make asset name comparing lazy.
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ce00f8ff87
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@ -1,7 +1,11 @@
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using System;
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using StardewModdingAPI.Toolkit.Utilities;
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using StardewModdingAPI.Utilities.AssetPathUtilities;
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using StardewValley;
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using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities;
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namespace StardewModdingAPI.Framework.Content
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{
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/// <summary>An asset name that can be loaded through the content pipeline.</summary>
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@ -94,10 +98,28 @@ namespace StardewModdingAPI.Framework.Content
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if (string.IsNullOrWhiteSpace(assetName))
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return false;
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assetName = PathUtilities.NormalizeAssetName(assetName);
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AssetPartYielder compareTo = new(useBaseName ? this.BaseName : this.Name);
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AssetPartYielder compareFrom = new(assetName);
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while (true)
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{
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bool otherHasMore = compareFrom.MoveNext();
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bool iHaveMore = compareTo.MoveNext();
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string compareTo = useBaseName ? this.BaseName : this.Name;
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return compareTo.Equals(assetName, StringComparison.OrdinalIgnoreCase);
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// neither of us have any more to yield, I'm done.
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if (!otherHasMore && !iHaveMore)
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return true;
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// One of us has more but the other doesn't, this isn't a match.
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if (otherHasMore ^ iHaveMore)
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return false;
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// My next bit doesn't match their next bit, this isn't a match.
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if (!compareTo.Current.Equals(compareFrom.Current, StringComparison.OrdinalIgnoreCase))
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return false;
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// continue checking.
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}
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}
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/// <inheritdoc />
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@ -119,42 +141,68 @@ namespace StardewModdingAPI.Framework.Content
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if (prefix is null)
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return false;
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string rawTrimmed = prefix.Trim();
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ReadOnlySpan<char> trimmed = prefix.AsSpan().Trim();
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// asset keys can't have a leading slash, but NormalizeAssetName will trim them
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if (rawTrimmed.StartsWith('/') || rawTrimmed.StartsWith('\\'))
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// just because most ReadOnlySpan/Span APIs expect a ReadOnlySpan/Span, easier to read.
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ReadOnlySpan<char> seperators = new(ToolkitPathUtilities.PossiblePathSeparators);
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// asset keys can't have a leading slash, but AssetPathYielder won't yield that.
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if (seperators.Contains(trimmed[0]))
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return false;
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// normalize prefix
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{
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string normalized = PathUtilities.NormalizeAssetName(prefix);
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// keep trailing slash
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if (rawTrimmed.EndsWith('/') || rawTrimmed.EndsWith('\\'))
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normalized += PathUtilities.PreferredAssetSeparator;
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prefix = normalized;
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}
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// compare
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if (prefix.Length == 0)
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if (trimmed.Length == 0)
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return true;
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return
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this.Name.StartsWith(prefix, StringComparison.OrdinalIgnoreCase)
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&& (
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allowPartialWord
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|| this.Name.Length == prefix.Length
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|| !char.IsLetterOrDigit(prefix[^1]) // last character in suffix is word separator
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|| !char.IsLetterOrDigit(this.Name[prefix.Length]) // or first character after it is
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)
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&& (
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allowSubfolder
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|| this.Name.Length == prefix.Length
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|| !this.Name[prefix.Length..].Contains(PathUtilities.PreferredAssetSeparator)
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);
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}
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AssetPartYielder compareTo = new(this.Name);
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AssetPartYielder compareFrom = new(trimmed);
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while (true)
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{
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bool otherHasMore = compareFrom.MoveNext();
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bool iHaveMore = compareTo.MoveNext();
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// Neither of us have any more to yield, I'm done.
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if (!otherHasMore && !iHaveMore)
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return true;
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// the prefix is actually longer than the asset name, this can't be true.
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if (otherHasMore && !iHaveMore)
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return false;
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// they're done, I have more. (These are going to be word boundaries, I don't need to check that).
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if (!otherHasMore && iHaveMore)
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{
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return allowSubfolder || !compareTo.Remainder.Contains(seperators, StringComparison.Ordinal);
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}
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// check my next segment against theirs.
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if (otherHasMore && iHaveMore)
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{
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// my next segment doesn't match theirs.
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if (!compareTo.Current.StartsWith(compareFrom.Current, StringComparison.OrdinalIgnoreCase))
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return false;
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// my next segment starts with theirs but isn't an exact match.
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if (compareTo.Current.Length != compareFrom.Current.Length)
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{
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// something like "Maps/" would require an exact match.
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if (seperators.Contains(trimmed[^1]))
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return false;
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// check for partial word.
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if (!allowPartialWord
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&& char.IsLetterOrDigit(compareFrom.Current[^1]) // last character in suffix is not word separator
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&& char.IsLetterOrDigit(compareTo.Current[compareFrom.Current.Length]) // and the first character after it isn't either.
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)
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return false;
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return allowSubfolder || !compareTo.Remainder.Contains(seperators, StringComparison.Ordinal);
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}
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// exact matches should continue checking.
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}
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}
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}
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/// <inheritdoc />
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public bool IsDirectlyUnderPath(string? assetFolder)
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@ -0,0 +1,67 @@
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using System;
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using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities;
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namespace StardewModdingAPI.Utilities.AssetPathUtilities;
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/// <summary>
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/// A helper class that yields out each bit of an asset path
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/// </summary>
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internal ref struct AssetPartYielder
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{
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private ReadOnlySpan<char> remainder;
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/// <summary>
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/// Construct an instance.
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/// </summary>
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/// <param name="assetName">The asset name.</param>
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internal AssetPartYielder(ReadOnlySpan<char> assetName)
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{
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this.remainder = AssetPartYielder.TrimLeadingPathSeperators(assetName);
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}
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/// <summary>
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/// The remainder of the assetName (that hasn't been yielded out yet.)
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/// </summary>
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internal ReadOnlySpan<char> Remainder => this.remainder;
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/// <summary>
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/// The current segment.
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/// </summary>
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public ReadOnlySpan<char> Current { get; private set; } = default;
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// this is just so it can be used in a foreach loop.
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public AssetPartYielder GetEnumerator() => this;
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/// <summary>
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/// Moves the enumerator to the next element.
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/// </summary>
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/// <returns>True if there is a new</returns>
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public bool MoveNext()
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{
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if (this.remainder.Length == 0)
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{
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return false;
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}
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int index = this.remainder.IndexOfAny(ToolkitPathUtilities.PossiblePathSeparators);
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// no more seperator characters found, I'm done.
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if (index < 0)
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{
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this.Current = this.remainder;
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this.remainder = ReadOnlySpan<char>.Empty;
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return true;
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}
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// Yield the next seperate character bit
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this.Current = this.remainder[..index];
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this.remainder = AssetPartYielder.TrimLeadingPathSeperators(this.remainder[(index + 1)..]);
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return true;
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}
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private static ReadOnlySpan<char> TrimLeadingPathSeperators(ReadOnlySpan<char> span)
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{
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return span.TrimStart(new ReadOnlySpan<char>(ToolkitPathUtilities.PossiblePathSeparators));
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}
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}
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