add experimental image load rewrite
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@ -2,6 +2,10 @@
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# Release notes
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## Upcoming release
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* For players:
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* Added experimental image load rewrite (disabled by default).
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_If you have many content mods installed, enabling `UseExperimentalImageLoading` in `smapi-internal/config.json` may reduce load times or stutters when they load many image files at once._
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* For mod authors:
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* Fixed map edits which change warps sometimes rebuilding the NPC pathfinding cache unnecessarily, which could cause a noticeable delay for players.
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* In `smapi-internal/config.json`, you can now enable verbose logging for specific mods (instead of all or nothing).
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@ -32,6 +32,9 @@ namespace StardewModdingAPI.Framework
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/// <summary>An asset key prefix for assets from SMAPI mod folders.</summary>
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private readonly string ManagedPrefix = "SMAPI";
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/// <summary>Whether to use a newer approach when loading image files from mod folder which may be faster.</summary>
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private readonly bool UseExperimentalImageLoading;
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/// <summary>Get a file lookup for the given directory.</summary>
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private readonly Func<string, IFileLookup> GetFileLookup;
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@ -130,7 +133,8 @@ namespace StardewModdingAPI.Framework
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/// <param name="getFileLookup">Get a file lookup for the given directory.</param>
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/// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param>
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/// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param>
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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)
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/// <param name="useExperimentalImageLoading">Whether to use a newer approach when loading image files from mod folder which may be faster.</param>
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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, bool useExperimentalImageLoading)
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{
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this.GetFileLookup = getFileLookup;
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this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
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@ -141,6 +145,7 @@ namespace StardewModdingAPI.Framework
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this.OnAssetsInvalidated = onAssetsInvalidated;
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this.RequestAssetOperations = requestAssetOperations;
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this.FullRootDirectory = Path.Combine(Constants.GamePath, rootDirectory);
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this.UseExperimentalImageLoading = useExperimentalImageLoading;
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this.ContentManagers.Add(
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this.MainContentManager = new GameContentManager(
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name: "Game1.content",
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@ -219,7 +224,8 @@ namespace StardewModdingAPI.Framework
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reflection: this.Reflection,
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jsonHelper: this.JsonHelper,
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onDisposing: this.OnDisposing,
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fileLookup: this.GetFileLookup(rootDirectory)
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fileLookup: this.GetFileLookup(rootDirectory),
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useExperimentalImageLoading: this.UseExperimentalImageLoading
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);
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this.ContentManagers.Add(manager);
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return manager;
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@ -7,6 +7,7 @@ using BmFont;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using SkiaSharp;
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using StardewModdingAPI.Framework.Exceptions;
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using StardewModdingAPI.Framework.Reflection;
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using StardewModdingAPI.Toolkit.Serialization;
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@ -25,6 +26,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/*********
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** Fields
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*********/
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/// <summary>Whether to use a newer approach when loading image files from mod folder which may be faster.</summary>
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private readonly bool UseExperimentalImageLoading;
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/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
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private readonly JsonHelper JsonHelper;
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@ -57,13 +61,15 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
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/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
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/// <param name="fileLookup">A lookup for files within the <paramref name="rootDirectory"/>.</param>
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public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, IFileLookup fileLookup)
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/// <param name="useExperimentalImageLoading">Whether to use a newer approach when loading image files from mod folder which may be faster.</param>
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public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, IFileLookup fileLookup, bool useExperimentalImageLoading)
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: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true)
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{
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this.GameContentManager = gameContentManager;
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this.FileLookup = fileLookup;
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this.JsonHelper = jsonHelper;
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this.ModName = modName;
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this.UseExperimentalImageLoading = useExperimentalImageLoading;
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this.TryLocalizeKeys = false;
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}
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@ -187,10 +193,35 @@ namespace StardewModdingAPI.Framework.ContentManagers
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throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
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// load
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using FileStream stream = File.OpenRead(file.FullName);
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Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
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texture = this.PremultiplyTransparency(texture);
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return (T)(object)texture;
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if (this.UseExperimentalImageLoading)
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{
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// load raw data
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using FileStream stream = File.OpenRead(file.FullName);
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using SKBitmap bitmap = SKBitmap.Decode(stream);
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SKPMColor[] rawPixels = SKPMColor.PreMultiply(bitmap.Pixels);
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// convert to XNA pixel format
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Color[] pixels = new Color[rawPixels.Length];
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for (int i = pixels.Length - 1; i >= 0; i--)
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{
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SKPMColor pixel = rawPixels[i];
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pixels[i] = pixel.Alpha == 0
