improve content manager thread safety, create content cache wrapper (#373)
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parent
ed56cb714d
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8c97a63a82
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@ -0,0 +1,150 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using StardewModdingAPI.Framework.ModLoading;
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using StardewModdingAPI.Framework.Reflection;
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using StardewValley;
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namespace StardewModdingAPI.Framework.Content
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{
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/// <summary>A low-level wrapper around the content cache which handles reading, writing, and invalidating entries in the cache. This doesn't handle any higher-level logic like localisation, loading content, etc. It assumes all keys passed in are already normalised.</summary>
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internal class ContentCache
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{
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/*********
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** Properties
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*********/
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/// <summary>The underlying asset cache.</summary>
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private readonly IDictionary<string, object> Cache;
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/// <summary>The possible directory separator characters in an asset key.</summary>
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private readonly char[] PossiblePathSeparators;
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/// <summary>The preferred directory separator chaeacter in an asset key.</summary>
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private readonly string PreferredPathSeparator;
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/// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary>
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private readonly Func<string, string> NormaliseAssetNameForPlatform;
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/*********
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** Accessors
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*********/
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/// <summary>Get or set the value of a raw cache entry.</summary>
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/// <param name="key">The cache key.</param>
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public object this[string key]
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{
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get => this.Cache[key];
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set => this.Cache[key] = value;
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}
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/// <summary>The current cache keys.</summary>
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public IEnumerable<string> Keys => this.Cache.Keys;
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/*********
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** Public methods
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*********/
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/****
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** Constructor
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****/
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/// <summary>Construct an instance.</summary>
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/// <param name="contentManager">The underlying content manager whose cache to manage.</param>
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/// <param name="reflection">Simplifies access to private game code.</param>
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/// <param name="possiblePathSeparators">The possible directory separator characters in an asset key.</param>
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/// <param name="preferredPathSeparator">The preferred directory separator chaeacter in an asset key.</param>
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public ContentCache(LocalizedContentManager contentManager, Reflector reflection, char[] possiblePathSeparators, string preferredPathSeparator)
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{
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// init
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this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(contentManager, "loadedAssets").GetValue();
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this.PossiblePathSeparators = possiblePathSeparators;
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this.PreferredPathSeparator = preferredPathSeparator;
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// get key normalisation logic
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if (Constants.TargetPlatform == Platform.Windows)
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{
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IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath");
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this.NormaliseAssetNameForPlatform = path => method.Invoke<string>(path);
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}
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else
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this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic
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}
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/****
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** Fetch
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****/
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/// <summary>Get whether the cache contains a given key.</summary>
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/// <param name="key">The cache key.</param>
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public bool ContainsKey(string key)
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{
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return this.Cache.ContainsKey(key);
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}
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/****
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** Normalise
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****/
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/// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseKey"/> instead.</summary>
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/// <param name="path">The file path to normalise.</param>
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[Pure]
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public string NormalisePathSeparators(string path)
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{
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string[] parts = path.Split(this.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries);
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string normalised = string.Join(this.PreferredPathSeparator, parts);
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if (path.StartsWith(this.PreferredPathSeparator))
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normalised = this.PreferredPathSeparator + normalised; // keep root slash
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return normalised;
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}
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/// <summary>Normalise a cache key so it's consistent with the underlying cache.</summary>
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/// <param name="key">The asset key.</param>
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[Pure]
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public string NormaliseKey(string key)
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{
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key = this.NormalisePathSeparators(key);
