From 0c191eb32c41ffedd321951cda70b521e9b51c96 Mon Sep 17 00:00:00 2001
From: atravita-mods <94934860+atravita-mods@users.noreply.github.com>
Date: Sat, 15 Oct 2022 08:36:24 -0400
Subject: make asset name comparing lazy.
---
.../AssetPathUtilities/AssetPartYielder.cs | 67 ++++++++++++++++++++++
1 file changed, 67 insertions(+)
create mode 100644 src/SMAPI/Utilities/AssetPathUtilities/AssetPartYielder.cs
(limited to 'src/SMAPI/Utilities')
diff --git a/src/SMAPI/Utilities/AssetPathUtilities/AssetPartYielder.cs b/src/SMAPI/Utilities/AssetPathUtilities/AssetPartYielder.cs
new file mode 100644
index 00000000..a55a0ab4
--- /dev/null
+++ b/src/SMAPI/Utilities/AssetPathUtilities/AssetPartYielder.cs
@@ -0,0 +1,67 @@
+using System;
+
+using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities;
+
+namespace StardewModdingAPI.Utilities.AssetPathUtilities;
+
+///
+/// A helper class that yields out each bit of an asset path
+///
+internal ref struct AssetPartYielder
+{
+ private ReadOnlySpan remainder;
+
+ ///
+ /// Construct an instance.
+ ///
+ /// The asset name.
+ internal AssetPartYielder(ReadOnlySpan assetName)
+ {
+ this.remainder = AssetPartYielder.TrimLeadingPathSeperators(assetName);
+ }
+
+ ///
+ /// The remainder of the assetName (that hasn't been yielded out yet.)
+ ///
+ internal ReadOnlySpan Remainder => this.remainder;
+
+ ///
+ /// The current segment.
+ ///
+ public ReadOnlySpan Current { get; private set; } = default;
+
+ // this is just so it can be used in a foreach loop.
+ public AssetPartYielder GetEnumerator() => this;
+
+ ///
+ /// Moves the enumerator to the next element.
+ ///
+ /// True if there is a new
+ public bool MoveNext()
+ {
+ if (this.remainder.Length == 0)
+ {
+ return false;
+ }
+
+ int index = this.remainder.IndexOfAny(ToolkitPathUtilities.PossiblePathSeparators);
+
+ // no more seperator characters found, I'm done.
+ if (index < 0)
+ {
+ this.Current = this.remainder;
+ this.remainder = ReadOnlySpan.Empty;
+ return true;
+ }
+
+ // Yield the next seperate character bit
+ this.Current = this.remainder[..index];
+ this.remainder = AssetPartYielder.TrimLeadingPathSeperators(this.remainder[(index + 1)..]);
+ return true;
+ }
+
+ private static ReadOnlySpan TrimLeadingPathSeperators(ReadOnlySpan span)
+ {
+ return span.TrimStart(new ReadOnlySpan(ToolkitPathUtilities.PossiblePathSeparators));
+ }
+}
--
cgit
From 70cde89480e43bb1369c1063c7b19f757784f269 Mon Sep 17 00:00:00 2001
From: Jesse Plamondon-Willard
Date: Sun, 16 Oct 2022 14:41:45 -0400
Subject: tweak naming in new code
---
src/SMAPI/Framework/Content/AssetName.cs | 52 ++++++++---------
.../AssetPathUtilities/AssetNamePartEnumerator.cs | 66 +++++++++++++++++++++
.../AssetPathUtilities/AssetPartYielder.cs | 67 ----------------------
3 files changed, 91 insertions(+), 94 deletions(-)
create mode 100644 src/SMAPI/Utilities/AssetPathUtilities/AssetNamePartEnumerator.cs
delete mode 100644 src/SMAPI/Utilities/AssetPathUtilities/AssetPartYielder.cs
(limited to 'src/SMAPI/Utilities')
diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs
index 05e1d1c2..d7ee6dba 100644
--- a/src/SMAPI/Framework/Content/AssetName.cs
+++ b/src/SMAPI/Framework/Content/AssetName.cs
@@ -1,9 +1,7 @@
using System;
using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Utilities.AssetPathUtilities;
-
using StardewValley;
-
using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities;
namespace StardewModdingAPI.Framework.Content
@@ -98,24 +96,24 @@ namespace StardewModdingAPI.Framework.Content
if (string.IsNullOrWhiteSpace(assetName))
return false;
- AssetPartYielder compareTo = new(useBaseName ? this.BaseName : this.Name);
- AssetPartYielder compareFrom = new(assetName);
-
+ AssetNamePartEnumerator curParts = new(useBaseName ? this.BaseName : this.Name);
+ AssetNamePartEnumerator otherParts = new(assetName);
+
while (true)
{
- bool otherHasMore = compareFrom.MoveNext();
- bool iHaveMore = compareTo.MoveNext();
+ bool otherHasMore = otherParts.MoveNext();
+ bool curHasMore = curParts.MoveNext();
// neither of us have any more to yield, I'm done.