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? Color.Transparent
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: new Color(r: pixel.Red, g: pixel.Green, b: pixel.Blue, alpha: pixel.Alpha);
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}
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// create texture
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Texture2D texture = new(Game1.graphics.GraphicsDevice, bitmap.Width, bitmap.Height);
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texture.SetData(pixels);
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return (T)(object)texture;
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}
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else
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{
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using FileStream stream = File.OpenRead(file.FullName);
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Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
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texture = this.PremultiplyTransparency(texture);
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return (T)(object)texture;
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}
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}
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/// <summary>Load an unpacked image file (<c>.tbin</c> or <c>.tmx</c>).</summary>
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@ -23,6 +23,7 @@ namespace StardewModdingAPI.Framework.Models
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[nameof(LogNetworkTraffic)] = false,
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[nameof(RewriteMods)] = true,
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[nameof(UsePintail)] = true,
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[nameof(UseExperimentalImageLoading)] = false,
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[nameof(UseCaseInsensitivePaths)] = Constants.Platform is Platform.Android or Platform.Linux
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};
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@ -66,6 +67,9 @@ namespace StardewModdingAPI.Framework.Models
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/// <summary>Whether to use the experimental Pintail API proxying library, instead of the original proxying built into SMAPI itself.</summary>
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public bool UsePintail { get; }
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/// <summary>Whether to use a newer approach when loading image files from mod folder which may be faster.</summary>
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public bool UseExperimentalImageLoading { get; }
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/// <summary>Whether to make SMAPI file APIs case-insensitive, even on Linux.</summary>
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public bool UseCaseInsensitivePaths { get; }
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@ -92,11 +96,12 @@ namespace StardewModdingAPI.Framework.Models
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/// <param name="verboseLogging">The log contexts for which to enable verbose logging, which may show a lot more information to simplify troubleshooting.</param>
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/// <param name="rewriteMods">Whether SMAPI should rewrite mods for compatibility.</param>
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/// <param name="usePintail">Whether to use the experimental Pintail API proxying library, instead of the original proxying built into SMAPI itself.</param>
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/// <param name="useExperimentalImageLoading">Whether to use a newer approach when loading image files from mod folder which may be faster.</param>
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/// <param name="useCaseInsensitivePaths">>Whether to make SMAPI file APIs case-insensitive, even on Linux.</param>
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/// <param name="logNetworkTraffic">Whether SMAPI should log network traffic.</param>
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/// <param name="consoleColors">The colors to use for text written to the SMAPI console.</param>
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/// <param name="suppressUpdateChecks">The mod IDs SMAPI should ignore when performing update checks or validating update keys.</param>
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public SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? usePintail, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, string[]? suppressUpdateChecks)
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public SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? usePintail, bool? useExperimentalImageLoading, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, string[]? suppressUpdateChecks)
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{
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this.DeveloperMode = developerMode;
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this.CheckForUpdates = checkForUpdates ?? (bool)SConfig.DefaultValues[nameof(this.CheckForUpdates)];
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@ -107,6 +112,7 @@ namespace StardewModdingAPI.Framework.Models
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this.VerboseLogging = new HashSet<string>(verboseLogging ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase);
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this.RewriteMods = rewriteMods ?? (bool)SConfig.DefaultValues[nameof(this.RewriteMods)];
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this.UsePintail = usePintail ?? (bool)SConfig.DefaultValues[nameof(this.UsePintail)];
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this.UseExperimentalImageLoading = useExperimentalImageLoading ?? (bool)SConfig.DefaultValues[nameof(this.UseExperimentalImageLoading)];
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this.UseCaseInsensitivePaths = useCaseInsensitivePaths ?? (bool)SConfig.DefaultValues[nameof(this.UseCaseInsensitivePaths)];
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this.LogNetworkTraffic = logNetworkTraffic ?? (bool)SConfig.DefaultValues[nameof(this.LogNetworkTraffic)];
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this.ConsoleColors = consoleColors;
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@ -1301,7 +1301,8 @@ namespace StardewModdingAPI.Framework
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onAssetLoaded: this.OnAssetLoaded,
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onAssetsInvalidated: this.OnAssetsInvalidated,
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getFileLookup: this.GetFileLookup,
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requestAssetOperations: this.RequestAssetOperations
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requestAssetOperations: this.RequestAssetOperations,
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useExperimentalImageLoading: this.Settings.UseExperimentalImageLoading
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);
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if (this.ContentCore.Language != this.Translator.LocaleEnum)
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this.Translator.SetLocale(this.ContentCore.GetLocale(), this.ContentCore.Language);
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@ -60,6 +60,11 @@ copy all the settings, or you may cause bugs due to overridden changes in future
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*/
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"UsePintail": true,
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/**
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* Whether to use a newer approach when loading image files from mod folder which may be faster.
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*/
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"UseExperimentalImageLoading": false,
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/**
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* Whether to add a section to the 'mod issues' list for mods which directly use potentially
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* sensitive .NET APIs like file or shell access. Note that many mods do this legitimately as
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@ -41,6 +41,7 @@
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<Reference Include="GalaxyCSharp" HintPath="$(GamePath)\GalaxyCSharp.dll" Private="False" />
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<Reference Include="Lidgren.Network" HintPath="$(GamePath)\Lidgren.Network.dll" Private="False" />
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<Reference Include="MonoGame.Framework" HintPath="$(GamePath)\MonoGame.Framework.dll" Private="False" />
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<Reference Include="SkiaSharp" HintPath="$(GamePath)\SkiaSharp.dll" Private="False" />
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<Reference Include="xTile" HintPath="$(GamePath)\xTile.dll" Private="False" />
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</ItemGroup>
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