diff options
Diffstat (limited to 'src/SMAPI')
-rw-r--r-- | src/SMAPI/Framework/Content/ContentCache.cs | 150 | ||||
-rw-r--r-- | src/SMAPI/Framework/SContentManager.cs | 234 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/StardewModdingAPI.csproj | 1 |
4 files changed, 284 insertions, 103 deletions
diff --git a/src/SMAPI/Framework/Content/ContentCache.cs b/src/SMAPI/Framework/Content/ContentCache.cs new file mode 100644 index 00000000..10c41d08 --- /dev/null +++ b/src/SMAPI/Framework/Content/ContentCache.cs @@ -0,0 +1,150 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics.Contracts; +using System.Linq; +using Microsoft.Xna.Framework; +using StardewModdingAPI.Framework.ModLoading; +using StardewModdingAPI.Framework.Reflection; +using StardewValley; + +namespace StardewModdingAPI.Framework.Content +{ + /// <summary>A low-level wrapper around the content cache which handles reading, writing, and invalidating entries in the cache. This doesn't handle any higher-level logic like localisation, loading content, etc. It assumes all keys passed in are already normalised.</summary> + internal class ContentCache + { + /********* + ** Properties + *********/ + /// <summary>The underlying asset cache.</summary> + private readonly IDictionary<string, object> Cache; + + /// <summary>The possible directory separator characters in an asset key.</summary> + private readonly char[] PossiblePathSeparators; + + /// <summary>The preferred directory separator chaeacter in an asset key.</summary> + private readonly string PreferredPathSeparator; + + /// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary> + private readonly Func<string, string> NormaliseAssetNameForPlatform; + + + /********* + ** Accessors + *********/ + /// <summary>Get or set the value of a raw cache entry.</summary> + /// <param name="key">The cache key.</param> + public object this[string key] + { + get => this.Cache[key]; + set => this.Cache[key] = value; + } + + /// <summary>The current cache keys.</summary> + public IEnumerable<string> Keys => this.Cache.Keys; + + + /********* + ** Public methods + *********/ + /**** + ** Constructor + ****/ + /// <summary>Construct an instance.</summary> + /// <param name="contentManager">The underlying content manager whose cache to manage.</param> + /// <param name="reflection">Simplifies access to private game code.</param> + /// <param name="possiblePathSeparators">The possible directory separator characters in an asset key.</param> + /// <param name="preferredPathSeparator">The preferred directory separator chaeacter in an asset key.</param> + public ContentCache(LocalizedContentManager contentManager, Reflector reflection, char[] possiblePathSeparators, string preferredPathSeparator) + { + // init + this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(contentManager, "loadedAssets").GetValue(); + this.PossiblePathSeparators = possiblePathSeparators; + this.PreferredPathSeparator = preferredPathSeparator; + + // get key normalisation logic + if (Constants.TargetPlatform == Platform.Windows) + { + IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath"); + this.NormaliseAssetNameForPlatform = path => method.Invoke<string>(path); + } + else + this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic + } + + /**** + ** Fetch + ****/ + /// <summary>Get whether the cache contains a given key.</summary> + /// <param name="key">The cache key.</param> + public bool ContainsKey(string key) + { + return this.Cache.ContainsKey(key); + } + + + /**** + ** Normalise + ****/ + /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseKey"/> instead.</summary> + /// <param name="path">The file path to normalise.</param> + [Pure] + public string NormalisePathSeparators(string path) + { + string[] parts = path.Split(this.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); + string normalised = string.Join(this.PreferredPathSeparator, parts); + if (path.StartsWith(this.PreferredPathSeparator)) + normalised = this.PreferredPathSeparator + normalised; // keep root slash + return normalised; + } + + /// <summary>Normalise a cache key so it's consistent with the underlying cache.</summary> + /// <param name="key">The asset key.</param> + [Pure] + public string NormaliseKey(string key) + { + key = this.NormalisePathSeparators(key); + return key.