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using System;
using System.Globalization;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
namespace StardewModdingAPI.Framework.ContentManagers
{
/// <summary>An extension of <see cref="GameContentManager"/> specifically optimized for asset propagation.</summary>
/// <remarks>This avoids sharing an asset cache with <see cref="Game1.content"/> or mods, so that assets can be safely disposed when the vanilla game no longer references them.</remarks>
internal class GameContentManagerForAssetPropagation : GameContentManager
{
/*********
** Fields
*********/
/// <summary>A unique value used in <see cref="Texture2D"/> to identify assets loaded through this instance.</summary>
private readonly string Tag = $"Pathoschild.SMAPI/LoadedBy:{nameof(GameContentManagerForAssetPropagation)}";
/*********
** Public methods
*********/
/// <inheritdoc />
public GameContentManagerForAssetPropagation(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, onLoadingFirstAsset, aggressiveMemoryOptimizations) { }
/// <inheritdoc />
public override T Load<T>(string assetName, LanguageCode language, bool useCache)
{
T data = base.Load<T>(assetName, language, useCache);
if (data is Texture2D texture)
texture.Tag = this.Tag;
return data;
}
/// <summary>Get whether a texture was loaded by this content manager.</summary>
/// <param name="texture">The texture to check.</param>
public bool IsReponsibleFor(Texture2D texture)
{
return
texture?.Tag is string tag
&& tag.Contains(this.Tag);
}
}
}
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