- if (!otherHasMore && !iHaveMore)
+ if (!otherHasMore && !curHasMore)
return true;
// One of us has more but the other doesn't, this isn't a match.
- if (otherHasMore ^ iHaveMore)
+ if (otherHasMore ^ curHasMore)
return false;
// My next bit doesn't match their next bit, this isn't a match.
- if (!compareTo.Current.Equals(compareFrom.Current, StringComparison.OrdinalIgnoreCase))
+ if (!curParts.Current.Equals(otherParts.Current, StringComparison.OrdinalIgnoreCase))
return false;
// continue checking.
@@ -144,59 +142,59 @@ namespace StardewModdingAPI.Framework.Content
ReadOnlySpan trimmed = prefix.AsSpan().Trim();
// just because most ReadOnlySpan/Span APIs expect a ReadOnlySpan/Span, easier to read.
- ReadOnlySpan seperators = new(ToolkitPathUtilities.PossiblePathSeparators);
+ ReadOnlySpan pathSeparators = new(ToolkitPathUtilities.PossiblePathSeparators);
// asset keys can't have a leading slash, but AssetPathYielder won't yield that.
- if (seperators.Contains(trimmed[0]))
+ if (pathSeparators.Contains(trimmed[0]))
return false;
if (trimmed.Length == 0)
return true;
- AssetPartYielder compareTo = new(this.Name);
- AssetPartYielder compareFrom = new(trimmed);
+ AssetNamePartEnumerator curParts = new(this.Name);
+ AssetNamePartEnumerator prefixParts = new(trimmed);
while (true)
{
- bool otherHasMore = compareFrom.MoveNext();
- bool iHaveMore = compareTo.MoveNext();
+ bool prefixHasMore = prefixParts.MoveNext();
+ bool curHasMore = curParts.MoveNext();
// Neither of us have any more to yield, I'm done.
- if (!otherHasMore && !iHaveMore)
+ if (!prefixHasMore && !curHasMore)
return true;
// the prefix is actually longer than the asset name, this can't be true.
- if (otherHasMore && !iHaveMore)
+ if (prefixHasMore && !curHasMore)
return false;
// they're done, I have more. (These are going to be word boundaries, I don't need to check that).
- if (!otherHasMore && iHaveMore)
+ if (!prefixHasMore && curHasMore)
{
- return allowSubfolder || !compareTo.Remainder.Contains(seperators, StringComparison.Ordinal);
+ return allowSubfolder || !curParts.Remainder.Contains(pathSeparators, StringComparison.Ordinal);
}
// check my next segment against theirs.
- if (otherHasMore && iHaveMore)
+ if (prefixHasMore && curHasMore)
{
// my next segment doesn't match theirs.
- if (!compareTo.Current.StartsWith(compareFrom.Current, StringComparison.OrdinalIgnoreCase))
+ if (!curParts.Current.StartsWith(prefixParts.Current, StringComparison.OrdinalIgnoreCase))
return false;
// my next segment starts with theirs but isn't an exact match.
- if (compareTo.Current.Length != compareFrom.Current.Length)
+ if (curParts.Current.Length != prefixParts.Current.Length)
{
// something like "Maps/" would require an exact match.
- if (seperators.Contains(trimmed[^1]))
+ if (pathSeparators.Contains(trimmed[^1]))
return false;
// check for partial word.
if (!allowPartialWord
- && char.IsLetterOrDigit(compareFrom.Current[^1]) // last character in suffix is not word separator
- && char.IsLetterOrDigit(compareTo.Current[compareFrom.Current.Length]) // and the first character after it isn't either.
+ && char.IsLetterOrDigit(prefixParts.Current[^1]) // last character in suffix is not word separator
+ && char.IsLetterOrDigit(curParts.Current[prefixParts.Current.Length]) // and the first character after it isn't either.
