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-rw-r--r--src/SMAPI/Framework/ModHelpers/ContentHelper.cs13
-rw-r--r--src/SMAPI/Framework/SContentManager.cs26
2 files changed, 30 insertions, 9 deletions
diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
index ae812e71..711897eb 100644
--- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
@@ -163,9 +163,9 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <returns>Returns whether the given asset key was cached.</returns>
public bool InvalidateCache(string key)
{
- this.Monitor.Log($"Requested cache invalidation for '{key}'.", LogLevel.Trace);
string actualKey = this.GetActualAssetKey(key, ContentSource.GameContent);
- return this.ContentManager.InvalidateCache((otherKey, type) => otherKey.Equals(actualKey, StringComparison.InvariantCultureIgnoreCase));
+ this.Monitor.Log($"Requested cache invalidation for '{actualKey}'.", LogLevel.Trace);
+ return this.ContentManager.InvalidateCache(asset => asset.AssetNameEquals(actualKey));
}
/// <summary>Remove all assets of the given type from the cache so they're reloaded on the next request. <b>This can be a very expensive operation and should only be used in very specific cases.</b> This will reload core game assets if needed, but references to the former assets will still show the previous content.</summary>
@@ -177,6 +177,15 @@ namespace StardewModdingAPI.Framework.ModHelpers
return this.ContentManager.InvalidateCache((key, type) => typeof(T).IsAssignableFrom(type));
}
+ /// <summary>Remove matching assets from the content cache so they're reloaded on the next request. This will reload core game assets if needed, but references to the former asset will still show the previous content.</summary>
+ /// <param name="predicate">A predicate matching the assets to invalidate.</param>
+ /// <returns>Returns whether any cache entries were invalidated.</returns>
+ public bool InvalidateCache(Func<IAssetInfo, bool> predicate)
+ {
+ this.Monitor.Log("Requested cache invalidation for all assets matching a predicate.", LogLevel.Trace);
+ return this.ContentManager.InvalidateCache(predicate);
+ }
+
/*********
** Private methods
*********/
diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs
index 54ebba83..a755a6df 100644
--- a/src/SMAPI/Framework/SContentManager.cs
+++ b/src/SMAPI/Framework/SContentManager.cs
@@ -287,18 +287,30 @@ namespace StardewModdingAPI.Framework
throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen
// invalidate matching keys
- return this.InvalidateCache((assetName, assetType) =>
+ return this.InvalidateCache(asset =>
{
- IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, assetType, this.NormaliseAssetName);
-
// check loaders
- MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(assetType);
- if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { info })))
+ MethodInfo canLoadGeneric = canLoad.MakeGenericMethod(asset.DataType);
+ if (loaders.Any(loader => (bool)canLoadGeneric.Invoke(loader, new object[] { asset })))
return true;
// check editors
- MethodInfo canEditGeneric = canEdit.MakeGenericMethod(assetType);
- return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { info }));
+ MethodInfo canEditGeneric = canEdit.MakeGenericMethod(asset.DataType);
+ return editors.Any(editor => (bool)canEditGeneric.Invoke(editor, new object[] { asset }));
+ });
+ }
+
+ /// <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 whether any cache entries were invalidated.</returns>
+ public bool InvalidateCache(Func<IAssetInfo, bool> predicate, bool dispose = false)
+ {
+ string locale = this.GetLocale();
+ return this.InvalidateCache((assetName, type) =>
+ {
+ IAssetInfo info = new AssetInfo(locale, assetName, type, this.NormaliseAssetName);
+ return predicate(info);
});
}