From 749f0321f01b2f2ad865f31ab6f447c5a590fdd0 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 16 Mar 2021 18:56:56 -0400 Subject: avoid asset propagation into the world if it's unloaded Propagating changes into world locations has no effect at this point (since they'll just be recreated when a save is loaded), and can noticeably impact performance. --- src/SMAPI/Framework/ContentCoordinator.cs | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 6d2ff441..5d4855ef 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -341,11 +341,16 @@ namespace StardewModdingAPI.Framework // reload core game assets if (removedAssets.Any()) { - IDictionary propagated = this.CoreAssets.Propagate(removedAssets.ToDictionary(p => p.Key, p => p.Value)); // use an intercepted content manager - this.Monitor.Log($"Invalidated {removedAssets.Count} asset names ({string.Join(", ", removedAssets.Keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase))}); propagated {propagated.Count(p => p.Value)} core assets.", LogLevel.Trace); + IDictionary propagated = this.CoreAssets.Propagate(removedAssets.ToDictionary(p => p.Key, p => p.Value), ignoreWorld: Context.IsWorldFullyUnloaded); + + string[] invalidatedKeys = removedAssets.Keys.ToArray(); + string[] propagatedKeys = propagated.Where(p => p.Value).Select(p => p.Key).ToArray(); + + string FormatKeyList(IEnumerable keys) => string.Join(", ", keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase)); + this.Monitor.Log($"Invalidated {invalidatedKeys.Length} asset names ({FormatKeyList(invalidatedKeys)}); propagated {propagatedKeys.Length} core assets ({FormatKeyList(propagatedKeys)})."); } else - this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace); + this.Monitor.Log("Invalidated 0 cache entries."); return removedAssets.Keys; } @@ -391,7 +396,7 @@ namespace StardewModdingAPI.Framework return; this.IsDisposed = true; - this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.", LogLevel.Trace); + this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point."); foreach (IContentManager contentManager in this.ContentManagers) contentManager.Dispose(); this.ContentManagers.Clear(); -- cgit