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return key.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase)
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? key.Substring(0, key.Length - 4)
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: this.NormaliseAssetNameForPlatform(key);
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}
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/****
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** Remove
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****/
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/// <summary>Remove an asset with the given key.</summary>
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/// <param name="key">The cache key.</param>
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/// <param name="dispose">Whether to dispose the entry value, if applicable.</param>
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/// <returns>Returns the removed key (if any).</returns>
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public bool Remove(string key, bool dispose)
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{
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// get entry
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if (!this.Cache.TryGetValue(key, out object value))
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return false;
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// dispose & remove entry
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if (dispose && value is IDisposable disposable)
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disposable.Dispose();
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return this.Cache.Remove(key);
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}
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/// <summary>Purge matched assets from the cache.</summary>
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/// <param name="predicate">Matches the asset keys to invalidate.</param>
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/// <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>
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/// <returns>Returns the removed keys (if any).</returns>
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public IEnumerable<string> Remove(Func<string, Type, bool> predicate, bool dispose = false)
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{
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List<string> removed = new List<string>();
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foreach (string key in this.Cache.Keys.ToArray())
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{
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Type type = this.Cache[key].GetType();
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if (predicate(key, type))
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{
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this.Remove(key, dispose);
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removed.Add(key);
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}
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}
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return removed;
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}
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}
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}
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@ -1,13 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using Microsoft.Xna.Framework;
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using System.Threading;
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using Microsoft.Xna.Framework.Content;
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using StardewModdingAPI.Framework.Content;
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using StardewModdingAPI.Framework.ModLoading;
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using StardewModdingAPI.Framework.Reflection;
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using StardewModdingAPI.Framework.Utilities;
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using StardewModdingAPI.Metadata;
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@ -15,7 +15,17 @@ using StardewValley;
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namespace StardewModdingAPI.Framework
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{
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/// <summary>SMAPI's implementation of the game's content manager which lets it raise content events.</summary>
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/// <summary>A thread-safe content manager which intercepts assets being loaded to let SMAPI mods inject or edit them.</summary>
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/// <remarks>
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/// This is the centralised content manager which manages all game assets. The game and mods don't use this class
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/// directly; instead they use one of several <see cref="ContentManagerShim"/> instances, which proxy requests to
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/// this class. That ensures that when the game disposes one content manager, the others can continue unaffected.
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/// That notably requires this class to be thread-safe, since the content managers can be disposed asynchronously.
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///
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/// Note that assets in the cache have two identifiers: the asset name (like "bundles") and key (like "bundles.pt-BR").
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/// For English and non-translatable assets, these have the same value. The underlying cache only knows about asset
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/// keys, and the game and mods only know about asset names. The content manager handles resolving them.
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/// </remarks>
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internal class SContentManager : LocalizedContentManager
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{
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/*********
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/// <summary>Encapsulates monitoring and logging.</summary>
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private readonly IMonitor Monitor;
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/// <summary>The underlying content manager's asset cache.</summary>
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private readonly IDictionary<string, object> Cache;
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/// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary>
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private readonly Func<string, string> NormaliseAssetNameForPlatform;
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/// <summary>The underlying asset cache.</summary>
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private readonly ContentCache Cache;
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/// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary>
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private readonly IPrivateMethod GetKeyLocale;
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@ -46,10 +53,10 @@ namespace StardewModdingAPI.Framework
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private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>();
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/// <summary>A lookup of the content managers which loaded each asset.</summary>
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private readonly IDictionary<string, HashSet<ContentManager>> AssetLoaders = new Dictionary<string, HashSet<ContentManager>>();
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private readonly IDictionary<string, HashSet<ContentManager>> ContentManagersByAssetKey = new Dictionary<string, HashSet<ContentManager>>();
