avoid asset propagation into the world if it's unloaded
Propagating changes into world locations has no effect at this point (since they'll just be recreated when a save is loaded), and can noticeably impact performance.
This commit is contained in:
parent
6805c90e2c
commit
749f0321f0
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@ -13,6 +13,7 @@
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* For mod authors:
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* Added asset propagation for interior door sprites.
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* Reduced performance impact of invalidating cached assets before a save is loaded.
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* Fixed assets changed by a mod not reapplied if playing in non-English, the changes are only applicable after the save is loaded, the player returns to title and reloads a save, and the game reloads the target asset before the save is loaded.
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## 3.9.4
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@ -38,6 +38,9 @@ namespace StardewModdingAPI
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set => Context.LoadStageForScreen.Value = value;
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}
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/// <summary>Whether the in-game world is completely unloaded and not in the process of being loaded. The world may still exist in memory at this point, but should be ignored.</summary>
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internal static bool IsWorldFullyUnloaded => Context.LoadStage == LoadStage.ReturningToTitle || Context.LoadStage == LoadStage.None;
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/*********
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** Accessors
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@ -341,11 +341,16 @@ namespace StardewModdingAPI.Framework
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// reload core game assets
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if (removedAssets.Any())
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{
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IDictionary<string, bool> propagated = this.CoreAssets.Propagate(removedAssets.ToDictionary(p => p.Key, p => p.Value)); // use an intercepted content manager
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this.Monitor.Log($"Invalidated {removedAssets.Count} asset names ({string.Join(", ", removedAssets.Keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase))}); propagated {propagated.Count(p => p.Value)} core assets.", LogLevel.Trace);
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IDictionary<string, bool> propagated = this.CoreAssets.Propagate(removedAssets.ToDictionary(p => p.Key, p => p.Value), ignoreWorld: Context.IsWorldFullyUnloaded);
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string[] invalidatedKeys = removedAssets.Keys.ToArray();
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string[] propagatedKeys = propagated.Where(p => p.Value).Select(p => p.Key).ToArray();
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string FormatKeyList(IEnumerable<string> keys) => string.Join(", ", keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase));
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this.Monitor.Log($"Invalidated {invalidatedKeys.Length} asset names ({FormatKeyList(invalidatedKeys)}); propagated {propagatedKeys.Length} core assets ({FormatKeyList(propagatedKeys)}).");
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}
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else
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this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
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this.Monitor.Log("Invalidated 0 cache entries.");
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return removedAssets.Keys;
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}
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@ -391,7 +396,7 @@ namespace StardewModdingAPI.Framework
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return;
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this.IsDisposed = true;
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this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.", LogLevel.Trace);
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this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.");
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foreach (IContentManager contentManager in this.ContentManagers)
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contentManager.Dispose();
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this.ContentManagers.Clear();
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@ -79,8 +79,9 @@ namespace StardewModdingAPI.Metadata
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/// <summary>Reload one of the game's core assets (if applicable).</summary>
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/// <param name="assets">The asset keys and types to reload.</param>
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/// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param>
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/// <returns>Returns a lookup of asset names to whether they've been propagated.</returns>
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public IDictionary<string, bool> Propagate(IDictionary<string, Type> assets)
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public IDictionary<string, bool> Propagate(IDictionary<string, Type> assets, bool ignoreWorld)
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{
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// group into optimized lists
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var buckets = assets.GroupBy(p =>
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@ -101,16 +102,18 @@ namespace StardewModdingAPI.Metadata
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switch (bucket.Key)
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{
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case AssetBucket.Sprite:
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this.ReloadNpcSprites(bucket.Select(p => p.Key), propagated);
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if (!ignoreWorld)
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this.ReloadNpcSprites(bucket.Select(p => p.Key), propagated);
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break;
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case AssetBucket.Portrait:
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this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagated);
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if (!ignoreWorld)
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this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagated);
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break;
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default:
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foreach (var entry in bucket)
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propagated[entry.Key] = this.PropagateOther(entry.Key, entry.Value);
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propagated[entry.Key] = this.PropagateOther(entry.Key, entry.Value, ignoreWorld);
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break;
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}
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}
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@ -124,9 +127,10 @@ namespace StardewModdingAPI.Metadata
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/// <summary>Reload one of the game's core assets (if applicable).</summary>
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/// <param name="key">The asset key to reload.</param>
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/// <param name="type">The asset type to reload.</param>
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/// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param>
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/// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns>
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[SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These deliberately match the asset names.")]
