summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/ContentManagers
diff options
context:
space:
mode:
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers')
-rw-r--r--src/SMAPI/Framework/ContentManagers/BaseContentManager.cs30
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs49
-rw-r--r--src/SMAPI/Framework/ContentManagers/IContentManager.cs4
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs30
4 files changed, 63 insertions, 50 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
index 5283340e..41ce7c37 100644
--- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
@@ -184,25 +184,25 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <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 types.</returns>
- public IEnumerable<Tuple<string, Type>> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
+ /// <returns>Returns the invalidated asset names and instances.</returns>
+ public IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
{
- Dictionary<string, Type> removeAssetNames = new Dictionary<string, Type>(StringComparer.InvariantCultureIgnoreCase);
- this.Cache.Remove((key, type) =>
+ IDictionary<string, object> removeAssets = new Dictionary<string, object>(StringComparer.InvariantCultureIgnoreCase);
+ this.Cache.Remove((key, asset) =>
{
this.ParseCacheKey(key, out string assetName, out _);
- if (removeAssetNames.ContainsKey(assetName))
+ if (removeAssets.ContainsKey(assetName))
return true;
- if (predicate(assetName, type))
+ if (predicate(assetName, asset.GetType()))
{
- removeAssetNames[assetName] = type;
+ removeAssets[assetName] = asset;
return true;
}
return false;
- });
+ }, dispose);
- return removeAssetNames.Select(p => Tuple.Create(p.Key, p.Value));
+ return removeAssets;
}
/// <summary>Dispose held resources.</summary>
@@ -258,20 +258,24 @@ namespace StardewModdingAPI.Framework.ContentManagers
: base.ReadAsset<T>(assetName, disposable => this.Disposables.Add(new WeakReference<IDisposable>(disposable)));
}
- /// <summary>Inject an asset into the cache.</summary>
+ /// <summary>Add tracking data to an asset and add it to the cache.</summary>
/// <typeparam name="T">The type of asset to inject.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="value">The asset value.</param>
/// <param name="language">The language code for which to inject the asset.</param>
- protected virtual void Inject<T>(string assetName, T value, LanguageCode language)
+ /// <param name="useCache">Whether to save the asset to the asset cache.</param>
+ protected virtual void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache)
{
// track asset key
if (value is Texture2D texture)
texture.Name = assetName;
// cache asset
- assetName = this.AssertAndNormalizeAssetName(assetName);
- this.Cache[assetName] = value;
+ if (useCache)
+ {
+ assetName = this.AssertAndNormalizeAssetName(assetName);
+ this.Cache[assetName] = value;
+ }
}
/// <summary>Parse a cache key into its component parts.</summary>
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index 0b563555..8930267d 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -83,8 +83,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
{
T managedAsset = this.Coordinator.LoadManagedAsset<T>(contentManagerID, relativePath);
- if (useCache)
- this.Inject(assetName, managedAsset, language);
+ this.TrackAsset(assetName, managedAsset, language, useCache);
return managedAsset;
}
@@ -111,7 +110,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
// update cache & return data
- this.Inject(assetName, data, language);
+ this.TrackAsset(assetName, data, language, useCache);
return data;
}
@@ -131,7 +130,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
removeAssetNames.Contains(key)
|| (this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) && removeAssetNames.Contains(assetName))
)
- .Select(p => p.Item1)
+ .Select(p => p.Key)
.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase)
.ToArray();
if (invalidated.Any())
@@ -169,18 +168,19 @@ namespace StardewModdingAPI.Framework.ContentManagers
return false;
}
- /// <summary>Inject an asset into the cache.</summary>
+ /// <summary>Add tracking data to an asset and add it to the cache.</summary>
/// <typeparam name="T">The type of asset to inject.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="value">The asset value.</param>
/// <param name="language">The language code for which to inject the asset.</param>
- protected override void Inject<T>(string assetName, T value, LanguageCode language)
+ /// <param name="useCache">Whether to save the asset to the asset cache.</param>
+ protected override void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache)
{
// handle explicit language in asset name
{
if (this.TryParseExplicitLanguageAssetKey(assetName, out string newAssetName, out LanguageCode newLanguage))
{
- this.Inject(newAssetName, value, newLanguage);
+ this.TrackAsset(newAssetName, value, newLanguage, useCache);
return;
}
}
@@ -192,24 +192,27 @@ namespace StardewModdingAPI.Framework.ContentManagers
// only caches by the most specific key).
