diff options
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r-- | src/SMAPI/Framework/ContentCoordinator.cs | 46 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/BaseContentManager.cs | 85 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 57 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs | 47 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/IContentManager.cs | 10 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/ModContentManager.cs | 26 | ||||
-rw-r--r-- | src/SMAPI/Framework/Logging/LogManager.cs | 24 | ||||
-rw-r--r-- | src/SMAPI/Framework/Models/SConfig.cs | 6 | ||||
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 5 |
9 files changed, 199 insertions, 107 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 77dd6c72..32195fff 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -26,6 +26,9 @@ namespace StardewModdingAPI.Framework /// <summary>An asset key prefix for assets from SMAPI mod folders.</summary> private readonly string ManagedPrefix = "SMAPI"; + /// <summary>Whether to enable more aggressive memory optimizations.</summary> + private readonly bool AggressiveMemoryOptimizations; + /// <summary>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; @@ -51,7 +54,7 @@ namespace StardewModdingAPI.Framework private bool IsDisposed; /// <summary>A lock used to prevent asynchronous changes to the content manager list.</summary> - /// <remarks>The game may adds content managers in asynchronous threads (e.g. when populating the load screen).</remarks> + /// <remarks>The game may add content managers in asynchronous threads (e.g. when populating the load screen).</remarks> private readonly ReaderWriterLockSlim ContentManagerLock = new ReaderWriterLockSlim(); /// <summary>A cache of ordered tilesheet IDs used by vanilla maps.</summary> @@ -91,8 +94,10 @@ namespace StardewModdingAPI.Framework /// <param name="reflection">Simplifies access to private code.</param> /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> /// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param> - public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset) + /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> + public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations) { + this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations; this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.Reflection = reflection; this.JsonHelper = jsonHelper; @@ -108,11 +113,25 @@ namespace StardewModdingAPI.Framework monitor: monitor, reflection: reflection, onDisposing: this.OnDisposing, - onLoadingFirstAsset: onLoadingFirstAsset + onLoadingFirstAsset: onLoadingFirstAsset, + aggressiveMemoryOptimizations: aggressiveMemoryOptimizations ) ); + var contentManagerForAssetPropagation = new GameContentManagerForAssetPropagation( + name: nameof(GameContentManagerForAssetPropagation), + serviceProvider: serviceProvider, + rootDirectory: rootDirectory, + currentCulture: currentCulture, + coordinator: this, + monitor: monitor, + reflection: reflection, + onDisposing: this.OnDisposing, + onLoadingFirstAsset: onLoadingFirstAsset, + aggressiveMemoryOptimizations: aggressiveMemoryOptimizations + ); + this.ContentManagers.Add(contentManagerForAssetPropagation); this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory); - this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.AssertAndNormalizeAssetName, reflection); + this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, reflection, aggressiveMemoryOptimizations); } /// <summary>Get a new content manager which handles reading files from the game content folder with support for interception.</summary> @@ -130,7 +149,8 @@ namespace StardewModdingAPI.Framework monitor: this.Monitor, reflection: this.Reflection, onDisposing: this.OnDisposing, - onLoadingFirstAsset: this.OnLoadingFirstAsset + onLoadingFirstAsset: this.OnLoadingFirstAsset, + aggressiveMemoryOptimizations: this.AggressiveMemoryOptimizations ); this.ContentManagers.Add(manager); return manager; @@ -157,7 +177,8 @@ namespace StardewModdingAPI.Framework monitor: this.Monitor, reflection: this.Reflection, jsonHelper: this.JsonHelper, - onDisposing: this.OnDisposing + onDisposing: this.OnDisposing, + aggressiveMemoryOptimizations: this.AggressiveMemoryOptimizations ); this.ContentManagers.Add(manager); return manager; @@ -182,6 +203,17 @@ namespace StardewModdingAPI.Framework }); } + /// <summary>Clean up when the player is returning to the title screen.</summary> + /// <remarks>This is called after the player returns to the title screen, but before <see cref="Game1.CleanupReturningToTitle"/> runs.</remarks> + public void OnReturningToTitleScreen() + { + this.ContentManagerLock.InReadLock(() => + { + foreach (IContentManager contentManager in this.ContentManagers) + contentManager.OnReturningToTitleScreen(); + }); + } + /// <summary>Get whether this asset is mapped to a mod folder.</summary> /// <param name="key">The asset key.