refactor cache invalidation & propagation to allow for future optimizations
This commit is contained in:
parent
6dc442803f
commit
16f986c51b
|
@ -119,13 +119,12 @@ namespace StardewModdingAPI.Framework.Content
|
||||||
/// <param name="predicate">Matches the asset keys to invalidate.</param>
|
/// <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>
|
/// <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>
|
/// <returns>Returns the removed keys (if any).</returns>
|
||||||
public IEnumerable<string> Remove(Func<string, Type, bool> predicate, bool dispose)
|
public IEnumerable<string> Remove(Func<string, object, bool> predicate, bool dispose)
|
||||||
{
|
{
|
||||||
List<string> removed = new List<string>();
|
List<string> removed = new List<string>();
|
||||||
foreach (string key in this.Cache.Keys.ToArray())
|
foreach (string key in this.Cache.Keys.ToArray())
|
||||||
{
|
{
|
||||||
Type type = this.Cache[key].GetType();
|
if (predicate(key, this.Cache[key]))
|
||||||
if (predicate(key, type))
|
|
||||||
{
|
{
|
||||||
this.Remove(key, dispose);
|
this.Remove(key, dispose);
|
||||||
removed.Add(key);
|
removed.Add(key);
|
||||||
|
|
|
@ -7,6 +7,7 @@ using Microsoft.Xna.Framework.Content;
|
||||||
using StardewModdingAPI.Framework.Content;
|
using StardewModdingAPI.Framework.Content;
|
||||||
using StardewModdingAPI.Framework.ContentManagers;
|
using StardewModdingAPI.Framework.ContentManagers;
|
||||||
using StardewModdingAPI.Framework.Reflection;
|
using StardewModdingAPI.Framework.Reflection;
|
||||||
|
using StardewModdingAPI.Framework.StateTracking.Comparers;
|
||||||
using StardewModdingAPI.Metadata;
|
using StardewModdingAPI.Metadata;
|
||||||
using StardewModdingAPI.Toolkit.Serialization;
|
using StardewModdingAPI.Toolkit.Serialization;
|
||||||
using StardewModdingAPI.Toolkit.Utilities;
|
using StardewModdingAPI.Toolkit.Utilities;
|
||||||
|
@ -207,24 +208,28 @@ namespace StardewModdingAPI.Framework
|
||||||
/// <returns>Returns the invalidated asset names.</returns>
|
/// <returns>Returns the invalidated asset names.</returns>
|
||||||
public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
|
public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
|
||||||
{
|
{
|
||||||
// invalidate cache
|
// invalidate cache & track removed assets
|
||||||
IDictionary<string, Type> removedAssetNames = new Dictionary<string, Type>(StringComparer.InvariantCultureIgnoreCase);
|
IDictionary<string, ISet<object>> removedAssets = new Dictionary<string, ISet<object>>(StringComparer.InvariantCultureIgnoreCase);
|
||||||
foreach (IContentManager contentManager in this.ContentManagers)
|
foreach (IContentManager contentManager in this.ContentManagers)
|
||||||
{
|
{
|
||||||
foreach (Tuple<string, Type> asset in contentManager.InvalidateCache(predicate, dispose))
|
foreach (var entry in contentManager.InvalidateCache(predicate, dispose))
|
||||||
removedAssetNames[asset.Item1] = asset.Item2;
|
{
|
||||||
|
if (!removedAssets.TryGetValue(entry.Key, out ISet<object> assets))
|
||||||
|
removedAssets[entry.Key] = assets = new HashSet<object>(new ObjectReferenceComparer<object>());
|
||||||
|
assets.Add(entry.Value);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// reload core game assets
|
// reload core game assets
|
||||||
int reloaded = this.CoreAssets.Propagate(this.MainContentManager, removedAssetNames); // use an intercepted content manager
|
if (removedAssets.Any())
|
||||||
|
{
|
||||||
// report result
|
IDictionary<string, bool> propagated = this.CoreAssets.Propagate(this.MainContentManager, removedAssets.ToDictionary(p => p.Key, p => p.Value.First().GetType())); // use an intercepted content manager
|
||||||
if (removedAssetNames.Any())
|
this.Monitor.Log($"Invalidated {removedAssets.Count} asset names ({string.Join(", ", removedAssets.Keys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}); propagated {propagated.Count(p => p.Value)} core assets.", LogLevel.Trace);
|
||||||
this.Monitor.Log($"Invalidated {removedAssetNames.Count} asset names: {string.Join(", ", removedAssetNames.Keys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
|
}
|
||||||
else
|
else
|
||||||
this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
|
this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
|
||||||
|
|
||||||
return removedAssetNames.Keys;
|
return removedAssets.Keys;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Dispose held resources.</summary>
|
/// <summary>Dispose held resources.</summary>
|
||||||
|
|
|
@ -184,25 +184,25 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
||||||
/// <summary>Purge matched assets from the cache.</summary>
|
/// <summary>Purge matched assets from the cache.</summary>
|
||||||
/// <param name="predicate">Matches the asset keys to invalidate.</param>
|
/// <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>