)
return false;
- return allowSubfolder || !compareTo.Remainder.Contains(seperators, StringComparison.Ordinal);
+ return allowSubfolder || !curParts.Remainder.Contains(pathSeparators, StringComparison.Ordinal);
}
// exact matches should continue checking.
diff --git a/src/SMAPI/Utilities/AssetPathUtilities/AssetNamePartEnumerator.cs b/src/SMAPI/Utilities/AssetPathUtilities/AssetNamePartEnumerator.cs
new file mode 100644
index 00000000..0840617a
--- /dev/null
+++ b/src/SMAPI/Utilities/AssetPathUtilities/AssetNamePartEnumerator.cs
@@ -0,0 +1,66 @@
+using System;
+using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities;
+
+namespace StardewModdingAPI.Utilities.AssetPathUtilities;
+
+///
+/// A helper class that yields out each bit of an asset path
+///
+internal ref struct AssetNamePartEnumerator
+{
+ private ReadOnlySpan RemainderImpl;
+
+ ///
+ /// Construct an instance.
+ ///
+ /// The asset name.
+ internal AssetNamePartEnumerator(ReadOnlySpan assetName)
+ {
+ this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(assetName);
+ }
+
+ ///
+ /// The remainder of the assetName (that hasn't been yielded out yet.)
+ ///
+ internal ReadOnlySpan Remainder => this.RemainderImpl;
+
+ ///
+ /// The current segment.
+ ///
+ public ReadOnlySpan Current { get; private set; } = default;
+
+ // this is just so it can be used in a foreach loop.
+ public AssetNamePartEnumerator GetEnumerator() => this;
+
+ ///
+ /// Moves the enumerator to the next element.
+ ///
+ /// True if there is a new
+ public bool MoveNext()
+ {
+ if (this.RemainderImpl.Length == 0)
+ {
+ return false;
+ }
+
+ int index = this.RemainderImpl.IndexOfAny(ToolkitPathUtilities.PossiblePathSeparators);
+
+ // no more separator characters found, I'm done.
+ if (index < 0)
+ {
+ this.Current = this.RemainderImpl;
+ this.RemainderImpl = ReadOnlySpan.Empty;
+ return true;
+ }
+
+ // Yield the next separate character bit
+ this.Current = this.RemainderImpl[..index];
+ this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(this.RemainderImpl[(index + 1)..]);
+ return true;
+ }
+
+ private static ReadOnlySpan TrimLeadingPathSeparators(ReadOnlySpan span)
+ {
+ return span.TrimStart(new ReadOnlySpan(ToolkitPathUtilities.PossiblePathSeparators));
+ }
+}
diff --git a/src/SMAPI/Utilities/AssetPathUtilities/AssetPartYielder.cs b/src/SMAPI/Utilities/AssetPathUtilities/AssetPartYielder.cs
deleted file mode 100644
index a55a0ab4..00000000
--- a/src/SMAPI/Utilities/AssetPathUtilities/AssetPartYielder.cs
+++ /dev/null
@@ -1,67 +0,0 @@
-using System;
-
-using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities;
-
-namespace StardewModdingAPI.Utilities.AssetPathUtilities;
-
-///
-/// A helper class that yields out each bit of an asset path
-///
-internal ref struct AssetPartYielder
-{
- private ReadOnlySpan remainder;
-
- ///
- /// Construct an instance.
- ///
- /// The asset name.
- internal AssetPartYielder(ReadOnlySpan assetName)
- {
- this.remainder = AssetPartYielder.TrimLeadingPathSeperators(assetName);
- }
-
- ///
- /// The remainder of the assetName (that hasn't been yielded out yet.)
- ///
- internal ReadOnlySpan Remainder => this.remainder;
-
- ///
- /// The current segment.
- ///
- public ReadOnlySpan Current { get; private set; } = default;
-
- // this is just so it can be used in a foreach loop.
- public AssetPartYielder GetEnumerator() => this;
-
- ///
- /// Moves the enumerator to the next element.
- ///
- /// True if there is a new
- public bool MoveNext()
- {
- if (this.remainder.Length == 0)
- {
- return false;
- }
-
- int index = this.remainder.IndexOfAny(ToolkitPathUtilities.PossiblePathSeparators);
-
- // no more seperator characters found, I'm done.
