using System; using System.Collections.Generic; using System.Diagnostics.Contracts; using System.Linq; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Toolkit.Utilities; 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 localization, loading content, etc. It assumes all keys passed in are already normalized.</summary> internal class ContentCache { /********* ** Fields *********/ /// <summary>The underlying asset cache.</summary> private readonly IDictionary<string, object> Cache; /********* ** 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> public ContentCache(LocalizedContentManager contentManager, Reflector reflection) { this.Cache = reflection.GetField<Dictionary<string, object>>(contentManager, "loadedAssets").GetValue(); } /**** ** 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); } /**** ** Normalize ****/ /// <summary>Normalize path separators in an asset name.</summary> /// <param name="path">The file path to normalize.</param> [Pure] public string NormalizePathSeparators(string path) { return PathUtilities.NormalizeAssetName(path); } /// <summary>Normalize a cache key so it's consistent with the underlying cache.</summary> /// <param name="key">The asset key.</param> /// <remarks>This is equivalent to <see cref="NormalizePathSeparators"/> with added file extension logic.</remarks> [Pure] public string NormalizeKey(string key) { key = this.NormalizePathSeparators(key); return key.EndsWith(".xnb", StringComparison.OrdinalIgnoreCase) ? key.Substring(0, key.Length - 4) : 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, object, bool> predicate, bool dispose) { List<string> removed = new List<string>(); foreach (string key in this.Cache.Keys.ToArray()) { if (predicate(key, this.Cache[key])) { this.Remove(key, dispose); removed.Add(key); } } return removed; } } }