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/// <summary>An object locked to prevent concurrent changes to the underlying assets.</summary>
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private readonly object Lock = new object();
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/// <summary>A lock used to prevents concurrent changes to the cache while data is being read.</summary>
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private readonly ReaderWriterLockSlim Lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion);
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/*********
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/// <param name="currentCulture">The current culture for which to localise content.</param>
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/// <param name="languageCodeOverride">The current language code for which to localise content.</param>
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/// <param name="monitor">Encapsulates monitoring and logging.</param>
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public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor)
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/// <param name="reflection">Simplifies access to private code.</param>
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public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection)
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: base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride)
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{
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// validate
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if (monitor == null)
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throw new ArgumentNullException(nameof(monitor));
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// initialise
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var reflection = new Reflector();
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this.Monitor = monitor;
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// get underlying fields for interception
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this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(this, "loadedAssets").GetValue();
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// init
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this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
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this.Cache = new ContentCache(this, reflection, SContentManager.PossiblePathSeparators, SContentManager.PreferredPathSeparator);
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this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode");
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// get asset key normalisation logic
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if (Constants.TargetPlatform == Platform.Windows)
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{
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IPrivateMethod method = reflection.GetPrivateMethod(typeof(TitleContainer), "GetCleanPath");
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this.NormaliseAssetNameForPlatform = path => method.Invoke<string>(path);
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}
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else
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this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic
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// get asset data
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this.CoreAssets = new CoreAssets(this.NormaliseAssetName);
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this.KeyLocales = this.GetKeyLocales(reflection);
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/// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary>
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/// <param name="path">The file path to normalise.</param>
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[Pure]
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public string NormalisePathSeparators(string path)
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{
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string[] parts = path.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries);
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string normalised = string.Join(SContentManager.PreferredPathSeparator, parts);
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if (path.StartsWith(SContentManager.PreferredPathSeparator))
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normalised = SContentManager.PreferredPathSeparator + normalised; // keep root slash
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return normalised;
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return this.Cache.NormalisePathSeparators(path);
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}
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/// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary>
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/// <param name="assetName">The asset key.</param>
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[Pure]
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public string NormaliseAssetName(string assetName)
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{
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assetName = this.NormalisePathSeparators(assetName);
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if (assetName.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase))
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return assetName.Substring(0, assetName.Length - 4);
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return this.NormaliseAssetNameForPlatform(assetName);
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return this.Cache.NormaliseKey(assetName);
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}
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/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
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/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
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public bool IsLoaded(string assetName)
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{
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lock (this.Lock)
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{
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assetName = this.NormaliseAssetName(assetName);
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return this.IsNormalisedKeyLoaded(assetName);
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}
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assetName = this.Cache.NormaliseKey(assetName);
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return this.WithReadLock(() => this.IsNormalisedKeyLoaded(assetName));
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}
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/// <summary>Load an asset that has been processed by the content pipeline.</summary>
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/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
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/// <param name="instance">The content manager instance for which to load the asset.</param>
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public T LoadFor<T>(string assetName, ContentManager instance)
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{
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lock (this.Lock)
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{
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assetName = this.NormaliseAssetName(assetName);
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return this.WithWriteLock(() =>
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{
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// skip if already loaded
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if (this.IsNormalisedKeyLoaded(assetName))
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{