</param> public bool IsManagedAssetKey(string key) @@ -290,7 +322,7 @@ namespace StardewModdingAPI.Framework // reload core game assets if (removedAssets.Any()) { - IDictionary<string, bool> propagated = this.CoreAssets.Propagate(this.MainContentManager, removedAssets.ToDictionary(p => p.Key, p => p.Value)); // use an intercepted content manager + IDictionary<string, bool> propagated = this.CoreAssets.Propagate(removedAssets.ToDictionary(p => p.Key, p => p.Value)); // use an intercepted content manager this.Monitor.Log($"Invalidated {removedAssets.Count} asset names ({string.Join(", ", removedAssets.Keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase))}); propagated {propagated.Count(p => p.Value)} core assets.", LogLevel.Trace); } else 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 diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 665c019b..8e78faba 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -52,17 +52,14 @@ 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="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param> - public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset) - : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false) + /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> + public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations) + : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations) { this.OnLoadingFirstAsset = onLoadingFirstAsset; } - /// <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 override T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache) { // raise first-load callback @@ -94,7 +91,7 @@ namespace StardewModdingAPI.Framework.ContentManagers if (this.AssetsBeingLoaded.Contains(assetName)) { this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); - this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); + this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}"); data = this.RawLoad<T>(assetName, language, useCache); } else @@ -116,7 +113,7 @@ namespace StardewModdingAPI.Framework.ContentManagers return data; } - /// <summary>Perform any cleanup needed when the locale changes.</summary> + /// <inheritdoc /> public override void OnLocaleChanged() { base.OnLocaleChanged(); @@ -136,10 +133,35 @@ namespace StardewModdingAPI.Framework.ContentManagers .OrderBy(p => p, StringComparer.OrdinalIgnoreCase) .ToArray(); if (invalidated.Any()) - this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change.", LogLevel.Trace); + this.Monitor.Log($"Invalidated {invalidated.Length} asset names: {string.Join(", ", invalidated)} for locale change."); + } + + /// <inheritdoc /> + public override void OnReturningToTitleScreen() + { + // The game clears LocalizedContentManager.localizedAssetNames after returning to the title screen. That + // causes an inconsistency in the SMAPI asset cache, which leads to an edge case where assets already + // provided by mods via IAssetLoader when playing in non-English are ignored. + // + // For example, let's say a mod provides the 'Data\mail' asset through IAssetLoader when playing in + // Portuguese. Here's the normal load process after it's loaded: + // 1. The game requests Data\mail. + // 2. SMAPI sees that it's already cached, and calls LoadRaw to bypass asset interception. + // 3. LoadRaw sees that there's a localized key mapping, and gets the mapped key. + // 4. In this case "Data\mail" is mapped to "Data\mail" since it was loaded by a mod, so it loads that + // asset. + // + // When the game clears localizedAssetNames, that process goes wrong in step 4: + // 3. LoadRaw sees that there's no localized key mapping *and* the locale is non-English, so it attempts + // to load from the localized key format. + // 4. In this case that's 'Data\mail.pt-BR', so it successfully loads that asset. + // 5. Since we've bypassed asset interception at this point, it's loaded directly from the base content + // manager without mod changes. + if (LocalizedContentManager.CurrentLanguageCode != LocalizedContentManager.LanguageCode.en) + this.InvalidateCache((_, _) => true); } - /// <summary>Create a new content manager for temporary use.</summary> + /// <inheritdoc /> public override LocalizedContentManager CreateTemporary() { return this.Coordinator.CreateGameContentManager("(temporary)"); @@ -149,9 +171,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /********* ** Private methods *********/ - /// <summary>Get whether an asset has already been loaded.</summary> - /// <param name="normalizedAssetName">The normalized asset name.</param> - /// <param name="language">The language to check.</param> + /// <inheritdoc /> protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language) { string cachedKey = null; @@ -165,12 +185,7 @@ namespace StardewModdingAPI.Framework.ContentManagers : this.Cache.ContainsKey(normalizedAssetName); } - /// <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> - /// <param name="useCache">Whether to save the asset to the asset cache.