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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;
}
}
}
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