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-rw-r--r--src/SMAPI/Framework/StateTracking/ChestTracker.cs89
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs8
-rw-r--r--src/SMAPI/Framework/StateTracking/LocationTracker.cs6
-rw-r--r--src/SMAPI/Framework/StateTracking/PlayerTracker.cs5
4 files changed, 79 insertions, 29 deletions
diff --git a/src/SMAPI/Framework/StateTracking/ChestTracker.cs b/src/SMAPI/Framework/StateTracking/ChestTracker.cs
index f907b9a5..66dc61eb 100644
--- a/src/SMAPI/Framework/StateTracking/ChestTracker.cs
+++ b/src/SMAPI/Framework/StateTracking/ChestTracker.cs
@@ -1,6 +1,9 @@
+using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework.StateTracking.Comparers;
+using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Objects;
using ChangeType = StardewModdingAPI.Events.ChangeType;
@@ -8,16 +11,22 @@ using ChangeType = StardewModdingAPI.Events.ChangeType;
namespace StardewModdingAPI.Framework.StateTracking
{
/// <summary>Tracks changes to a chest's items.</summary>
- internal class ChestTracker
+ internal class ChestTracker : IDisposable
{
/*********
** Fields
*********/
- /// <summary>The chest's inventory as of the last reset.</summary>
- private IDictionary<Item, int> PreviousInventory;
+ /// <summary>The item stack sizes as of the last update.</summary>
+ private readonly IDictionary<Item, int> StackSizes;
- /// <summary>The chest's inventory change as of the last update.</summary>
- private IDictionary<Item, int> CurrentInventory;
+ /// <summary>Items added since the last update.</summary>
+ private readonly HashSet<Item> Added = new HashSet<Item>(new ObjectReferenceComparer<Item>());
+
+ /// <summary>Items removed since the last update.</summary>
+ private readonly HashSet<Item> Removed = new HashSet<Item>(new ObjectReferenceComparer<Item>());
+
+ /// <summary>The underlying inventory watcher.</summary>
+ private readonly ICollectionWatcher<Item> InventoryWatcher;
/*********
@@ -35,50 +44,74 @@ namespace StardewModdingAPI.Framework.StateTracking
public ChestTracker(Chest chest)
{
this.Chest = chest;
- this.PreviousInventory = this.GetInventory();
+ this.InventoryWatcher = WatcherFactory.ForNetList(chest.items);
+
+ this.StackSizes = this.Chest.items
+ .Where(n => n != null)
+ .Distinct()
+ .ToDictionary(n => n, n => n.Stack);
}
/// <summary>Update the current values if needed.</summary>
public void Update()
{
- this.CurrentInventory = this.GetInventory();
+ // update watcher
+ this.InventoryWatcher.Update();
+ foreach (Item item in this.InventoryWatcher.Added.Where(p => p != null))
+ this.Added.Add(item);
+ foreach (Item item in this.InventoryWatcher.Removed.Where(p => p != null))
+ {
+ if (!this.Added.Remove(item)) // item didn't change if it was both added and removed, so remove it from both lists
+ this.Removed.Add(item);
+ }
+
+ // stop tracking removed stacks
+ foreach (Item item in this.Removed)
+ this.StackSizes.Remove(item);
}
/// <summary>Reset all trackers so their current values are the baseline.</summary>
public void Reset()
{
- if (this.CurrentInventory != null)
- this.PreviousInventory = this.CurrentInventory;
+ // update stack sizes
+ foreach (Item item in this.StackSizes.Keys.ToArray().Concat(this.Added))
+ this.StackSizes[item] = item.Stack;
+
+ // update watcher
+ this.InventoryWatcher.Reset();
+ this.Added.Clear();
+ this.Removed.Clear();
}
/// <summary>Get the inventory changes since the last update.</summary>
public IEnumerable<ItemStackChange> GetInventoryChanges()
{
- IDictionary<Item, int> previous = this.PreviousInventory;
- IDictionary<Item, int> current = this.GetInventory();
+ // removed
+ foreach (Item item in this.Removed)