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private bool PropagateOther(string key, Type type)
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private bool PropagateOther(string key, Type type, bool ignoreWorld)
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{
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var content = this.MainContentManager;
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key = this.AssertAndNormalizeAssetName(key);
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@ -136,7 +140,7 @@ namespace StardewModdingAPI.Metadata
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** We only need to do this for the current location, since tilesheets are reloaded when you enter a location.
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** Just in case, we should still propagate by key even if a tilesheet is matched.
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****/
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if (Game1.currentLocation?.map?.TileSheets != null)
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if (!ignoreWorld && Game1.currentLocation?.map?.TileSheets != null)
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{
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foreach (TileSheet tilesheet in Game1.currentLocation.map.TileSheets)
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{
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@ -151,14 +155,19 @@ namespace StardewModdingAPI.Metadata
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if (type == typeof(Map))
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{
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bool anyChanged = false;
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foreach (GameLocation location in this.GetLocations())
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if (!ignoreWorld)
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{
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if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key)
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foreach (GameLocation location in this.GetLocations())
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{
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this.ReloadMap(location);
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anyChanged = true;
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if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key)
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{
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this.ReloadMap(location);
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anyChanged = true;
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}
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}
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}
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return anyChanged;
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}
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@ -172,7 +181,7 @@ namespace StardewModdingAPI.Metadata
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** Animals
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****/
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case "animals\\horse":
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return this.ReloadPetOrHorseSprites<Horse>(content, key);
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return !ignoreWorld && this.ReloadPetOrHorseSprites<Horse>(content, key);
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/****
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** Buildings
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@ -197,7 +206,7 @@ namespace StardewModdingAPI.Metadata
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case "characters\\farmer\\farmer_base_bald":
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case "characters\\farmer\\farmer_girl_base":
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case "characters\\farmer\\farmer_girl_base_bald":
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return this.ReloadPlayerSprites(key);
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return !ignoreWorld && this.ReloadPlayerSprites(key);
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case "characters\\farmer\\hairstyles": // Game1.LoadContent
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FarmerRenderer.hairStylesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hairStylesTexture, key);
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@ -270,7 +279,7 @@ namespace StardewModdingAPI.Metadata
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return true;
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case "data\\farmanimals": // FarmAnimal constructor
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return this.ReloadFarmAnimalData();
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return !ignoreWorld && this.ReloadFarmAnimalData();
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case "data\\hairdata": // Farmer.GetHairStyleMetadataFile
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return this.ReloadHairData();
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@ -288,7 +297,7 @@ namespace StardewModdingAPI.Metadata
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return true;
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case "data\\npcdispositions": // NPC constructor
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return this.ReloadNpcDispositions(content, key);
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return !ignoreWorld && this.ReloadNpcDispositions(content, key);
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case "data\\npcgifttastes": // Game1.LoadContent
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Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key);
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@ -367,7 +376,8 @@ namespace StardewModdingAPI.Metadata
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button.texture = Game1.mouseCursors;
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}
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this.ReloadDoorSprites(content, key);
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if (!ignoreWorld)
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this.ReloadDoorSprites(content, key);
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return true;
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case "loosesprites\\cursors2": // Game1.LoadContent
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@ -395,7 +405,7 @@ namespace StardewModdingAPI.Metadata
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return true;
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case "loosesprites\\suspensionbridge": // SuspensionBridge constructor
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return this.ReloadSuspensionBridges(content, key);
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return !ignoreWorld && this.ReloadSuspensionBridges(content, key);
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/****
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** Content\Maps
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@ -454,14 +464,14 @@ namespace StardewModdingAPI.Metadata
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return true;
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case "tilesheets\\chairtiles": // Game1.LoadContent
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return this.ReloadChairTiles(content, key);
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return this.ReloadChairTiles(content, key, ignoreWorld);
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case "tilesheets\\craftables": // Game1.LoadContent
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Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
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return true;
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case "tilesheets\\critters": // Critter constructor
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return this.ReloadCritterTextures(content, key) > 0;
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return !ignoreWorld && this.ReloadCritterTextures(content, key) > 0;
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case "tilesheets\\crops": // Game1.LoadContent
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Game1.cropSpriteSheet = content.Load<Texture2D>(key);
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@ -515,7 +525,7 @@ namespace StardewModdingAPI.Metadata
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return true;
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case "terrainfeatures\\grass": // from Grass
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return this.ReloadGrassTextures(content, key);
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return !ignoreWorld && this.ReloadGrassTextures(content, key);
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case "terrainfeatures\\hoedirt": // from HoeDirt