</param> + /// <inheritdoc /> protected override void TrackAsset<T>(string assetName, T value, LanguageCode language, bool useCache) { // handle explicit language in asset name @@ -358,7 +373,7 @@ namespace StardewModdingAPI.Framework.ContentManagers try { editor.Edit<T>(asset); - this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}.", LogLevel.Trace); + this.Monitor.Log($"{mod.DisplayName} edited {info.AssetName}."); } catch (Exception ex) { diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs new file mode 100644 index 00000000..61683ce6 --- /dev/null +++ b/src/SMAPI/Framework/ContentManagers/GameContentManagerForAssetPropagation.cs @@ -0,0 +1,47 @@ +using System; +using System.Globalization; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Reflection; +using StardewValley; + +namespace StardewModdingAPI.Framework.ContentManagers +{ + /// <summary>An extension of <see cref="GameContentManager"/> specifically optimized for asset propagation.</summary> + /// <remarks>This avoids sharing an asset cache with <see cref="Game1.content"/> or mods, so that assets can be safely disposed when the vanilla game no longer references them.</remarks> + internal class GameContentManagerForAssetPropagation : GameContentManager + { + /********* + ** Fields + *********/ + /// <summary>A unique value used in <see cref="Texture2D"/> to identify assets loaded through this instance.</summary> + private readonly string Tag = $"Pathoschild.SMAPI/LoadedBy:{nameof(GameContentManagerForAssetPropagation)}"; + + + /********* + ** Public methods + *********/ + /// <inheritdoc /> + public GameContentManagerForAssetPropagation(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations) + : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, onLoadingFirstAsset, aggressiveMemoryOptimizations) { } + + /// <inheritdoc /> + public override T Load<T>(string assetName, LanguageCode language, bool useCache) + { + T data = base.Load<T>(assetName, language, useCache); + + if (data is Texture2D texture) + texture.Tag = this.Tag; + + return data; + } + + /// <summary>Get whether a texture was loaded by this content manager.</summary> + /// <param name="texture">The texture to check.</param> + public bool IsResponsibleFor(Texture2D texture) + { + return + texture?.Tag is string tag + && tag.Contains(this.Tag); + } + } +} diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs index 0e7edd8f..1e222472 100644 --- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs @@ -36,9 +36,6 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache); - /// <summary>Perform any cleanup needed when the locale changes.</summary> - 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> [Pure] @@ -69,5 +66,12 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <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> IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false); + + /// <summary>Perform any cleanup needed when the locale changes.</summary> + void OnLocaleChanged(); + + /// <summary>Clean up when the player is returning to the title screen.</summary> + /// <remarks>This is called after the player returns to the title screen, but before <see cref="Game1.CleanupReturningToTitle"/> runs.</remarks> + void OnReturningToTitleScreen(); } } diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 1456d3c1..9af14cb5 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -50,36 +50,28 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="reflection">Simplifies access to private code.</param> /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param> - public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing) - : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true) + /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param> + public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, bool aggressiveMemoryOptimizations) + : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations) { this.GameContentManager = gameContentManager; this.JsonHelper = jsonHelper; this.ModName = modName; } - /// <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.DefaultLanguage, useCache: false); } - /// <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: false); } - /// <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 override T Load<T>(string assetName, LanguageCode language, bool useCache) { assetName = this.AssertAndNormalizeAssetName(assetName); @@ -189,7 +181,7 @@ namespace StardewModdingAPI.Framework.ContentManagers return asset; } - /// <summary>Create a new content manager for temporary use.</summary> + /// <inheritdoc /> public override LocalizedContentManager CreateTemporary() { throw new NotSupportedException("Can't create a temporary mod content manager."); @@ -209,9 +201,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /********* ** Private methods *********/ - /// <summary>Get whether an asset has already been loaded.</summary> - /// <param name="normalizedAssetName">The normalized asset name.</param> - /// <param name="language">The language to check.