bz2 SMAPI-5171829ecc8acd8dc0e3292bd3c2c7893a148c8f.zip |
restructure content manager to better handle asset disposal (#352)
Diffstat (limited to 'src/StardewModdingAPI/Framework/SContentManager.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/SContentManager.cs | 69 |
1 files changed, 51 insertions, 18 deletions
diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs index 25775291..4c4eee58 100644 --- a/src/StardewModdingAPI/Framework/SContentManager.cs +++ b/src/StardewModdingAPI/Framework/SContentManager.cs @@ -48,6 +48,9 @@ namespace StardewModdingAPI.Framework /// <summary>The assets currently being intercepted by <see cref="IAssetLoader"/> instances. This is used to prevent infinite loops when a loader loads a new asset.</summary> private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>(); + /// <summary>A lookup of the content managers which loaded each asset.</summary> + private readonly IDictionary<string, HashSet<ContentManager>> AssetLoaders = new Dictionary<string, HashSet<ContentManager>>(); + /********* ** Accessors @@ -98,7 +101,6 @@ namespace StardewModdingAPI.Framework // get asset data this.CoreAssets = new CoreAssets(this.NormaliseAssetName); this.KeyLocales = this.GetKeyLocales(reflection); - } /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary> @@ -135,11 +137,23 @@ namespace StardewModdingAPI.Framework /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> public override T Load<T>(string assetName) { + return this.LoadFor<T>(assetName, this); + } + + /// <summary>Load an asset that has been processed by the content pipeline.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + /// <param name="instance">The content manager instance for which to load the asset.</param> + public T LoadFor<T>(string assetName, ContentManager instance) + { assetName = this.NormaliseAssetName(assetName); // skip if already loaded if (this.IsNormalisedKeyLoaded(assetName)) + { + this.TrackAssetLoader(assetName, instance); return base.Load<T>(assetName); + } // load asset T data; @@ -162,6 +176,7 @@ namespace StardewModdingAPI.Framework // update cache & return data this.Cache[assetName] = data; + this.TrackAssetLoader(assetName, instance); return data; } @@ -172,8 +187,8 @@ namespace StardewModdingAPI.Framework public void Inject<T>(string assetName, T value) { assetName = this.NormaliseAssetName(assetName); - this.Cache[assetName] = value; + this.TrackAssetLoader(assetName, this); } /// <summary>Get the current content locale.</summary> @@ -229,8 +244,9 @@ namespace StardewModdingAPI.Framework /// <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 whether any cache entries were invalidated.</returns> - public bool InvalidateCache(Func<string, Type, bool> predicate) + public bool InvalidateCache(Func<string, Type, bool> predicate, bool dispose = true) { // find matching asset keys HashSet<string> purgeCacheKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); @@ -246,9 +262,14 @@ namespace StardewModdingAPI.Framework } } - // purge from cache + // purge assets foreach (string key in purgeCacheKeys) + { + if (dispose && this.Cache[key] is IDisposable disposable) + disposable.Dispose(); this.Cache.Remove(key); + this.AssetLoaders.Remove(key); + } // reload core game assets int reloaded = 0; @@ -268,6 +289,19 @@ namespace StardewModdingAPI.Framework return false; } + /// <summary>Dispose assets for the given content manager shim.</summary> + /// <param name="shim">The content manager whose assets to dispose.</param> + internal void DisposeFor(ContentManagerShim shim) + { + this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace); + HashSet<string> keys = new HashSet<string>( + from entry in this.AssetLoaders + where entry.Value.Count == 1 && entry.Value.First() == shim + select entry.Key + ); + this.InvalidateCache((key, type) => keys.Contains(key)); + } + /********* ** Private methods @@ -280,6 +314,16 @@ namespace StardewModdingAPI.Framework || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset } + /// <summary>Track that a content manager loaded an asset.</summary> + /// <param name="key">The asset key that was loaded.</param> + /// <param name="manager">The content manager that loaded the asset.</param> + private void TrackAssetLoader(string key, ContentManager manager) + { + if (!this.AssetLoaders.TryGetValue(key, out HashSet<ContentManager> hash)) + hash = this.AssetLoaders[key] = new HashSet<ContentManager>(); + hash.Add(manager); + } + /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary> /// <param name="reflection">Simplifies access to private game code.</param> private IDictionary<string, LanguageCode> GetKeyLocales(Reflector reflection) @@ -463,23 +507,12 @@ namespace StardewModdingAPI.Framework } } - /// <summary>Dispose all game resources.</summary> + /// <summary>Dispose held resources.</summary> /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> protected override void Dispose(bool disposing) { - if (!disposing) - return; - - // Clear cache & reload all assets. While that may seem perverse during disposal, it's - // necessary due to limitations in the way SMAPI currently intercepts content assets. - // - // The game uses multiple content managers while SMAPI needs one and only one. The game - // only disposes some of its content managers when returning to title, which means SMAPI - // can't know which assets are meant to be disposed. Here we remove current assets from - // the cache, but don't dispose them to avoid crashing any code that still references - // them. The garbage collector will eventually clean up any unused assets. - this.Monitor.Log("Content manager disposed, resetting cache.", LogLevel.Trace); - this.InvalidateCache((key, type) => true); + this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); + base.Dispose(disposing); } } } |