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HoeDirt.lightTexture = content.Load<Texture2D>(key);
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@ -530,52 +540,55 @@ namespace StardewModdingAPI.Metadata
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return true;
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case "terrainfeatures\\mushroom_tree": // from Tree
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return this.ReloadTreeTextures(content, key, Tree.mushroomTree);
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return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.mushroomTree);
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case "terrainfeatures\\tree_palm": // from Tree
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return this.ReloadTreeTextures(content, key, Tree.palmTree);
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return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.palmTree);
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case "terrainfeatures\\tree1_fall": // from Tree
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case "terrainfeatures\\tree1_spring": // from Tree
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case "terrainfeatures\\tree1_summer": // from Tree
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case "terrainfeatures\\tree1_winter": // from Tree
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return this.ReloadTreeTextures(content, key, Tree.bushyTree);
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return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.bushyTree);
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case "terrainfeatures\\tree2_fall": // from Tree
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case "terrainfeatures\\tree2_spring": // from Tree
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case "terrainfeatures\\tree2_summer": // from Tree
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case "terrainfeatures\\tree2_winter": // from Tree
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return this.ReloadTreeTextures(content, key, Tree.leafyTree);
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return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.leafyTree);
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case "terrainfeatures\\tree3_fall": // from Tree
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case "terrainfeatures\\tree3_spring": // from Tree
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case "terrainfeatures\\tree3_winter": // from Tree
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return this.ReloadTreeTextures(content, key, Tree.pineTree);
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return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.pineTree);
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}
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/****
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** Dynamic assets
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****/
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// dynamic textures
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if (this.KeyStartsWith(key, "animals\\cat"))
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return this.ReloadPetOrHorseSprites<Cat>(content, key);
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if (this.KeyStartsWith(key, "animals\\dog"))
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return this.ReloadPetOrHorseSprites<Dog>(content, key);
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if (this.IsInFolder(key, "Animals"))
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return this.ReloadFarmAnimalSprites(content, key);
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if (!ignoreWorld)
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{
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// dynamic textures
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if (this.KeyStartsWith(key, "animals\\cat"))
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return this.ReloadPetOrHorseSprites<Cat>(content, key);
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if (this.KeyStartsWith(key, "animals\\dog"))
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return this.ReloadPetOrHorseSprites<Dog>(content, key);
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if (this.IsInFolder(key, "Animals"))
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return this.ReloadFarmAnimalSprites(content, key);
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if (this.IsInFolder(key, "Buildings"))
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return this.ReloadBuildings(content, key);
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if (this.IsInFolder(key, "Buildings"))
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return this.ReloadBuildings(content, key);
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if (this.KeyStartsWith(key, "LooseSprites\\Fence"))
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return this.ReloadFenceTextures(key);
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if (this.KeyStartsWith(key, "LooseSprites\\Fence"))
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return this.ReloadFenceTextures(key);
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// dynamic data
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if (this.IsInFolder(key, "Characters\\Dialogue"))
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return this.ReloadNpcDialogue(key);
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// dynamic data
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if (this.IsInFolder(key, "Characters\\Dialogue"))
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return this.ReloadNpcDialogue(key);
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if (this.IsInFolder(key, "Characters\\schedules"))
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return this.ReloadNpcSchedules(key);
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if (this.IsInFolder(key, "Characters\\schedules"))
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return this.ReloadNpcSchedules(key);
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}
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return false;
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}
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@ -695,19 +708,23 @@ namespace StardewModdingAPI.Metadata
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/// <summary>Reload map seat textures.</summary>
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/// <param name="content">The content manager through which to reload the asset.</param>
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/// <param name="key">The asset key to reload.</param>
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/// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param>
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/// <returns>Returns whether any textures were reloaded.</returns>
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private bool ReloadChairTiles(LocalizedContentManager content, string key)
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private bool ReloadChairTiles(LocalizedContentManager content, string key, bool ignoreWorld)
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{
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MapSeat.mapChairTexture = content.Load<Texture2D>(key);
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foreach (var location in this.GetLocations())
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if (!ignoreWorld)
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{
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foreach (MapSeat seat in location.mapSeats.Where(p => p != null))
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foreach (var location in this.GetLocations())
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{
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string curKey = this.NormalizeAssetNameIgnoringEmpty(seat._loadedTextureFile);
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foreach (MapSeat seat in location.mapSeats.Where(p => p != null))
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{
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string curKey = this.NormalizeAssetNameIgnoringEmpty(seat._loadedTextureFile);
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if (curKey == null || key.Equals(curKey, StringComparison.OrdinalIgnoreCase))
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seat.overlayTexture = MapSeat.mapChairTexture;
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if (curKey == null || key.Equals(curKey, StringComparison.OrdinalIgnoreCase))
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seat.overlayTexture = MapSeat.mapChairTexture;
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}
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}
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}
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