|
/// <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 invalidated asset names and types.</returns>
|
/// <returns>Returns the invalidated asset names and instances.</returns>
|
||||||
public IEnumerable<Tuple<string, Type>> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
|
public IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
|
||||||
{
|
{
|
||||||
Dictionary<string, Type> removeAssetNames = new Dictionary<string, Type>(StringComparer.InvariantCultureIgnoreCase);
|
IDictionary<string, object> removeAssets = new Dictionary<string, object>(StringComparer.InvariantCultureIgnoreCase);
|
||||||
this.Cache.Remove((key, type) =>
|
this.Cache.Remove((key, asset) =>
|
||||||
{
|
{
|
||||||
this.ParseCacheKey(key, out string assetName, out _);
|
this.ParseCacheKey(key, out string assetName, out _);
|
||||||
|
|
||||||
if (removeAssetNames.ContainsKey(assetName))
|
if (removeAssets.ContainsKey(assetName))
|
||||||
return true;
|
return true;
|
||||||
if (predicate(assetName, type))
|
if (predicate(assetName, asset.GetType()))
|
||||||
{
|
{
|
||||||
removeAssetNames[assetName] = type;
|
removeAssets[assetName] = asset;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}, dispose);
|
}, dispose);
|
||||||
|
|
||||||
return removeAssetNames.Select(p => Tuple.Create(p.Key, p.Value));
|
return removeAssets;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Dispose held resources.</summary>
|
/// <summary>Dispose held resources.</summary>
|
||||||
|
|
|
@ -130,7 +130,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
||||||
removeAssetNames.Contains(key)
|
removeAssetNames.Contains(key)
|
||||||
|| (this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) && removeAssetNames.Contains(assetName))
|
|| (this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) && removeAssetNames.Contains(assetName))
|
||||||
)
|
)
|
||||||
.Select(p => p.Item1)
|
.Select(p => p.Key)
|
||||||
.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase)
|
.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase)
|
||||||
.ToArray();
|
.ToArray();
|
||||||
if (invalidated.Any())
|
if (invalidated.Any())
|
||||||
|
|
|
@ -66,7 +66,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
||||||
/// <summary>Purge matched assets from the cache.</summary>
|
/// <summary>Purge matched assets from the cache.</summary>
|
||||||
/// <param name="predicate">Matches the asset keys to invalidate.</param>
|
/// <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>
|
/// <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 invalidated asset names and types.</returns>
|
/// <returns>Returns the invalidated asset names and instances.</returns>
|
||||||
IEnumerable<Tuple<string, Type>> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false);
|
IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -65,8 +65,8 @@ namespace StardewModdingAPI.Metadata
|
||||||
/// <summary>Reload one of the game's core assets (if applicable).</summary>
|
/// <summary>Reload one of the game's core assets (if applicable).</summary>
|
||||||
/// <param name="content">The content manager through which to reload the asset.</param>
|
/// <param name="content">The content manager through which to reload the asset.</param>
|
||||||
/// <param name="assets">The asset keys and types to reload.</param>
|
/// <param name="assets">The asset keys and types to reload.</param>
|
||||||
/// <returns>Returns the number of reloaded assets.</returns>
|
/// <returns>Returns a lookup of asset names to whether they've been propagated.</returns>
|
||||||
public int Propagate(LocalizedContentManager content, IDictionary<string, Type> assets)
|
public IDictionary<string, bool> Propagate(LocalizedContentManager content, IDictionary<string, Type> assets)
|
||||||
{
|
{
|
||||||
// group into optimized lists
|
// group into optimized lists
|
||||||
var buckets = assets.GroupBy(p =>
|
var buckets = assets.GroupBy(p =>
|
||||||
|
@ -81,25 +81,26 @@ namespace StardewModdingAPI.Metadata
|
||||||
});
|
});
|
||||||
|
|
||||||
// reload assets
|
// reload assets
|
||||||
int reloaded = 0;
|
IDictionary<string, bool> propagated = assets.ToDictionary(p => p.Key, p => false, StringComparer.InvariantCultureIgnoreCase);
|
||||||
foreach (var bucket in buckets)
|
foreach (var bucket in buckets)
|
||||||
{
|
{
|
||||||
switch (bucket.Key)
|
switch (bucket.Key)
|
||||||
{
|
{
|
||||||
case AssetBucket.Sprite:
|
case AssetBucket.Sprite:
|
||||||
reloaded += this.ReloadNpcSprites(content, bucket.Select(p => p.Key));
|
this.ReloadNpcSprites(content, bucket.Select(p => p.Key), propagated);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case AssetBucket.Portrait:
|
case AssetBucket.Portrait:
|
||||||
reloaded += this.ReloadNpcPortraits(content, bucket.Select(p => p.Key));
|
this.ReloadNpcPortraits(content, bucket.Select(p => p.Key), propagated);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