+ yield return new ItemStackChange { Item = item, StackChange = -item.Stack, ChangeType = ChangeType.Removed };
+
+ // added
+ foreach (Item item in this.Added)
+ yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added };
- foreach (Item item in previous.Keys.Union(current.Keys))
+ // stack size changed
+ foreach (var entry in this.StackSizes)
{
- if (!previous.TryGetValue(item, out int prevStack))
- yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added };
- else if (!current.TryGetValue(item, out int newStack))
- yield return new ItemStackChange { Item = item, StackChange = -item.Stack, ChangeType = ChangeType.Removed };
- else if (prevStack != newStack)
- yield return new ItemStackChange { Item = item, StackChange = newStack - prevStack, ChangeType = ChangeType.StackChange };
+ Item item = entry.Key;
+ int prevStack = entry.Value;
+
+ if (item.Stack != prevStack)
+ yield return new ItemStackChange { Item = item, StackChange = item.Stack - prevStack, ChangeType = ChangeType.StackChange };
}
}
-
- /*********
- ** Private methods
- *********/
- /// <summary>Get the player's current inventory.</summary>
- private IDictionary<Item, int> GetInventory()
+ /// <summary>Release watchers and resources.</summary>
+ public void Dispose()
{
- return this.Chest.items
- .Where(n => n != null)
- .Distinct()
- .ToDictionary(n => n, n => n.Stack);
+ this.StackSizes.Clear();
+ this.Added.Clear();
+ this.Removed.Clear();
+ this.InventoryWatcher.Dispose();
}
}
}
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs
index 314ff7f5..bde43486 100644
--- a/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs
@@ -82,6 +82,14 @@ namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
return new NetCollectionWatcher<T>(collection);
}
+ /// <summary>Get a watcher for a net list.</summary>
+ /// <typeparam name="T">The value type.</typeparam>
+ /// <param name="collection">The net list.</param>
+ public static ICollectionWatcher<T> ForNetList<T>(NetList<T, NetRef<T>> collection) where T : class, INetObject<INetSerializable>
+ {
+ return new NetListWatcher<T>(collection);
+ }
+
/// <summary>Get a watcher for a net dictionary.</summary>
/// <typeparam name="TKey">The dictionary key type.</typeparam>
/// <typeparam name="TValue">The dictionary value type.</typeparam>
diff --git a/src/SMAPI/Framework/StateTracking/LocationTracker.cs b/src/SMAPI/Framework/StateTracking/LocationTracker.cs
index 7445add9..519fe8f4 100644
--- a/src/SMAPI/Framework/StateTracking/LocationTracker.cs
+++ b/src/SMAPI/Framework/StateTracking/LocationTracker.cs
@@ -109,6 +109,9 @@ namespace StardewModdingAPI.Framework.StateTracking
{
foreach (IWatcher watcher in this.Watchers)
watcher.Dispose();
+
+ foreach (var watcher in this.ChestWatchers.Values)
+ watcher.Dispose();
}
@@ -124,7 +127,10 @@ namespace StardewModdingAPI.Framework.StateTracking
foreach (KeyValuePair<Vector2, SObject> pair in removed)
{
if (pair.Value is Chest && this.ChestWatchers.TryGetValue(pair.Key, out ChestTracker watcher))
+ {
+ watcher.Dispose();
this.ChestWatchers.Remove(pair.Key);
+ }
}
// add new watchers
diff --git a/src/SMAPI/Framework/StateTracking/PlayerTracker.cs b/src/SMAPI/Framework/StateTracking/PlayerTracker.cs
index cd7d75ec..d25f3345 100644
--- a/src/SMAPI/Framework/StateTracking/PlayerTracker.cs
+++ b/src/SMAPI/Framework/StateTracking/PlayerTracker.cs
@@ -115,9 +115,12 @@ namespace StardewModdingAPI.Framework.StateTracking
}
}
- /// <summary>Stop watching the player fields and release all references.</summary>
+ /// <summary>Release watchers and resources.</summary>
public void Dispose()
{
+ this.PreviousInventory.Clear();
+ this.CurrentInventory?.Clear();
+
foreach (IWatcher watcher in this.Watchers)
watcher.Dispose();
}