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@ -186,7 +169,7 @@ namespace StardewModdingAPI.Framework
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this.Cache[assetName] = data;
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this.TrackAssetLoader(assetName, instance);
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return data;
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}
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});
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}
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/// <summary>Inject an asset into the cache.</summary>
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@ -195,12 +178,12 @@ namespace StardewModdingAPI.Framework
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/// <param name="value">The asset value.</param>
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public void Inject<T>(string assetName, T value)
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{
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lock (this.Lock)
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this.WithWriteLock(() =>
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{
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assetName = this.NormaliseAssetName(assetName);
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this.Cache[assetName] = value;
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this.TrackAssetLoader(assetName, this);
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}
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});
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}
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/// <summary>Get the current content locale.</summary>
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/// <summary>Get the cached asset keys.</summary>
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public IEnumerable<string> GetAssetKeys()
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{
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lock (this.Lock)
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{
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IEnumerable<string> GetAllAssetKeys()
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{
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foreach (string cacheKey in this.Cache.Keys)
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{
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this.ParseCacheKey(cacheKey, out string assetKey, out string _);
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yield return assetKey;
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}
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}
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return GetAllAssetKeys().Distinct();
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}
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return this.WithReadLock(() =>
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this.Cache.Keys
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.Select(this.GetAssetName)
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.Distinct()
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);
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}
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/// <summary>Purge assets from the cache that match one of the interceptors.</summary>
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@ -239,11 +214,12 @@ namespace StardewModdingAPI.Framework
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// get CanEdit/Load methods
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MethodInfo canEdit = typeof(IAssetEditor).GetMethod(nameof(IAssetEditor.CanEdit));
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MethodInfo canLoad = typeof(IAssetLoader).GetMethod(nameof(IAssetLoader.CanLoad));
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if (canEdit == null || canLoad == null)
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throw new InvalidOperationException("SMAPI could not access the interceptor methods."); // should never happen
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// invalidate matching keys
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return this.InvalidateCache((assetName, assetType) =>
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{
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// get asset metadata
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IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, assetType, this.NormaliseAssetName);
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// check loaders
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@ -263,48 +239,44 @@ namespace StardewModdingAPI.Framework
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/// <returns>Returns whether any cache entries were invalidated.</returns>
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public bool InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
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{
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lock (this.Lock)
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return this.WithWriteLock(() =>
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{
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// find matching asset keys
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HashSet<string> purgeCacheKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
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HashSet<string> purgeAssetKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
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foreach (string cacheKey in this.Cache.Keys)
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// invalidate matching keys
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HashSet<string> removeKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
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HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
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this.Cache.Remove((key, type) =>
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{
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this.ParseCacheKey(cacheKey, out string assetKey, out _);
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Type type = this.Cache[cacheKey].GetType();
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if (predicate(assetKey, type))
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this.ParseCacheKey(key, out string assetName, out _);
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if (removeAssetNames.Contains(assetName) || predicate(assetName, type))
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{
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purgeAssetKeys.Add(assetKey);
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purgeCacheKeys.Add(cacheKey);
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}
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removeAssetNames.Add(assetName);
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removeKeys.Add(key);
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return true;
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}
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return false;
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});
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// purge assets
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foreach (string key in purgeCacheKeys)
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{
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if (dispose && this.Cache[key] is IDisposable disposable)
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disposable.Dispose();
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this.Cache.Remove(key);
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this.AssetLoaders.Remove(key);
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}
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// update reference tracking
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foreach (string key in removeKeys)
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this.ContentManagersByAssetKey.Remove(key);
