diff --git a/docs/release-notes.md b/docs/release-notes.md
index 9835dd64..0a4cd667 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -13,6 +13,7 @@
* For mod authors:
* Added asset propagation for interior door sprites.
+ * Reduced performance impact of invalidating cached assets before a save is loaded.
* 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.
## 3.9.4
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs
index b1b33cd6..5f70d0f7 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -38,6 +38,9 @@ namespace StardewModdingAPI
set => Context.LoadStageForScreen.Value = value;
}
+ /// 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.
+ internal static bool IsWorldFullyUnloaded => Context.LoadStage == LoadStage.ReturningToTitle || Context.LoadStage == LoadStage.None;
+
/*********
** Accessors
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 6d2ff441..5d4855ef 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -341,11 +341,16 @@ namespace StardewModdingAPI.Framework
// reload core game assets
if (removedAssets.Any())
{
- IDictionary propagated = this.CoreAssets.Propagate(removedAssets.ToDictionary(p => p.Key, p => p.Value)); // use an intercepted content manager
- this.Monitor.Log($"Invalidated {removedAssets.Count} asset names ({string.Join(", ", removedAssets.Keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase))}); propagated {propagated.Count(p => p.Value)} core assets.", LogLevel.Trace);
+ IDictionary propagated = this.CoreAssets.Propagate(removedAssets.ToDictionary(p => p.Key, p => p.Value), ignoreWorld: Context.IsWorldFullyUnloaded);
+
+ string[] invalidatedKeys = removedAssets.Keys.ToArray();
+ string[] propagatedKeys = propagated.Where(p => p.Value).Select(p => p.Key).ToArray();
+
+ string FormatKeyList(IEnumerable keys) => string.Join(", ", keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase));
+ this.Monitor.Log($"Invalidated {invalidatedKeys.Length} asset names ({FormatKeyList(invalidatedKeys)}); propagated {propagatedKeys.Length} core assets ({FormatKeyList(propagatedKeys)}).");
}
else
- this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
+ this.Monitor.Log("Invalidated 0 cache entries.");
return removedAssets.Keys;
}
@@ -391,7 +396,7 @@ namespace StardewModdingAPI.Framework
return;
this.IsDisposed = true;
- this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.", LogLevel.Trace);
+ this.Monitor.Log("Disposing the content coordinator. Content managers will no longer be usable after this point.");
foreach (IContentManager contentManager in this.ContentManagers)
contentManager.Dispose();
this.ContentManagers.Clear();
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index ae56dc9c..debbaffd 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -79,8 +79,9 @@ namespace StardewModdingAPI.Metadata
/// Reload one of the game's core assets (if applicable).
/// The asset keys and types to reload.
+ /// 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.
/// Returns a lookup of asset names to whether they've been propagated.
- public IDictionary Propagate(IDictionary assets)
+ public IDictionary Propagate(IDictionary assets, bool ignoreWorld)
{
// group into optimized lists
var buckets = assets.GroupBy(p =>
@@ -101,16 +102,18 @@ namespace StardewModdingAPI.Metadata
switch (bucket.Key)
{
case AssetBucket.Sprite:
- this.ReloadNpcSprites(bucket.Select(p => p.Key), propagated);
+ if (!ignoreWorld)
+ this.ReloadNpcSprites(bucket.Select(p => p.Key), propagated);
break;
case AssetBucket.Portrait:
- this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagated);
+ if (!ignoreWorld)
+ this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagated);
break;
default:
foreach (var entry in bucket)
- propagated[entry.Key] = this.PropagateOther(entry.Key, entry.Value);
+ propagated[entry.Key] = this.PropagateOther(entry.Key, entry.Value, ignoreWorld);
break;
}
}
@@ -124,9 +127,10 @@ namespace StardewModdingAPI.Metadata
/// Reload one of the game's core assets (if applicable).
/// The asset key to reload.
/// The asset type to reload.
+ /// 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.
/// Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.
[SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These deliberately match the asset names.")]
