using System; using System.Collections.Generic; namespace StardewModdingAPI.Framework.Utilities { /// A memory cache with sliding expiry based on custom intervals, with no background processing. /// The cache key type. /// The cache value type. /// This is optimized for small caches that are reset relatively rarely. Each cache entry is marked as hot (accessed since the interval started) or stale. /// When a new interval is started, stale entries are cleared and hot entries become stale. internal class IntervalMemoryCache where TKey : notnull { /********* ** Fields *********/ /// The cached values that were accessed during the current interval. private Dictionary HotCache = new(); /// The cached values that will expire on the next interval. private Dictionary StaleCache = new(); /********* ** Public methods *********/ /// Get a value from the cache, fetching it first if needed. /// 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) { // from hot cache if (this.HotCache.TryGetValue(cacheKey, out TValue? value)) return value; // from stale cache if (this.StaleCache.TryGetValue(cacheKey, out value)) { this.HotCache[cacheKey] = value; return value; } // new value value = get(); this.HotCache[cacheKey] = value; return value; } /// Start a new cache interval, removing any stale entries. public void StartNewInterval() { this.StaleCache.Clear(); if (this.HotCache.Count is not 0) (this.StaleCache, this.HotCache) = (this.HotCache, this.StaleCache); // swap hot cache to stale } } }