diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/BaseContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/BaseContentManager.cs | 85 |
1 files changed, 40 insertions, 45 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index 92264f8c..1a64dab8 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -5,12 +5,12 @@ using System.Diagnostics.Contracts; using System.Globalization; using System.IO; using System.Linq; -using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewValley; +using xTile; namespace StardewModdingAPI.Framework.ContentManagers { @@ -29,6 +29,9 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Encapsulates monitoring and logging.</summary> protected readonly IMonitor Monitor; + /// <summary>Whether to enable more aggressive memory optimizations.</summary> + protected readonly bool AggressiveMemoryOptimizations; + /// <summary>Whether the content coordinator has been disposed.</summary> private bool IsDisposed; @@ -49,16 +52,16 @@ namespace StardewModdingAPI.Framework.ContentManagers /********* ** Accessors *********/ - /// <summary>A name for the mod manager. Not guaranteed to be unique.</summary> + /// <inheritdoc /> public string Name { get; } - /// <summary>The current language as a constant.</summary> + /// <inheritdoc /> public LanguageCode Language => this.GetCurrentLanguage(); - /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> + /// <inheritdoc /> public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); - /// <summary>Whether this content manager can be targeted by managed asset keys (e.g. to load assets from a mod folder).</summary> + /// <inheritdoc /> public bool IsNamespaced { get; } @@ -75,7 +78,8 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="reflection">Simplifies access to private code.</param> /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param> /// <param name="isNamespaced">Whether this content manager handles managed asset keys (e.g. to load assets from a mod folder).</param> - protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, bool isNamespaced) + /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> + protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, bool isNamespaced, bool aggressiveMemoryOptimizations) : base(serviceProvider, rootDirectory, currentCulture) { // init @@ -85,59 +89,49 @@ namespace StardewModdingAPI.Framework.ContentManagers this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.OnDisposing = onDisposing; this.IsNamespaced = isNamespaced; + this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations; // get asset data this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.OrdinalIgnoreCase); this.BaseDisposableReferences = reflection.GetField<List<IDisposable>>(this, "disposableAssets").GetValue(); } - /// <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> + /// <inheritdoc /> public override T Load<T>(string assetName) { return this.Load<T>(assetName, this.Language, useCache: true); } - /// <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="language">The language code for which to load content.</param> + /// <inheritdoc /> public override T Load<T>(string assetName, LanguageCode language) { return this.Load<T>(assetName, language, useCache: true); } - /// <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="language">The language code for which to load content.</param> - /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> + /// <inheritdoc /> public abstract T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache); - /// <summary>Load the base asset without localization.</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> + /// <inheritdoc /> [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")] public override T LoadBase<T>(string assetName) { return this.Load<T>(assetName, LanguageCode.en, useCache: true); } - /// <summary>Perform any cleanup needed when the locale changes.</summary> + /// <inheritdoc /> public virtual void OnLocaleChanged() { } - /// <summary>Normalize path separators in a file path. For asset keys, see <see cref="AssertAndNormalizeAssetName"/> instead.</summary> - /// <param name="path">The file path to normalize.</param> + /// <inheritdoc /> + public virtual void OnReturningToTitleScreen() { } + + /// <inheritdoc /> [Pure] public string NormalizePathSeparators(string path) { return this.Cache.NormalizePathSeparators(path); } - /// <summary>Assert that the given key has a valid format and return a normalized form consistent with the underlying cache.</summary> - /// <param name="assetName">The asset key to check.</param> - /// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception> + /// <inheritdoc /> [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] public string AssertAndNormalizeAssetName(string assetName) { @@ -154,29 +148,26 @@ namespace StardewModdingAPI.Framework.ContentManagers /**** ** Content loading ****/ - /// <summary>Get the current content locale.</summary> + /// <inheritdoc /> public string GetLocale() { return this.GetLocale(this.GetCurrentLanguage()); } - /// <summary>The locale for a language.</summary> - /// <param name="language">The language.</param> + /// <inheritdoc /> public string GetLocale(LanguageCode language) { return this.LanguageCodeString(language); } - /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> - /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> - /// <param name="language">The language.</param> + /// <inheritdoc /> public bool IsLoaded(string assetName, LanguageCode language) { assetName = this.Cache.NormalizeKey(assetName); return this.IsNormalizedKeyLoaded(assetName, language); } - /// <summary>Get the cached asset keys.</summary> + /// <inheritdoc /> public IEnumerable<string> GetAssetKeys() { return this.Cache.Keys @@ -187,10 +178,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /**** ** Cache invalidation ****/ - /// <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 invalidated asset names and instances.</returns> + /// <inheritdoc /> public IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) { IDictionary<string, object> removeAssets = new Dictionary<string, object>(StringComparer.OrdinalIgnoreCase); @@ -198,21 +186,28 @@ namespace StardewModdingAPI.Framework.ContentManagers { this.ParseCacheKey(key, out string assetName, out _); - if (removeAssets.ContainsKey(assetName)) - return true; - if (predicate(assetName, asset.GetType())) + // check if asset should be removed + bool remove = removeAssets.ContainsKey(assetName); + if (!remove && predicate(assetName, asset.GetType())) { removeAssets[assetName] = asset; - return true; + remove = true; + } + + // dispose if safe + if (remove && this.AggressiveMemoryOptimizations) + { + if (asset is Map map) + map.DisposeTileSheets(Game1.mapDisplayDevice); } - return false; + + return remove; }, dispose); return removeAssets; } - /// <summary>Dispose held resources.</summary> - /// <param name="isDisposing">Whether the content manager is being disposed (rather than finalized).</param> + /// <inheritdoc /> protected override void Dispose(bool isDisposing) { // ignore if disposed |