- private bool PropagateOther(string key, Type type)
+ private bool PropagateOther(string key, Type type, bool ignoreWorld)
{
var content = this.MainContentManager;
key = this.AssertAndNormalizeAssetName(key);
@@ -136,7 +140,7 @@ namespace StardewModdingAPI.Metadata
** We only need to do this for the current location, since tilesheets are reloaded when you enter a location.
** Just in case, we should still propagate by key even if a tilesheet is matched.
****/
- if (Game1.currentLocation?.map?.TileSheets != null)
+ if (!ignoreWorld && Game1.currentLocation?.map?.TileSheets != null)
{
foreach (TileSheet tilesheet in Game1.currentLocation.map.TileSheets)
{
@@ -151,14 +155,19 @@ namespace StardewModdingAPI.Metadata
if (type == typeof(Map))
{
bool anyChanged = false;
- foreach (GameLocation location in this.GetLocations())
+
+ if (!ignoreWorld)
{
- if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key)
+ foreach (GameLocation location in this.GetLocations())
{
- this.ReloadMap(location);
- anyChanged = true;
+ if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key)
+ {
+ this.ReloadMap(location);
+ anyChanged = true;
+ }
}
}
+
return anyChanged;
}
@@ -172,7 +181,7 @@ namespace StardewModdingAPI.Metadata
** Animals
****/
case "animals\\horse":
- return this.ReloadPetOrHorseSprites(content, key);
+ return !ignoreWorld && this.ReloadPetOrHorseSprites(content, key);
/****
** Buildings
@@ -197,7 +206,7 @@ namespace StardewModdingAPI.Metadata
case "characters\\farmer\\farmer_base_bald":
case "characters\\farmer\\farmer_girl_base":
case "characters\\farmer\\farmer_girl_base_bald":
- return this.ReloadPlayerSprites(key);
+ return !ignoreWorld && this.ReloadPlayerSprites(key);
case "characters\\farmer\\hairstyles": // Game1.LoadContent
FarmerRenderer.hairStylesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hairStylesTexture, key);
@@ -270,7 +279,7 @@ namespace StardewModdingAPI.Metadata
return true;
case "data\\farmanimals": // FarmAnimal constructor
- return this.ReloadFarmAnimalData();
+ return !ignoreWorld && this.ReloadFarmAnimalData();
case "data\\hairdata": // Farmer.GetHairStyleMetadataFile
return this.ReloadHairData();
@@ -288,7 +297,7 @@ namespace StardewModdingAPI.Metadata
return true;
case "data\\npcdispositions": // NPC constructor
- return this.ReloadNpcDispositions(content, key);
+ return !ignoreWorld && this.ReloadNpcDispositions(content, key);
case "data\\npcgifttastes": // Game1.LoadContent
Game1.NPCGiftTastes = content.Load>(key);
@@ -367,7 +376,8 @@ namespace StardewModdingAPI.Metadata
button.texture = Game1.mouseCursors;
}
- this.ReloadDoorSprites(content, key);
+ if (!ignoreWorld)
+ this.ReloadDoorSprites(content, key);
return true;
case "loosesprites\\cursors2": // Game1.LoadContent
@@ -395,7 +405,7 @@ namespace StardewModdingAPI.Metadata
return true;
case "loosesprites\\suspensionbridge": // SuspensionBridge constructor
- return this.ReloadSuspensionBridges(content, key);
+ return !ignoreWorld && this.ReloadSuspensionBridges(content, key);
/****
** Content\Maps
@@ -454,14 +464,14 @@ namespace StardewModdingAPI.Metadata
return true;
case "tilesheets\\chairtiles": // Game1.LoadContent
- return this.ReloadChairTiles(content, key);
+ return this.ReloadChairTiles(content, key, ignoreWorld);
case "tilesheets\\craftables": // Game1.LoadContent
Game1.bigCraftableSpriteSheet = content.Load(key);
return true;
case "tilesheets\\critters": // Critter constructor
- return this.ReloadCritterTextures(content, key) > 0;
+ return !ignoreWorld && this.ReloadCritterTextures(content, key) > 0;
case "tilesheets\\crops": // Game1.LoadContent
Game1.cropSpriteSheet = content.Load(key);
@@ -515,7 +525,7 @@ namespace StardewModdingAPI.Metadata
return true;
case "terrainfeatures\\grass": // from Grass
- return this.ReloadGrassTextures(content, key);
+ return !ignoreWorld && this.ReloadGrassTextures(content, key);
case "terrainfeatures\\hoedirt": // from HoeDirt
HoeDirt.lightTexture = content.Load(key);
@@ -530,52 +540,55 @@ namespace StardewModdingAPI.Metadata