// 2. Because a mod asset loader/editor may have changed the asset in a way that
// doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`.
- string keyWithLocale = $"{assetName}.{this.GetLocale(language)}";
- base.Inject(assetName, value, language);
- if (this.Cache.ContainsKey(keyWithLocale))
- base.Inject(keyWithLocale, value, language);
-
- // track whether the injected asset is translatable for is-loaded lookups
- if (this.Cache.ContainsKey(keyWithLocale))
- {
- this.IsLocalizableLookup[assetName] = true;
- this.IsLocalizableLookup[keyWithLocale] = true;
- }
- else if (this.Cache.ContainsKey(assetName))
+ if (useCache)
{
- this.IsLocalizableLookup[assetName] = false;
- this.IsLocalizableLookup[keyWithLocale] = false;
+ string keyWithLocale = $"{assetName}.{this.GetLocale(language)}";
+ base.TrackAsset(assetName, value, language, useCache: true);
+ if (this.Cache.ContainsKey(keyWithLocale))
+ base.TrackAsset(keyWithLocale, value, language, useCache: true);
+
+ // track whether the injected asset is translatable for is-loaded lookups
+ if (this.Cache.ContainsKey(keyWithLocale))
+ {
+ this.IsLocalizableLookup[assetName] = true;
+ this.IsLocalizableLookup[keyWithLocale] = true;
+ }
+ else if (this.Cache.ContainsKey(assetName))
+ {
+ this.IsLocalizableLookup[assetName] = false;
+ this.IsLocalizableLookup[keyWithLocale] = false;
+ }
+ else
+ this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error);
}
- else
- this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error);
}
/// <summary>Load an asset file directly from the underlying content manager.</summary>
diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs
index 12c01352..8da9a777 100644
--- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs
@@ -66,7 +66,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
- /// <returns>Returns the invalidated asset names and types.</returns>
- IEnumerable<Tuple<string, Type>> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false);
+ /// <returns>Returns the invalidated asset names and instances.</returns>
+ IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false);
}
}
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 90b86179..fdf76b24 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -105,6 +105,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// get local asset
SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}");
+ T asset;
try
{
// get file
@@ -118,22 +119,22 @@ namespace StardewModdingAPI.Framework.ContentManagers
// XNB file
case ".xnb":
{
- T data = this.RawLoad<T>(assetName, useCache: false);
- if (data is Map map)
+ asset = this.RawLoad<T>(assetName, useCache: false);
+ if (asset is Map map)
{
this.NormalizeTilesheetPaths(map);
this.FixCustomTilesheetPaths(map, relativeMapPath: assetName);
}
- return data;
}
+ break;
// unpacked data
case ".json":
{
- if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T data))
+ if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out asset))
throw GetContentError("the JSON file is invalid."); // should never happen since we check for file existence above
- return data;
}
+ break;
// unpacked image
case ".png":
@@ -143,13 +144,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// fetch & cache
- using (FileStream stream = File.OpenRead(file.FullName))
- {
- Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
- texture = this.PremultiplyTransparency(texture);
- return (T)(object)texture;
- }
+ using FileStream stream = File.OpenRead(file.FullName);
+
+ Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
+ texture = this.PremultiplyTransparency(texture);
+ asset = (T)(object)texture;
}
+ break;
// unpacked map
case ".tbin":
@@ -163,8 +164,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
Map map = formatManager.LoadMap(file.FullName);
this.NormalizeTilesheetPaths(map);
this.FixCustomTilesheetPaths(map, relativeMapPath: assetName);
- return (T)(object)map;
+ asset = (T)(object)map;
}
+ break;
default:
throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.json', '.png', '.tbin', or '.xnb'.");
@@ -176,6 +178,10 @@ namespace StardewModdingAPI.Framework.ContentManagers
throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher.");
throw new SContentLoadException($"The content manager failed loading content asset '{assetName}' from {this.Name}.", ex);
}
+
+ // track & return asset
+ this.TrackAsset(assetName, asset, language, useCache);
+ return asset;
}
/// <summary>Create a new content manager for temporary use.</summary>