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-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs11
1 files changed, 10 insertions, 1 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 1ef9a8f2..037e4573 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -40,6 +40,9 @@ namespace StardewModdingAPI.Metadata
/// <summary>Writes messages to the console.</summary>
private readonly IMonitor Monitor;
+ /// <summary>The multiplayer instance whose map cache to update.</summary>
+ private readonly Multiplayer Multiplayer;
+
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection;
@@ -70,13 +73,15 @@ namespace StardewModdingAPI.Metadata
/// <param name="mainContent">The main content manager through which to reload assets.</param>
/// <param name="disposableContent">An internal content manager used only for asset propagation.</param>
/// <param name="monitor">Writes messages to the console.</param>
+ /// <param name="multiplayer">The multiplayer instance whose map cache to update.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="parseAssetName">Parse a raw asset name.</param>
- public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, Func<string, IAssetName> parseAssetName)
+ public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Multiplayer multiplayer, Reflector reflection, Func<string, IAssetName> parseAssetName)
{
this.MainContentManager = mainContent;
this.DisposableContentManager = disposableContent;
this.Monitor = monitor;
+ this.Multiplayer = multiplayer;
this.Reflection = reflection;
this.ParseAssetName = parseAssetName;
}
@@ -1166,6 +1171,10 @@ namespace StardewModdingAPI.Metadata
GameLocation location = locationInfo.Location;
Vector2? playerPos = Game1.player?.Position;
+ // clear multiplayer cache for farmhands
+ if (!Context.IsMainPlayer)
+ this.Multiplayer.cachedMultiplayerMaps.Remove(location.NameOrUniqueName);
+
// reload map
location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist
location.reloadMap();