using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Diagnostics.Contracts; using System.Linq; using StardewModdingAPI.Toolkit.Utilities; 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 Dictionary<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 Dictionary<string, object>.KeyCollection Keys => this.Cache.Keys; /********* ** Public methods *********/ /**** ** Constructor ****/ /// <summary>Construct an instance.</summary> /// <param name="loadedAssets">The asset cache for the underlying content manager.</param> public ContentCache(Dictionary<string, object> loadedAssets) { this.Cache = loadedAssets; } /**** ** 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] [return: NotNullIfNotNull("path")] 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[..^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) { // remove and get entry if (!this.Cache.Remove(key, out object? value)) return false; // dispose & remove entry if (dispose && value is IDisposable disposable) disposable.Dispose(); return true; } /// <summary>Purge assets matching <paramref name="predicate"/> 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 <see langword="true"/> when they're being invalidated as part of a <see cref="IDisposable.Dispose"/>, to avoid crashing the game.</param> /// <returns>Returns any removed keys.</returns> public IEnumerable<string> Remove(Func<string, object, bool> predicate, bool dispose) { List<string> removed = new(); foreach ((string key, object value) in this.Cache) { if (predicate(key, value)) removed.Add(key); } foreach (string key in removed) this.Remove(key, dispose); return removed.Count == 0 ? Enumerable.Empty<string>() // let GC collect the list in gen0 instead of potentially living longer : removed; } } }