From cb11f1e2ca907cf9d99d5ff76c40b2d0b2957ceb Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 18 May 2022 20:02:12 -0400 Subject: re-add internal content manager for asset propagation This will be used by the new asset propagation in SMAPI 4.0 & Stardew Valley 1.6. --- src/SMAPI/Framework/ContentCoordinator.cs | 17 ++++++++++++++++- 1 file changed, 16 insertions(+), 1 deletion(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 2b13f57a..da8f0da9 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -151,8 +151,23 @@ namespace StardewModdingAPI.Framework onAssetLoaded: onAssetLoaded ) ); + + var contentManagerForAssetPropagation = new GameContentManagerForAssetPropagation( + name: nameof(GameContentManagerForAssetPropagation), + serviceProvider: serviceProvider, + rootDirectory: rootDirectory, + currentCulture: currentCulture, + coordinator: this, + monitor: monitor, + reflection: reflection, + onDisposing: this.OnDisposing, + onLoadingFirstAsset: onLoadingFirstAsset, + onAssetLoaded: onAssetLoaded + ); + this.ContentManagers.Add(contentManagerForAssetPropagation); + this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory); - this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true)); + this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true)); this.LocaleCodes = new Lazy>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty())); } -- cgit From f8b62e271e5019fd02c4cbd0cdeb8a3b7938c620 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 18 May 2022 20:04:51 -0400 Subject: fix asset type when checking if a mod asset exists --- src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 1c603f85..4390d472 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -75,7 +75,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // custom asset from a loader string locale = this.GetLocale(); IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName); - AssetOperationGroup? operations = this.Coordinator.GetAssetOperations(info); + AssetOperationGroup? operations = this.Coordinator.GetAssetOperations(info); if (operations?.LoadOperations.Count > 0) { if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error)) -- cgit From 1ddf70697eda8b721617c023cd827fa6ac0759c4 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 18 May 2022 20:13:09 -0400 Subject: simplify asset propagation a bit to prepare for the upcoming SDV 1.6 --- src/SMAPI/Framework/ContentCoordinator.cs | 7 +++++- .../ContentManagers/BaseContentManager.cs | 27 ++++++++++------------ .../Framework/ContentManagers/IContentManager.cs | 11 +++++---- 3 files changed, 25 insertions(+), 20 deletions(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index da8f0da9..dd3d2917 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -394,9 +394,14 @@ namespace StardewModdingAPI.Framework // cached assets foreach (IContentManager contentManager in this.ContentManagers) { - foreach ((string key, object asset) in contentManager.InvalidateCache((key, type) => predicate(contentManager, key, type), dispose)) + foreach ((string key, object asset) in contentManager.GetCachedAssets()) { + if (!predicate(contentManager, key, asset.GetType())) + continue; + AssetName assetName = this.ParseAssetName(key, allowLocales: true); + contentManager.InvalidateCache(assetName, dispose); + if (!invalidatedAssets.ContainsKey(assetName)) invalidatedAssets[assetName] = asset.GetType(); } diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index 575d252e..ddc02a8c 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -231,24 +231,21 @@ namespace StardewModdingAPI.Framework.ContentManagers ** Cache invalidation ****/ /// - public IDictionary InvalidateCache(Func predicate, bool dispose = false) + public IEnumerable> GetCachedAssets() { - IDictionary removeAssets = new Dictionary(StringComparer.OrdinalIgnoreCase); - this.Cache.Remove((key, asset) => - { - string baseAssetName = this.Coordinator.ParseAssetName(key, allowLocales: this.TryLocalizeKeys).BaseName; + foreach (string key in this.Cache.Keys) + yield return new(key, this.Cache[key]); + } - // check if asset should be removed - bool remove = removeAssets.ContainsKey(baseAssetName); - if (!remove && predicate(baseAssetName, asset.GetType())) - { - removeAssets[baseAssetName] = asset; - remove = true; - } - return remove; - }, dispose); + /// + public bool