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase) + ? key.Substring(0, key.Length - 4) + : this.NormaliseAssetNameForPlatform(key); + } + + /**** + ** Remove + ****/ + /// <summary>Remove an asset with the given key.</summary> + /// <param name="key">The cache key.</param> + /// <param name="dispose">Whether to dispose the entry value, if applicable.</param> + /// <returns>Returns the removed key (if any).</returns> + public bool Remove(string key, bool dispose) + { + // get entry + if (!this.Cache.TryGetValue(key, out object value)) + return false; + + // dispose & remove entry + if (dispose && value is IDisposable disposable) + disposable.Dispose(); + + return this.Cache.Remove(key); + } + + /// <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 removed keys (if any).</returns> + public IEnumerable<string> Remove(Func<string, Type, bool> predicate, bool dispose = false) + { + List<string> removed = new List<string>(); + foreach (string key in this.Cache.Keys.ToArray()) + { + Type type = this.Cache[key].GetType(); + if (predicate(key, type)) + { + this.Remove(key, dispose); + removed.Add(key); + } + } + return removed; + } + } +} diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs index 2f5d104f..0b6daaa6 100644 --- a/src/SMAPI/Framework/SContentManager.cs +++ b/src/SMAPI/Framework/SContentManager.cs @@ -1,13 +1,13 @@ using System; using System.Collections.Generic; +using System.Diagnostics.Contracts; using System.Globalization; using System.IO; using System.Linq; using System.Reflection; -using Microsoft.Xna.Framework; +using System.Threading; using Microsoft.Xna.Framework.Content; using StardewModdingAPI.Framework.Content; -using StardewModdingAPI.Framework.ModLoading; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Metadata; @@ -15,7 +15,17 @@ using StardewValley; namespace StardewModdingAPI.Framework { - /// <summary>SMAPI's implementation of the game's content manager which lets it raise content events.</summary> + /// <summary>A thread-safe content manager which intercepts assets being loaded to let SMAPI mods inject or edit them.</summary> + /// <remarks> + /// This is the centralised content manager which manages all game assets. The game and mods don't use this class + /// directly; instead they use one of several <see cref="ContentManagerShim"/> instances, which proxy requests to + /// this class. That ensures that when the game disposes one content manager, the others can continue unaffected. + /// That notably requires this class to be thread-safe, since the content managers can be disposed asynchronously. + /// + /// Note that assets in the cache have two identifiers: the asset name (like "bundles") and key (like "bundles.pt-BR"). + /// For English and non-translatable assets, these have the same value. The underlying cache only knows about asset + /// keys, and the game and mods only know about asset names. The content manager handles resolving them. + /// </remarks> internal class SContentManager : LocalizedContentManager { /********* @@ -27,11 +37,8 @@ namespace StardewModdingAPI.Framework /// <summary>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; - /// <summary>The underlying content manager's asset cache.</summary> - private readonly IDictionary<string, object> Cache; - - /// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary> - private readonly Func<string, string> NormaliseAssetNameForPlatform; + /// <summary>The underlying asset cache.</summary> + private readonly ContentCache Cache; /// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary> private readonly IPrivateMethod GetKeyLocale; @@ -46,10 +53,10 @@ namespace StardewModdingAPI.Framework private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>(); /// <summary>A lookup of the content managers which loaded each asset.</summary> - private readonly IDictionary<string, HashSet<ContentManager>> AssetLoaders = new Dictionary<string, HashSet<ContentManager>>(); + private readonly IDictionary<string, HashSet<ContentManager>> ContentManagersByAssetKey = new Dictionary<string, HashSet<ContentManager>>(); - /// <summary>An object locked to prevent concurrent changes to the underlying assets.</summary> - private readonly object Lock = new object(); + /// <summary>A lock used to prevents concurrent changes to the cache while data is being read.