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-rw-r--r--src/SMAPI/Framework/ContentManagers/BaseContentManager.cs85
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