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// reload core game assets
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int reloaded = 0;
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foreach (string key in purgeAssetKeys)
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foreach (string key in removeAssetNames)
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{
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if (this.CoreAssets.ReloadForKey(this, key))
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reloaded++;
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}
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// report result
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if (purgeCacheKeys.Any())
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if (removeKeys.Any())
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{
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this.Monitor.Log($"Invalidated {purgeCacheKeys.Count} cache entries for {purgeAssetKeys.Count} asset keys: {string.Join(", ", purgeCacheKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
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this.Monitor.Log($"Invalidated {removeAssetNames.Count} asset names: {string.Join(", ", removeKeys.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}. Reloaded {reloaded} core assets.", LogLevel.Trace);
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return true;
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}
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this.Monitor.Log("Invalidated 0 cache entries.", LogLevel.Trace);
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return false;
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}
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});
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}
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/// <summary>Dispose assets for the given content manager shim.</summary>
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@ -313,15 +285,26 @@ namespace StardewModdingAPI.Framework
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{
|
||||
this.Monitor.Log($"Content manager '{shim.Name}' disposed, disposing assets that aren't needed by any other asset loader.", LogLevel.Trace);
|
||||
|
||||
foreach (var entry in this.AssetLoaders)
|
||||
this.WithWriteLock(() =>
|
||||
{
|
||||
foreach (var entry in this.ContentManagersByAssetKey)
|
||||
entry.Value.Remove(shim);
|
||||
this.InvalidateCache((key, type) => !this.AssetLoaders[key].Any(), dispose: true);
|
||||
this.InvalidateCache((key, type) => !this.ContentManagersByAssetKey[key].Any(), dispose: true);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Private methods
|
||||
*********/
|
||||
/// <summary>Dispose held resources.</summary>
|
||||
/// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace);
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
/// <summary>Get whether an asset has already been loaded.</summary>
|
||||
/// <param name="normalisedAssetName">The normalised asset name.</param>
|
||||
private bool IsNormalisedKeyLoaded(string normalisedAssetName)
|
||||
|
@ -335,8 +318,8 @@ namespace StardewModdingAPI.Framework
|
|||
/// <param name="manager">The content manager that loaded the asset.</param>
|
||||
private void TrackAssetLoader(string key, ContentManager manager)
|
||||
{
|
||||
if (!this.AssetLoaders.TryGetValue(key, out HashSet<ContentManager> hash))
|
||||
hash = this.AssetLoaders[key] = new HashSet<ContentManager>();
|
||||
if (!this.ContentManagersByAssetKey.TryGetValue(key, out HashSet<ContentManager> hash))
|
||||
hash = this.ContentManagersByAssetKey[key] = new HashSet<ContentManager>();
|
||||
hash.Add(manager);
|
||||
}
|
||||
|
||||
|
@ -367,11 +350,19 @@ namespace StardewModdingAPI.Framework
|
|||
return map;
|
||||
}
|
||||
|
||||
/// <summary>Get the asset name from a cache key.</summary>
|
||||
/// <param name="cacheKey">The input cache key.</param>
|
||||
private string GetAssetName(string cacheKey)
|
||||
{
|
||||
this.ParseCacheKey(cacheKey, out string assetName, out string _);
|
||||
return assetName;
|
||||
}
|
||||
|
||||
/// <summary>Parse a cache key into its component parts.</summary>
|
||||
/// <param name="cacheKey">The input cache key.</param>
|
||||
/// <param name="assetKey">The original asset key.</param>
|
||||
/// <param name="assetName">The original asset name.</param>
|
||||
/// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param>
|
||||
private void ParseCacheKey(string cacheKey, out string assetKey, out string localeCode)
|
||||
private void ParseCacheKey(string cacheKey, out string assetName, out string localeCode)
|
||||
{
|
||||
// handle localised key
|
||||
if (!string.IsNullOrWhiteSpace(cacheKey))
|
||||
|
@ -382,7 +373,7 @@ namespace StardewModdingAPI.Framework
|
|||
string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
|
||||
if (this.KeyLocales.ContainsKey(suffix))
|
||||
{
|
||||
assetKey = cacheKey.Substring(0, lastSepIndex);
|
||||
assetName = cacheKey.Substring(0, lastSepIndex);
|
||||
localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
|
||||
return;
|
||||
}
|
||||
|
@ -390,7 +381,7 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
|
||||
// handle simple key
|
||||
assetKey = cacheKey;
|
||||
assetName = cacheKey;
|
||||
localeCode = null;
|
||||
}
|
||||
|
||||
|
@ -519,12 +510,51 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>Dispose held resources.</summary>
|
||||
/// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
/// <summary>Acquire a read lock which prevents concurrent writes to the cache while it's open.</summary>
|
||||
/// <typeparam name="T">The action's return value.</typeparam>
|
||||
/// <param name="action">The action to perform.</param>
|
||||
private T WithReadLock<T>(Func<T> action)
|
||||
{
|
||||
this.Monitor.Log("Disposing SMAPI's main content manager. It will no longer be usable after this point.", LogLevel.Trace);
|
||||
base.Dispose(disposing);
|
||||
try
|
||||
{
|
||||
this.Lock.EnterReadLock();
|
||||
return action();
|
||||
}
|
||||
finally
|
||||
{
|
||||
this.Lock.ExitReadLock();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary>
|
||||
/// <param name="action">The action to perform.</param>
|
||||
private void WithWriteLock(Action action)
|
||||
{
|
||||
try
|
||||
{
|
||||
this.Lock.EnterWriteLock();
|
||||
action();
|
||||
}
|
||||
finally
|
||||
{
|
||||
this.Lock.ExitWriteLock();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Acquire a write lock which prevents concurrent reads or writes to the cache while it's open.</summary>
|
||||
/// <typeparam name="T">The action's return value.</typeparam>
|
||||
/// <param name="action">The action to perform.</param>
|
||||
private T WithWriteLock<T>(Func<T> action)
|
||||
{
|
||||
try
|
||||
{
|
||||
this.Lock.EnterReadLock();
|
||||
return action();
|
||||
}
|
||||
finally
|
||||
{
|
||||
this.Lock.ExitReadLock();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -179,7 +179,7 @@ namespace StardewModdingAPI.Framework
|
|||
|
||||
// override content manager
|
||||
this.Monitor?.Log("Overriding content manager...", LogLevel.Trace);
|
||||
this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor);
|
||||
this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor, reflection);
|
||||
this.Content = new ContentManagerShim(this.SContentManager, "SGame.Content");
|
||||
Game1.content = new ContentManagerShim(this.SContentManager, "Game1.content");
|
||||
reflection.GetPrivateField<LocalizedContentManager>(typeof(Game1), "_temporaryContent").SetValue(new ContentManagerShim(this.SContentManager, "Game1._temporaryContent")); // regenerate value with new content manager
|
||||
|
|
|
@ -89,6 +89,7 @@
|
|||
<Compile Include="..\..\build\GlobalAssemblyInfo.cs">
|
||||
<Link>Properties\GlobalAssemblyInfo.cs</Link>
|
||||
</Compile>
|
||||
<Compile Include="Framework\Content\ContentCache.cs" />
|
||||
<Compile Include="Framework\Models\ModCompatibility.cs" />
|
||||
<Compile Include="Framework\ModLoading\Finders\EventFinder.cs" />
|
||||
<Compile Include="Framework\ModLoading\Finders\FieldFinder.cs" />
|
||||
|
|
Loading…
Reference in New Issue