</summary> + private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion); /********* @@ -77,30 +84,15 @@ namespace StardewModdingAPI.Framework /// <param name="currentCulture">The current culture for which to localise content.</param> /// <param name="languageCodeOverride">The current language code for which to localise content.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> - public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor) + /// <param name="reflection">Simplifies access to private code.</param> + public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection) : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride) { - // validate - if (monitor == null) - throw new ArgumentNullException(nameof(monitor)); - - // initialise - var reflection = new Reflector(); - this.Monitor = monitor; - - // get underlying fields for interception - this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(this, "loadedAssets").GetValue(); + // init + this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); + this.Cache = new ContentCache(this, reflection, SContentManager.PossiblePathSeparators, SContentManager.PreferredPathSeparator); this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode"); - // get asset key normalisation logic - if (Constants.TargetPlatform == Platform.Windows) - { - IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath"); - this.NormaliseAssetNameForPlatform = path => method.Invoke<string>(path); - } - else - this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic - // get asset data this.CoreAssets = new CoreAssets(this.NormaliseAssetName); this.KeyLocales = this.GetKeyLocales(reflection); @@ -108,34 +100,26 @@ namespace StardewModdingAPI.Framework /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary> /// <param name="path">The file path to normalise.</param> + [Pure] public string NormalisePathSeparators(string path) { - string[] parts = path.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); - string normalised = string.Join(SContentManager.PreferredPathSeparator, parts); - if (path.StartsWith(SContentManager.PreferredPathSeparator)) - normalised = SContentManager.PreferredPathSeparator + normalised; // keep root slash - return normalised; + return this.Cache.NormalisePathSeparators(path); } /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> /// <param name="assetName">The asset key.</param> + [Pure] public string NormaliseAssetName(string assetName) { - assetName = this.NormalisePathSeparators(assetName); - if (assetName.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase)) - return assetName.Substring(0, assetName.Length - 4); - return this.NormaliseAssetNameForPlatform(assetName); + return this.Cache.NormaliseKey(assetName); } /// <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> public bool IsLoaded(string assetName) { - lock (this.Lock) - { - assetName = this.NormaliseAssetName(assetName); - return this.IsNormalisedKeyLoaded(assetName); - } + assetName = this.Cache.NormaliseKey(assetName); + return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName)); } /// <summary>Load an asset that has been processed by the content pipeline.</summary> @@ -152,10 +136,9 @@ namespace StardewModdingAPI.Framework /// <param name="instance">The content manager instance for which to load the asset.</param> public T LoadFor<T>(string assetName, ContentManager instance) { - lock (this.Lock) + assetName = this.NormaliseAssetName(assetName); + return this.WithWriteLock(() => { - assetName = this.NormaliseAssetName(assetName); - // skip if already loaded if (this.IsNormalisedKeyLoaded(assetName)) { @@ -186,7 +169,7 @@ namespace StardewModdingAPI.Framework this.Cache[assetName] = data; this.TrackAssetLoader(assetName, instance); return data; - } + }); } /// <summary>Inject an asset into the cache.</summary> @@ -195,12 +178,12 @@ namespace StardewModdingAPI.Framework /// <param name="value">The asset value.</param> public void Inject<T>(string assetName, T value) { - lock (this.Lock) + this.WithWriteLock(() => { assetName = this.NormaliseAssetName(assetName); this.Cache[assetName] = value; this.TrackAssetLoader(assetName, this); - } + }); } /// <summary>Get the current content locale.</summary> @@ -212,19 +195,11 @@ namespace StardewModdingAPI.Framework /// <summary>Get the cached asset keys.