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-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs107
1 files changed, 15 insertions, 92 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 08ebe6a5..82d3805b 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -3,11 +3,11 @@ using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
-using System.Reflection;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Metadata;
using StardewModdingAPI.Toolkit.Serialization;
using StardewModdingAPI.Toolkit.Utilities;
@@ -188,59 +188,6 @@ namespace StardewModdingAPI.Framework
return contentManager.Load<T>(relativePath, this.DefaultLanguage, useCache: false);
}
- /// <summary>Purge assets from the cache that match one of the interceptors.</summary>
- /// <param name="editors">The asset editors for which to purge matching assets.</param>
- /// <param name="loaders">The asset loaders for which to purge matching assets.</param>
- /// <returns>Returns the invalidated asset names.</returns>
- public IEnumerable<string> InvalidateCacheFor(IAssetEditor[] editors, IAssetLoader[] loaders)
- {
- if (!editors.Any() && !loaders.Any())
- return new string[0];
-
- // get CanEdit/Load methods
- MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit));
- MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad));
- if (canEdit == null || canLoad == null)
- throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen
-
- // invalidate matching keys
- return this.InvalidateCache(asset =>
- {
- // check loaders
- MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType);
- foreach (IAssetLoader loader in loaders)
- {
- try
- {
- if ((bool)canLoadGeneric.Invoke(loader, new object[] { asset }))
- return true;
- }
- catch (Exception ex)
- {
- this.GetModFor(loader).LogAsMod($"Mod failed when checking whether it could load asset '{asset.AssetName}'. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- }
- }
-
- // check editors
- MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType);
- foreach (IAssetEditor editor in editors)
- {
- try
- {
- if ((bool)canEditGeneric.Invoke(editor, new object[] { asset }))
- return true;
- }
- catch (Exception ex)
- {
- this.GetModFor(editor).LogAsMod($"Mod failed when checking whether it could edit asset '{asset.AssetName}'. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- }
- }
-
- // asset not affected by a loader or editor
- return false;
- });
- }
-
/// <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>
@@ -261,24 +208,28 @@ namespace StardewModdingAPI.Framework
/// <returns>Returns the invalidated asset names.</returns>
public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
{
- // invalidate cache
- IDictionary<string, Type> removedAssetNames = new Dictionary<string, Type>(StringComparer.InvariantCultureIgnoreCase);
+ // invalidate cache & track removed assets
+ IDictionary<string, ISet<object>> removedAssets = new Dictionary<string, ISet<object>>(StringComparer.InvariantCultureIgnoreCase);
foreach (IContentManager contentManager in this.ContentManagers)
{
- foreach (Tuple<string, Type> asset in contentManager.InvalidateCache(predicate, dispose))
- removedAssetNames[asset.Item1] = asset.Item2;
+ foreach (var entry in contentManager.InvalidateCache(predicate, dispose))
+ {
+ if (!removedAssets.TryGetValue(entry.Key, out ISet<object> assets))
+ removedAssets[entry.Key] = assets = new HashSet<object>(new ObjectReferenceComparer<object>());
+ assets.Add(entry.Value);
+ }
}
// reload core game assets
- int reloaded = this.CoreAssets.Propagate(this.MainContentManager, removedAssetNames); // use an intercepted content manager
-
- // report result
- if (removedAssetNames.Any())
- this.Monitor.Log($"Invalidated {removedAssetNames.Count} asset names: {string.Join(", ", removedAssetNames.Keys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
+ if (removedAssets.Any())
+ {
+ IDictionary<string, bool> propagated = this.CoreAssets.Propagate(this.MainContentManager, removedAssets.ToDictionary(p => p.Key, p => p.Value.First().GetType())); // use an intercepted content manager
+ this.Monitor.Log($"Invalidated {removedAssets.Count} asset names ({string.Join(", ", removedAssets.Keys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}); propagated {propagated.Count(p => p.Value)} core assets.", LogLevel.Trace);
+ }
else
this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
- return removedAssetNames.Keys;
+ return removedAssets.Keys;
}
/// <summary>Dispose held resources.</summary>
@@ -308,33 +259,5 @@ namespace StardewModdingAPI.Framework
this.ContentManagers.Remove(contentManager);
}
-
- /// <summary>Get the mod which registered an asset loader.</summary>
- /// <param name="loader">The asset loader.</param>
- /// <exception cref="KeyNotFoundException">The given loader couldn't be matched to a mod.</exception>
- private IModMetadata GetModFor(IAssetLoader loader)
- {
- foreach (var pair in this.Loaders)
- {
- if (pair.Value.Contains(loader))
- return pair.Key;
- }
-
- throw new KeyNotFoundException("This loader isn't associated with a known mod.");
- }
-
- /// <summary>Get the mod which registered an asset editor.</summary>
- /// <param name="editor">The asset editor.</param>
- /// <exception cref="KeyNotFoundException">The given editor couldn't be matched to a mod.</exception>
- private IModMetadata GetModFor(IAssetEditor editor)
- {
- foreach (var pair in this.Editors)
- {
- if (pair.Value.Contains(editor))
- return pair.Key;
- }
-
- throw new KeyNotFoundException("This editor isn't associated with a known mod.");
- }
}
}