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Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/GameContentManager.cs')
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs29
1 files changed, 0 insertions, 29 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index 500c0191..0fcad30a 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -25,9 +25,6 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <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();
- /// <summary>Maps asset names to their localized form, like <c>LooseSprites\Billboard => LooseSprites\Billboard.fr-FR</c> (localized) or <c>Maps\AnimalShop => Maps\AnimalShop</c> (not localized).</summary>
- private IDictionary<string, string> LocalizedAssetNames => LocalizedContentManager.localizedAssetNames;
-
/// <summary>Whether the next load is the first for any game content manager.</summary>
private static bool IsFirstLoad = true;
@@ -140,32 +137,6 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
- public override void OnLocaleChanged()
- {
- base.OnLocaleChanged();
-
- // find assets for which a translatable version was loaded
- HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
- foreach (string key in this.LocalizedAssetNames.Where(p => p.Key != p.Value).Select(p => p.Key))
- {
- IAssetName assetName = this.Coordinator.ParseAssetName(key);
- removeAssetNames.Add(assetName.BaseName);
- }
-
- // invalidate translatable assets
- string[] invalidated = this
- .InvalidateCache((key, _) =>
- removeAssetNames.Contains(key)
- || removeAssetNames.Contains(this.Coordinator.ParseAssetName(key).BaseName)
- )
- .Select(p => p.Key)
- .OrderBy(p => p, StringComparer.OrdinalIgnoreCase)
- .ToArray();
- if (invalidated.Any())
- this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change.");
- }
-
- /// <inheritdoc />
public override LocalizedContentManager CreateTemporary()
{
return this.Coordinator.CreateGameContentManager("(temporary)");