</summary> public IEnumerable<string> GetAssetKeys() { - lock (this.Lock) - { - IEnumerable<string> GetAllAssetKeys() - { - foreach (string cacheKey in this.Cache.Keys) - { - this.ParseCacheKey(cacheKey, out string assetKey, out string _); - yield return assetKey; - } - } - - return GetAllAssetKeys().Distinct(); - } + return this.WithReadLock(() => + this.Cache.Keys + .Select(this.GetAssetName) + .Distinct() + ); } /// <summary>Purge assets from the cache that match one of the interceptors.</summary> @@ -239,11 +214,12 @@ namespace StardewModdingAPI.Framework // get CanEdit/Load methods MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit)); MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad)); + if (canEdit == null || canLoad == null) + throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen // invalidate matching keys return this.InvalidateCache((assetName, assetType) => { - // get asset metadata IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, assetType, this.NormaliseAssetName); // check loaders @@ -263,48 +239,44 @@ namespace StardewModdingAPI.Framework /// <returns>Returns whether any cache entries were invalidated.</returns> public bool InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) { - lock (this.Lock) + return this.WithWriteLock(() => { - // find matching asset keys - HashSet<string> purgeCacheKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); - HashSet<string> purgeAssetKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); - foreach (string cacheKey in this.Cache.Keys) + // invalidate matching keys + HashSet<string> removeKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); + HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); + this.Cache.Remove((key, type) => { - this.ParseCacheKey(cacheKey, out string assetKey, out _); - Type type = this.Cache[cacheKey].GetType(); - if (predicate(assetKey, type)) + this.ParseCacheKey(key, out string assetName, out _); + if (removeAssetNames.Contains(assetName) || predicate(assetName, type)) { - purgeAssetKeys.Add(assetKey); - purgeCacheKeys.Add(cacheKey); + removeAssetNames.Add(assetName); + removeKeys.Add(key); + return true; } - } + return false; + }); - // purge assets - foreach (string key in purgeCacheKeys) - { - if (dispose && this.Cache[key] is IDisposable disposable) - disposable.Dispose(); - this.Cache.Remove(key); - this.AssetLoaders.Remove(key); - } + // update reference tracking + foreach (string key in removeKeys) + this.ContentManagersByAssetKey.Remove(key); // reload core game assets int reloaded = 0; - foreach (string key in purgeAssetKeys) + foreach (string key in removeAssetNames) { if (this.CoreAssets.ReloadForKey(this, key)) reloaded++; } // report result - if (purgeCacheKeys.Any()) + if (removeKeys.Any()) { - this.Monitor.Log($"Invalidated {purgeCacheKeys.Count} cache entries for {purgeAssetKeys.Count} asset keys: {string.Join(", ", purgeCacheKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); + this.Monitor.Log($"Invalidated {removeAssetNames.Count} asset names: {string.Join(", ", removeKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace); return true; } this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); return false; - } + }); } /// <summary>Dispose assets for the given content manager shim.</summary> @@ -313,15 +285,26 @@ namespace StardewModdingAPI.Framework { this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace); - foreach (var entry in this.AssetLoaders) - entry.Value.Remove(shim); - this.InvalidateCache((key, type) => !this.AssetLoaders[key].Any(), dispose: true); + this.WithWriteLock(() => + { + foreach (var entry in this.ContentManagersByAssetKey) + entry.Value.Remove(shim); + this.InvalidateCache((key, type) => !this.ContentManagersByAssetKey[key].Any(), dispose: true); + }); } /********* ** Private methods *********/ + /// <summary>Dispose held resources.</summary> + /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> + protected override void Dispose(bool disposing) + { + this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); + base.Dispose(disposing); + } + /// <summary>Get whether an asset has already been loaded.</summary> /// <param name="normalisedAssetName">The normalised asset name.</param> private bool IsNormalisedKeyLoaded(string normalisedAssetName) @@ -335,8 +318,8 @@ namespace StardewModdingAPI.Framework /// <param name="manager">The content manager that loaded the asset.