reloaded += bucket.Count(p => this.PropagateOther(content, p.Key, p.Value));
|
foreach (var entry in bucket)
|
||||||
|
propagated[entry.Key] = this.PropagateOther(content, entry.Key, entry.Value);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return reloaded;
|
return propagated;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -750,51 +751,57 @@ namespace StardewModdingAPI.Metadata
|
||||||
/// <summary>Reload the sprites for matching NPCs.</summary>
|
/// <summary>Reload the sprites for matching NPCs.</summary>
|
||||||
/// <param name="content">The content manager through which to reload the asset.</param>
|
/// <param name="content">The content manager through which to reload the asset.</param>
|
||||||
/// <param name="keys">The asset keys to reload.</param>
|
/// <param name="keys">The asset keys to reload.</param>
|
||||||
/// <returns>Returns the number of reloaded assets.</returns>
|
/// <param name="propagated">The asset keys which have been propagated.</param>
|
||||||
private int ReloadNpcSprites(LocalizedContentManager content, IEnumerable<string> keys)
|
private void ReloadNpcSprites(LocalizedContentManager content, IEnumerable<string> keys, IDictionary<string, bool> propagated)
|
||||||
{
|
{
|
||||||
// get NPCs
|
// get NPCs
|
||||||
HashSet<string> lookup = new HashSet<string>(keys, StringComparer.InvariantCultureIgnoreCase);
|
HashSet<string> lookup = new HashSet<string>(keys, StringComparer.InvariantCultureIgnoreCase);
|
||||||
NPC[] characters = this.GetCharacters()
|
var characters =
|
||||||
.Where(npc => npc.Sprite != null && lookup.Contains(this.NormalizeAssetNameIgnoringEmpty(npc.Sprite?.Texture?.Name)))
|
(
|
||||||
|
from npc in this.GetCharacters()
|
||||||
|
let key = this.NormalizeAssetNameIgnoringEmpty(npc.Sprite?.Texture?.Name)
|
||||||
|
where key != null && lookup.Contains(key)
|
||||||
|
select new { Npc = npc, Key = key }
|
||||||
|
)
|
||||||
.ToArray();
|
.ToArray();
|
||||||
if (!characters.Any())
|
if (!characters.Any())
|
||||||
return 0;
|
return;
|
||||||
|
|
||||||
// update sprite
|
// update sprite
|
||||||
int reloaded = 0;
|
foreach (var target in characters)
|
||||||
foreach (NPC npc in characters)
|
|
||||||
{
|
{
|
||||||
this.SetSpriteTexture(npc.Sprite, content.Load<Texture2D>(npc.Sprite.textureName.Value));
|
this.SetSpriteTexture(target.Npc.Sprite, content.Load<Texture2D>(target.Key));
|
||||||
reloaded++;
|
propagated[target.Key] = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return reloaded;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Reload the portraits for matching NPCs.</summary>
|
/// <summary>Reload the portraits for matching NPCs.</summary>
|
||||||
/// <param name="content">The content manager through which to reload the asset.</param>
|
/// <param name="content">The content manager through which to reload the asset.</param>
|
||||||
/// <param name="keys">The asset key to reload.</param>
|
/// <param name="keys">The asset key to reload.</param>
|
||||||
/// <returns>Returns the number of reloaded assets.</returns>
|
/// <param name="propagated">The asset keys which have been propagated.</param>
|
||||||
private int ReloadNpcPortraits(LocalizedContentManager content, IEnumerable<string> keys)
|
private void ReloadNpcPortraits(LocalizedContentManager content, IEnumerable<string> keys, IDictionary<string, bool> propagated)
|
||||||
{
|
{
|
||||||
// get NPCs
|
// get NPCs
|
||||||
HashSet<string> lookup = new HashSet<string>(keys, StringComparer.InvariantCultureIgnoreCase);
|
HashSet<string> lookup = new HashSet<string>(keys, StringComparer.InvariantCultureIgnoreCase);
|
||||||
var villagers = this
|
var characters =
|
||||||
.GetCharacters()
|
(
|
||||||
.Where(npc => npc.isVillager() && lookup.Contains(this.NormalizeAssetNameIgnoringEmpty(npc.Portrait?.Name)))
|
from npc in this.GetCharacters()
|
||||||
|
where npc.isVillager()
|
||||||
|
|
||||||
|
let key = this.NormalizeAssetNameIgnoringEmpty(npc.Portrait?.Name)
|
||||||
|
where key != null && lookup.Contains(key)
|
||||||
|
select new { Npc = npc, Key = key }
|
||||||
|
)
|
||||||
.ToArray();
|
.ToArray();
|
||||||
if (!villagers.Any())
|
if (!characters.Any())
|
||||||
return 0;
|
return;
|
||||||
|
|
||||||
// update portrait
|
// update portrait
|
||||||
int reloaded = 0;
|
foreach (var target in characters)
|
||||||
foreach (NPC npc in villagers)
|
|
||||||
{
|
{
|
||||||
npc.Portrait = content.Load<Texture2D>(npc.Portrait.Name);
|
target.Npc.Portrait = content.Load<Texture2D>(target.Key);
|
||||||
reloaded++;
|
propagated[target.Key] = true;
|
||||||
}
|
}
|
||||||
return reloaded;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Reload tree textures.</summary>
|
/// <summary>Reload tree textures.</summary>
|
||||||
|
|
Loading…
Reference in New Issue