- if (index < 0)
- {
- this.Current = this.remainder;
- this.remainder = ReadOnlySpan.Empty;
- return true;
- }
-
- // Yield the next seperate character bit
- this.Current = this.remainder[..index];
- this.remainder = AssetPartYielder.TrimLeadingPathSeperators(this.remainder[(index + 1)..]);
- return true;
- }
-
- private static ReadOnlySpan TrimLeadingPathSeperators(ReadOnlySpan span)
- {
- return span.TrimStart(new ReadOnlySpan(ToolkitPathUtilities.PossiblePathSeparators));
- }
-}
--
cgit
From eed1deb3c75ba2aeea94ea9a57f9fe7ad92a90ce Mon Sep 17 00:00:00 2001
From: Jesse Plamondon-Willard
Date: Sun, 16 Oct 2022 14:41:45 -0400
Subject: apply conventions to asset part enumerator
---
.../AssetPathUtilities/AssetNamePartEnumerator.cs | 98 +++++++++++-----------
1 file changed, 51 insertions(+), 47 deletions(-)
(limited to 'src/SMAPI/Utilities')
diff --git a/src/SMAPI/Utilities/AssetPathUtilities/AssetNamePartEnumerator.cs b/src/SMAPI/Utilities/AssetPathUtilities/AssetNamePartEnumerator.cs
index 0840617a..11987ed6 100644
--- a/src/SMAPI/Utilities/AssetPathUtilities/AssetNamePartEnumerator.cs
+++ b/src/SMAPI/Utilities/AssetPathUtilities/AssetNamePartEnumerator.cs
@@ -1,66 +1,70 @@
using System;
using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities;
-namespace StardewModdingAPI.Utilities.AssetPathUtilities;
-
-///
-/// A helper class that yields out each bit of an asset path
-///
-internal ref struct AssetNamePartEnumerator
+namespace StardewModdingAPI.Utilities.AssetPathUtilities
{
- private ReadOnlySpan RemainderImpl;
-
- ///
- /// Construct an instance.
- ///
- /// The asset name.
- internal AssetNamePartEnumerator(ReadOnlySpan assetName)
+ /// Handles enumerating the normalized segments in an asset name.
+ internal ref struct AssetNamePartEnumerator
{
- this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(assetName);
- }
+ /*********
+ ** Fields
+ *********/
+ /// The backing field for .
+ private ReadOnlySpan RemainderImpl;
- ///
- /// The remainder of the assetName (that hasn't been yielded out yet.)
- ///
- internal ReadOnlySpan Remainder => this.RemainderImpl;
- ///
- /// The current segment.
- ///
- public ReadOnlySpan Current { get; private set; } = default;
+ /*********
+ ** Properties
+ *********/
+ /// The remainder of the asset name being enumerated, ignoring segments which have already been yielded.
+ public ReadOnlySpan Remainder => this.RemainderImpl;
- // this is just so it can be used in a foreach loop.
- public AssetNamePartEnumerator GetEnumerator() => this;
+ /// Get the current segment.
+ public ReadOnlySpan Current { get; private set; } = default;
- ///
- /// Moves the enumerator to the next element.
- ///
- /// True if there is a new
- public bool MoveNext()
- {
- if (this.RemainderImpl.Length == 0)
+
+ /*********
+ ** Public methods
+ *********/
+ /// Construct an instance.
+ /// The asset name to enumerate.
+ public AssetNamePartEnumerator(ReadOnlySpan assetName)
{
- return false;
+ this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(assetName);
}
- int index = this.RemainderImpl.IndexOfAny(ToolkitPathUtilities.PossiblePathSeparators);
-
- // no more separator characters found, I'm done.
- if (index < 0)
+ /// Move the enumerator to the next segment.
+ /// Returns true if a new value was found (accessible via ).
+ public bool MoveNext()
{
- this.Current = this.RemainderImpl;
- this.RemainderImpl = ReadOnlySpan.Empty;
+ if (this.RemainderImpl.Length == 0)
+ return false;
+
+ int index = this.RemainderImpl.IndexOfAny(ToolkitPathUtilities.PossiblePathSeparators);
+
+ // no more separator characters found, I'm done.
+ if (index < 0)
+ {
+ this.Current = this.RemainderImpl;
+ this.RemainderImpl = ReadOnlySpan.Empty;
+ return true;
+ }
+
+ // Yield the next separate character bit
+ this.Current = this.RemainderImpl[..index];
+ this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(this.RemainderImpl[(index + 1)..]);
return true;
}
- // Yield the next separate character bit
- this.Current = this.RemainderImpl[..index];
- this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(this.RemainderImpl[(index + 1)..]);
- return true;
- }
- private static ReadOnlySpan TrimLeadingPathSeparators(ReadOnlySpan span)
- {
- return span.TrimStart(new ReadOnlySpan(ToolkitPathUtilities.PossiblePathSeparators));
+ /*********
+ ** Private methods
+ *********/
+ /// Trim path separators at the start of the given path or segment.
+ /// The path or segment to trim.
+ private static ReadOnlySpan TrimLeadingPathSeparators(ReadOnlySpan span)
+ {
+ return span.TrimStart(new ReadOnlySpan(ToolkitPathUtilities.PossiblePathSeparators));
+ }
}
}
--
cgit