</param> + /// <inheritdoc /> protected override bool IsNormalizedKeyLoaded(string normalizedAssetName, LanguageCode language) { return this.Cache.ContainsKey(normalizedAssetName); diff --git a/src/SMAPI/Framework/Logging/LogManager.cs b/src/SMAPI/Framework/Logging/LogManager.cs index ff00cff7..2c7be399 100644 --- a/src/SMAPI/Framework/Logging/LogManager.cs +++ b/src/SMAPI/Framework/Logging/LogManager.cs @@ -6,6 +6,7 @@ using System.Linq; using System.Text.RegularExpressions; using System.Threading; using StardewModdingAPI.Framework.Commands; +using StardewModdingAPI.Framework.Models; using StardewModdingAPI.Framework.ModLoading; using StardewModdingAPI.Internal.ConsoleWriting; using StardewModdingAPI.Toolkit.Framework.ModData; @@ -284,19 +285,22 @@ namespace StardewModdingAPI.Framework.Logging } /// <summary>Log details for settings that don't match the default.</summary> - /// <param name="isDeveloperMode">Whether to enable full console output for developers.</param> - /// <param name="checkForUpdates">Whether to check for newer versions of SMAPI and mods on startup.</param> - /// <param name="rewriteMods">Whether to rewrite mods for compatibility.</param> - public void LogSettingsHeader(bool isDeveloperMode, bool checkForUpdates, bool rewriteMods) + /// <param name="settings">The settings to log.</param> + public void LogSettingsHeader(SConfig settings) { - if (isDeveloperMode) - this.Monitor.Log("You have SMAPI for developers, so the console will be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI.", LogLevel.Info); - if (!checkForUpdates) - this.Monitor.Log("You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI.", LogLevel.Warn); - if (!rewriteMods) - this.Monitor.Log("You configured SMAPI to not rewrite broken mods. Many older mods may fail to load. You can undo this by reinstalling SMAPI.", LogLevel.Warn); + // developer mode + if (settings.DeveloperMode) + this.Monitor.Log("You enabled developer mode, so the console will be much more verbose. You can disable it by installing the non-developer version of SMAPI.", LogLevel.Info); + + // warnings + if (!settings.CheckForUpdates) + this.Monitor.Log("You disabled update checks, so you won't be notified of new SMAPI or mod updates. Running an old version of SMAPI is not recommended. You can undo this by reinstalling SMAPI.", LogLevel.Warn); + if (!settings.RewriteMods) + this.Monitor.Log("You disabled rewriting broken mods, so many older mods may fail to load. You can undo this by reinstalling SMAPI.", LogLevel.Info); if (!this.Monitor.WriteToConsole) this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); + + // verbose logging this.Monitor.VerboseLog("Verbose logging enabled."); } diff --git a/src/SMAPI/Framework/Models/SConfig.cs b/src/SMAPI/Framework/Models/SConfig.cs index dea08717..4a80e34c 100644 --- a/src/SMAPI/Framework/Models/SConfig.cs +++ b/src/SMAPI/Framework/Models/SConfig.cs @@ -21,7 +21,8 @@ namespace StardewModdingAPI.Framework.Models [nameof(WebApiBaseUrl)] = "https://smapi.io/api/", [nameof(VerboseLogging)] = false, [nameof(LogNetworkTraffic)] = false, - [nameof(RewriteMods)] = true + [nameof(RewriteMods)] = true, + [nameof(AggressiveMemoryOptimizations)] = true }; /// <summary>The default values for <see cref="SuppressUpdateChecks"/>, to log changes if different.</summary> @@ -60,6 +61,9 @@ namespace StardewModdingAPI.Framework.Models /// <summary>Whether SMAPI should rewrite mods for compatibility.</summary> public bool RewriteMods { get; set; } = (bool)SConfig.DefaultValues[nameof(SConfig.RewriteMods)]; + /// <summary>Whether to enable more aggressive memory optimizations.</summary> + public bool AggressiveMemoryOptimizations { get; set; } = (bool)SConfig.DefaultValues[nameof(SConfig.AggressiveMemoryOptimizations)]; + /// <summary>Whether SMAPI should log network traffic. Best combined with <see cref="VerboseLogging"/>, which includes network metadata.</summary> public bool LogNetworkTraffic { get; set; } diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index cd094ff4..2d783eb2 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -277,7 +277,7 @@ namespace StardewModdingAPI.Framework // log basic info this.LogManager.HandleMarkerFiles(); - this.LogManager.LogSettingsHeader(this.Settings.DeveloperMode, this.Settings.CheckForUpdates, this.Settings.RewriteMods); + this.LogManager.LogSettingsHeader(this.Settings); // set window titles this.SetWindowTitles( @@ -1118,6 +1118,7 @@ namespace StardewModdingAPI.Framework { // perform cleanup this.Multiplayer.CleanupOnMultiplayerExit(); + this.ContentCore.OnReturningToTitleScreen(); this.JustReturnedToTitle = true; } @@ -1149,7 +1150,7 @@ namespace StardewModdingAPI.Framework // Game1._temporaryContent initializing from SGame constructor if (this.ContentCore == null) { - this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, this.Monitor, this.Reflection, this.Toolkit.JsonHelper, this.InitializeBeforeFirstAssetLoaded); + this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, this.Monitor, this.Reflection, this.Toolkit.JsonHelper, this.InitializeBeforeFirstAssetLoaded, this.Settings.AggressiveMemoryOptimizations); if (this.ContentCore.Language != this.Translator.LocaleEnum) this.Translator.SetLocale(this.ContentCore.GetLocale(), this.ContentCore.Language); |