return true;
case "terrainfeatures\\mushroom_tree": // from Tree
- return this.ReloadTreeTextures(content, key, Tree.mushroomTree);
+ return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.mushroomTree);
case "terrainfeatures\\tree_palm": // from Tree
- return this.ReloadTreeTextures(content, key, Tree.palmTree);
+ return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.palmTree);
case "terrainfeatures\\tree1_fall": // from Tree
case "terrainfeatures\\tree1_spring": // from Tree
case "terrainfeatures\\tree1_summer": // from Tree
case "terrainfeatures\\tree1_winter": // from Tree
- return this.ReloadTreeTextures(content, key, Tree.bushyTree);
+ return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.bushyTree);
case "terrainfeatures\\tree2_fall": // from Tree
case "terrainfeatures\\tree2_spring": // from Tree
case "terrainfeatures\\tree2_summer": // from Tree
case "terrainfeatures\\tree2_winter": // from Tree
- return this.ReloadTreeTextures(content, key, Tree.leafyTree);
+ return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.leafyTree);
case "terrainfeatures\\tree3_fall": // from Tree
case "terrainfeatures\\tree3_spring": // from Tree
case "terrainfeatures\\tree3_winter": // from Tree
- return this.ReloadTreeTextures(content, key, Tree.pineTree);
+ return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.pineTree);
}
/****
** Dynamic assets
****/
- // dynamic textures
- if (this.KeyStartsWith(key, "animals\\cat"))
- return this.ReloadPetOrHorseSprites(content, key);
- if (this.KeyStartsWith(key, "animals\\dog"))
- return this.ReloadPetOrHorseSprites(content, key);
- if (this.IsInFolder(key, "Animals"))
- return this.ReloadFarmAnimalSprites(content, key);
+ if (!ignoreWorld)
+ {
+ // dynamic textures
+ if (this.KeyStartsWith(key, "animals\\cat"))
+ return this.ReloadPetOrHorseSprites(content, key);
+ if (this.KeyStartsWith(key, "animals\\dog"))
+ return this.ReloadPetOrHorseSprites(content, key);
+ if (this.IsInFolder(key, "Animals"))
+ return this.ReloadFarmAnimalSprites(content, key);
- if (this.IsInFolder(key, "Buildings"))
- return this.ReloadBuildings(content, key);
+ if (this.IsInFolder(key, "Buildings"))
+ return this.ReloadBuildings(content, key);
- if (this.KeyStartsWith(key, "LooseSprites\\Fence"))
- return this.ReloadFenceTextures(key);
+ if (this.KeyStartsWith(key, "LooseSprites\\Fence"))
+ return this.ReloadFenceTextures(key);
- // dynamic data
- if (this.IsInFolder(key, "Characters\\Dialogue"))
- return this.ReloadNpcDialogue(key);
+ // dynamic data
+ if (this.IsInFolder(key, "Characters\\Dialogue"))
+ return this.ReloadNpcDialogue(key);
- if (this.IsInFolder(key, "Characters\\schedules"))
- return this.ReloadNpcSchedules(key);
+ if (this.IsInFolder(key, "Characters\\schedules"))
+ return this.ReloadNpcSchedules(key);
+ }
return false;
}
@@ -695,19 +708,23 @@ namespace StardewModdingAPI.Metadata
/// Reload map seat textures.
/// The content manager through which to reload the asset.
/// The asset key to reload.
+ /// 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.
/// Returns whether any textures were reloaded.
- private bool ReloadChairTiles(LocalizedContentManager content, string key)
+ private bool ReloadChairTiles(LocalizedContentManager content, string key, bool ignoreWorld)
{
MapSeat.mapChairTexture = content.Load(key);
- foreach (var location in this.GetLocations())
+ if (!ignoreWorld)
{
- foreach (MapSeat seat in location.mapSeats.Where(p => p != null))
+ foreach (var location in this.GetLocations())
{
- string curKey = this.NormalizeAssetNameIgnoringEmpty(seat._loadedTextureFile);
+ foreach (MapSeat seat in location.mapSeats.Where(p => p != null))
+ {
+ string curKey = this.NormalizeAssetNameIgnoringEmpty(seat._loadedTextureFile);
- if (curKey == null || key.Equals(curKey, StringComparison.OrdinalIgnoreCase))
- seat.overlayTexture = MapSeat.mapChairTexture;
+ if (curKey == null || key.Equals(curKey, StringComparison.OrdinalIgnoreCase))
+ seat.overlayTexture = MapSeat.mapChairTexture;
+ }
}
}