</param> private void TrackAssetLoader(string key, ContentManager manager) { - if (!this.AssetLoaders.TryGetValue(key, out HashSet<ContentManager> hash)) - hash = this.AssetLoaders[key] = new HashSet<ContentManager>(); + if (!this.ContentManagersByAssetKey.TryGetValue(key, out HashSet<ContentManager> hash)) + hash = this.ContentManagersByAssetKey[key] = new HashSet<ContentManager>(); hash.Add(manager); } @@ -367,11 +350,19 @@ namespace StardewModdingAPI.Framework return map; } + /// <summary>Get the asset name from a cache key.</summary> + /// <param name="cacheKey">The input cache key.</param> + private string GetAssetName(string cacheKey) + { + this.ParseCacheKey(cacheKey, out string assetName, out string _); + return assetName; + } + /// <summary>Parse a cache key into its component parts.</summary> /// <param name="cacheKey">The input cache key.</param> - /// <param name="assetKey">The original asset key.</param> + /// <param name="assetName">The original asset name.</param> /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param> - private void ParseCacheKey(string cacheKey, out string assetKey, out string localeCode) + private void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) { // handle localised key if (!string.IsNullOrWhiteSpace(cacheKey)) @@ -382,7 +373,7 @@ namespace StardewModdingAPI.Framework string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); if (this.KeyLocales.ContainsKey(suffix)) { - assetKey = cacheKey.Substring(0, lastSepIndex); + assetName = cacheKey.Substring(0, lastSepIndex); localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); return; } @@ -390,7 +381,7 @@ namespace StardewModdingAPI.Framework } // handle simple key - assetKey = cacheKey; + assetName = cacheKey; localeCode = null; } @@ -519,12 +510,51 @@ namespace StardewModdingAPI.Framework } } - /// <summary>Dispose held resources.</summary> - /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> - protected override void Dispose(bool disposing) + /// <summary>Acquire a read lock which prevents concurrent writes to the cache while it's open.</summary> + /// <typeparam name="T">The action's return value.</typeparam> + /// <param name="action">The action to perform.</param> + private T WithReadLock<T>(Func<T> action) { - this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace); - base.Dispose(disposing); + try + { + this.Lock.EnterReadLock(); + return action(); + } + finally + { + this.Lock.ExitReadLock(); + } + } + + /// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary> + /// <param name="action">The action to perform.</param> + private void WithWriteLock(Action action) + { + try + { + this.Lock.EnterWriteLock(); + action(); + } + finally + { + this.Lock.ExitWriteLock(); + } + } + + /// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary> + /// <typeparam name="T">The action's return value.</typeparam> + /// <param name="action">The action to perform.</param> + private T WithWriteLock<T>(Func<T> action) + { + try + { + this.Lock.EnterReadLock(); + return action(); + } + finally + { + this.Lock.ExitReadLock(); + } } } } diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index ca19d726..c62c1393 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -179,7 +179,7 @@ namespace StardewModdingAPI.Framework // override content manager this.Monitor?.Log("Overriding content manager...", LogLevel.Trace); - this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor); + this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor, reflection); this.Content = new ContentManagerShim(this.SContentManager, "SGame.Content"); Game1.content = new ContentManagerShim(this.SContentManager, "Game1.content"); reflection.GetPrivateField<LocalizedContentManager>(typeof(Game1), "_temporaryContent").SetValue(new ContentManagerShim(this.SContentManager, "Game1._temporaryContent")); // regenerate value with new content manager diff --git a/src/SMAPI/StardewModdingAPI.csproj b/src/SMAPI/StardewModdingAPI.csproj index 6f7c2b3f..605292b2 100644 --- a/src/SMAPI/StardewModdingAPI.csproj +++ b/src/SMAPI/StardewModdingAPI.csproj @@ -89,6 +89,7 @@ <Compile Include="..\..\build\GlobalAssemblyInfo.cs"> <Link>Properties\GlobalAssemblyInfo.cs</Link> </Compile> + <Compile Include="Framework\Content\ContentCache.cs" /> <Compile Include="Framework\Models\ModCompatibility.cs" /> <Compile Include="Framework\ModLoading\Finders\EventFinder.cs" /> <Compile Include="Framework\ModLoading\Finders\FieldFinder.cs" /> |