Merge pull request #883 from SinZ163/feature/sinz/farmhand-mapedit

Add logic to remove from the multiplayer map cache for asset propagation
This commit is contained in:
Jesse Plamondon-Willard 2022-11-11 20:56:35 -05:00 committed by GitHub
commit a52f888c3f
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 14 additions and 3 deletions

View File

@ -129,6 +129,7 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content.</param> /// <param name="rootDirectory">The root directory to search for content.</param>
/// <param name="currentCulture">The current culture for which to localize content.</param> /// <param name="currentCulture">The current culture for which to localize content.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="multiplayer">The multiplayer instance whose map cache to update during asset propagation.</param>
/// <param name="reflection">Simplifies access to private code.</param> /// <param name="reflection">Simplifies access to private code.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param> /// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param>
@ -136,7 +137,7 @@ namespace StardewModdingAPI.Framework
/// <param name="getFileLookup">Get a file lookup for the given directory.</param> /// <param name="getFileLookup">Get a file lookup for the given directory.</param>
/// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param> /// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param>
/// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param> /// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param>
public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations) public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Multiplayer multiplayer, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations)
{ {
this.GetFileLookup = getFileLookup; this.GetFileLookup = getFileLookup;
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
@ -177,7 +178,7 @@ namespace StardewModdingAPI.Framework
this.ContentManagers.Add(contentManagerForAssetPropagation); this.ContentManagers.Add(contentManagerForAssetPropagation);
this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory); this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory);
this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true)); this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, multiplayer, reflection, name => this.ParseAssetName(name, allowLocales: true));
this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>())); this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>()));
} }

View File

@ -1351,6 +1351,7 @@ namespace StardewModdingAPI.Framework
rootDirectory: rootDirectory, rootDirectory: rootDirectory,
currentCulture: Thread.CurrentThread.CurrentUICulture, currentCulture: Thread.CurrentThread.CurrentUICulture,
monitor: this.Monitor, monitor: this.Monitor,
multiplayer: this.Multiplayer,
reflection: this.Reflection, reflection: this.Reflection,
jsonHelper: this.Toolkit.JsonHelper, jsonHelper: this.Toolkit.JsonHelper,
onLoadingFirstAsset: this.InitializeBeforeFirstAssetLoaded, onLoadingFirstAsset: this.InitializeBeforeFirstAssetLoaded,

View File

@ -40,6 +40,9 @@ namespace StardewModdingAPI.Metadata
/// <summary>Writes messages to the console.</summary> /// <summary>Writes messages to the console.</summary>
private readonly IMonitor Monitor; private readonly IMonitor Monitor;
/// <summary>The multiplayer instance whose map cache to update.</summary>
private readonly Multiplayer Multiplayer;
/// <summary>Simplifies access to private game code.</summary> /// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection; private readonly Reflector Reflection;
@ -70,13 +73,15 @@ namespace StardewModdingAPI.Metadata
/// <param name="mainContent">The main content manager through which to reload assets.</param> /// <param name="mainContent">The main content manager through which to reload assets.</param>
/// <param name="disposableContent">An internal content manager used only for asset propagation.</param> /// <param name="disposableContent">An internal content manager used only for asset propagation.</param>
/// <param name="monitor">Writes messages to the console.</param> /// <param name="monitor">Writes messages to the console.</param>
/// <param name="multiplayer">The multiplayer instance whose map cache to update.</param>
/// <param name="reflection">Simplifies access to private code.</param> /// <param name="reflection">Simplifies access to private code.</param>
/// <param name="parseAssetName">Parse a raw asset name.</param> /// <param name="parseAssetName">Parse a raw asset name.</param>
public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, Func<string, IAssetName> parseAssetName) public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Multiplayer multiplayer, Reflector reflection, Func<string, IAssetName> parseAssetName)
{ {
this.MainContentManager = mainContent; this.MainContentManager = mainContent;
this.DisposableContentManager = disposableContent; this.DisposableContentManager = disposableContent;
this.Monitor = monitor; this.Monitor = monitor;
this.Multiplayer = multiplayer;
this.Reflection = reflection; this.Reflection = reflection;
this.ParseAssetName = parseAssetName; this.ParseAssetName = parseAssetName;
} }
@ -1166,6 +1171,10 @@ namespace StardewModdingAPI.Metadata
GameLocation location = locationInfo.Location; GameLocation location = locationInfo.Location;
Vector2? playerPos = Game1.player?.Position; Vector2? playerPos = Game1.player?.Position;
// clear multiplayer cache for farmhands
if (!Context.IsMainPlayer)
this.Multiplayer.cachedMultiplayerMaps.Remove(location.NameOrUniqueName);
// reload map // reload map
location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist
location.reloadMap(); location.reloadMap();