InvalidateCache(IAssetName assetName, bool dispose = false) + { + if (!this.Cache.ContainsKey(assetName.Name)) + return false; - return removeAssets; + // remove from cache + this.Cache.Remove(assetName.Name, dispose); + return true; } /// diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs index ac67cad5..f2e3b9f0 100644 --- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs @@ -32,7 +32,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// The expected asset type. /// The normalized asset name. bool DoesAssetExist(IAssetName assetName) - where T: notnull; + where T : notnull; /// Load an asset through the content pipeline, using a localized variant of the if available. /// The type of asset to load. @@ -65,10 +65,13 @@ namespace StardewModdingAPI.Framework.ContentManagers /// The asset path relative to the loader root directory, not including the .xnb extension. bool IsLoaded(IAssetName assetName); + /// Get all assets in the cache. + IEnumerable> GetCachedAssets(); + /// Purge matched assets from the cache. - /// Matches the asset keys to invalidate. + /// The asset name to dispose. /// Whether to dispose invalidated assets. This should only be true when they're being invalidated as part of a dispose, to avoid crashing the game. - /// Returns the invalidated asset names and instances. - IDictionary InvalidateCache(Func predicate, bool dispose = false); + /// Returns whether the asset was in the cache. + bool InvalidateCache(IAssetName assetName, bool dispose = false); } } -- cgit From e6ef71bae149b0d94055141075a84783f91e7c52 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 20 May 2022 17:39:05 -0400 Subject: add tick cache to asset propagation --- .../Framework/Utilities/TickCacheDictionary.cs | 26 ++++++++++++++++++++++ 1 file changed, 26 insertions(+) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Utilities/TickCacheDictionary.cs b/src/SMAPI/Framework/Utilities/TickCacheDictionary.cs index 20d206e2..7732ace8 100644 --- a/src/SMAPI/Framework/Utilities/TickCacheDictionary.cs +++ b/src/SMAPI/Framework/Utilities/TickCacheDictionary.cs @@ -48,4 +48,30 @@ namespace StardewModdingAPI.Framework.Utilities return this.Cache.Remove(cacheKey); } } + + /// An in-memory dictionary cache that stores data for the duration of a game update tick. + /// The dictionary key type. + internal class TickCacheDictionary : TickCacheDictionary + where TKey : notnull + { + /********* + ** Public methods + *********/ + /// Get a value from the cache, fetching it first if it's not cached yet. + /// The unique key for the cached value. + /// Get the latest data if it's not in the cache yet. + public TValue GetOrSet(TKey cacheKey, Func get) + { + object? value = base.GetOrSet(cacheKey, () => get()!); + + try + { + return (TValue)value; + } + catch (Exception ex) + { + throw new InvalidCastException($"Can't cast value of the '{cacheKey}' cache entry from {value?.GetType().FullName ?? "null"} to {typeof(TValue).FullName}.", ex); + } + } + } } -- cgit From 7e7ac459a54a607de5843be37ea4b222058d5d3e Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 21 May 2022 18:06:23 -0400 Subject: fix error when mod localizes an unlocalizable asset and then stops doing so --- src/SMAPI/Framework/ContentCoordinator.cs | 12 ++++++++++++ 1 file changed, 12 insertions(+) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index dd3d2917..fc61b44b 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -407,6 +407,18 @@ namespace StardewModdingAPI.Framework } } + // forget localized flags + // A mod might provide a localized variant of a normally non-localized asset (like + // `Maps/MovieTheater.fr-FR`). When the asset is invalidated, we need to recheck + // whether the asset is localized in case it stops providing it. + foreach (IAssetName assetName in invalidatedAssets.Keys) + { + LocalizedContentManager.localizedAssetNames.Remove(assetName.Name); + + if (LocalizedContentManager.localizedAssetNames.TryGetValue(assetName.BaseName, out string? targetForBaseKey) && targetForBaseKey == assetName.Name) + LocalizedContentManager.localizedAssetNames.Remove(assetName.BaseName); + } + // special case: maps may be loaded through a temporary content manager that's removed while the map is still in use. // This notably affects the town and farmhouse maps. if (Game1.locations != null) -- cgit