update NPC pathfinding cache when map warps change

This commit is contained in:
Jesse Plamondon-Willard 2021-03-19 20:16:13 -04:00
parent bb88e42f54
commit c39b2b1766
No known key found for this signature in database
GPG Key ID: CF8B1456B3E29F49
4 changed files with 60 additions and 16 deletions

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@ -13,9 +13,11 @@
* Disabled aggressive memory optimization (added in 3.9.2) by default. The option reduces errors for a subset of players who use certain mods, but may cause crashes for farmhands in multiplayer. You can edit `smapi-internal/config.json` to enable it if you experience frequent `OutOfMemoryException` errors. * Disabled aggressive memory optimization (added in 3.9.2) by default. The option reduces errors for a subset of players who use certain mods, but may cause crashes for farmhands in multiplayer. You can edit `smapi-internal/config.json` to enable it if you experience frequent `OutOfMemoryException` errors.
* For mod authors: * For mod authors:
* Added asset propagation for interior door sprites. * Improved asset propagation:
* Added for interior door sprites.
* SMAPI now updates the NPC pathfinding cache when map warps are changed through the content API.
* Reduced performance impact of invalidating cached assets before a save is loaded. * 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. * Fixed asset changes not reapplied in the edge case where you're playing in non-English, and the changes are only applied after the save is loaded, and the player returns to title and reloads a save, and the game reloads the target asset before the save is loaded.
## 3.9.4 ## 3.9.4
Released 07 March 2021 for Stardew Valley 1.5.4 or later. Released 07 March 2021 for Stardew Valley 1.5.4 or later.

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@ -4,6 +4,7 @@ using System.Diagnostics.CodeAnalysis;
using System.Globalization; using System.Globalization;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Text;
using System.Threading; using System.Threading;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Content;
@ -341,13 +342,31 @@ namespace StardewModdingAPI.Framework
// reload core game assets // reload core game assets
if (removedAssets.Any()) if (removedAssets.Any())
{ {
IDictionary<string, bool> propagated = this.CoreAssets.Propagate(removedAssets.ToDictionary(p => p.Key, p => p.Value), ignoreWorld: Context.IsWorldFullyUnloaded); // propagate changes to the game
this.CoreAssets.Propagate(
assets: removedAssets.ToDictionary(p => p.Key, p => p.Value),
ignoreWorld: Context.IsWorldFullyUnloaded,
out IDictionary<string, bool> propagated,
out bool updatedNpcWarps
);
// log summary
StringBuilder report = new StringBuilder();
{
string[] invalidatedKeys = removedAssets.Keys.ToArray(); string[] invalidatedKeys = removedAssets.Keys.ToArray();
string[] propagatedKeys = propagated.Where(p => p.Value).Select(p => p.Key).ToArray(); string[] propagatedKeys = propagated.Where(p => p.Value).Select(p => p.Key).ToArray();
string FormatKeyList(IEnumerable<string> keys) => string.Join(", ", keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase)); string FormatKeyList(IEnumerable<string> keys) => string.Join(", ", keys.OrderBy(p => p, StringComparer.OrdinalIgnoreCase));
this.Monitor.Log($"Invalidated {invalidatedKeys.Length} asset names ({FormatKeyList(invalidatedKeys)}); propagated {propagatedKeys.Length} core assets ({FormatKeyList(propagatedKeys)}).");
report.AppendLine($"Invalidated {invalidatedKeys.Length} asset names ({FormatKeyList(invalidatedKeys)}).");
report.AppendLine(propagated.Count > 0
? $"Propagated {propagatedKeys.Length} core assets ({FormatKeyList(propagatedKeys)})."
: "Propagated 0 core assets."
);
if (updatedNpcWarps)
report.AppendLine("Updated NPC pathfinding cache.");
}
this.Monitor.Log(report.ToString().TrimEnd());
} }
else else
this.Monitor.Log("Invalidated 0 cache entries."); this.Monitor.Log("Invalidated 0 cache entries.");

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@ -482,6 +482,7 @@ namespace StardewModdingAPI.Framework
+ ")" + ")"
) )
) )
+ "."
); );
// reload affected assets // reload affected assets

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@ -80,8 +80,9 @@ namespace StardewModdingAPI.Metadata
/// <summary>Reload one of the game's core assets (if applicable).</summary> /// <summary>Reload one of the game's core assets (if applicable).</summary>
/// <param name="assets">The asset keys and types to reload.</param> /// <param name="assets">The asset keys and types to reload.</param>
/// <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> /// <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>
/// <returns>Returns a lookup of asset names to whether they've been propagated.</returns> /// <param name="propagatedAssets">A lookup of asset names to whether they've been propagated.</param>
public IDictionary<string, bool> Propagate(IDictionary<string, Type> assets, bool ignoreWorld) /// <param name="updatedNpcWarps">Whether the NPC pathfinding cache was reloaded.</param>
public void Propagate(IDictionary<string, Type> assets, bool ignoreWorld, out IDictionary<string, bool> propagatedAssets, out bool updatedNpcWarps)
{ {
// group into optimized lists // group into optimized lists
var buckets = assets.GroupBy(p => var buckets = assets.GroupBy(p =>
@ -96,28 +97,36 @@ namespace StardewModdingAPI.Metadata
}); });
// reload assets // reload assets
IDictionary<string, bool> propagated = assets.ToDictionary(p => p.Key, _ => false, StringComparer.OrdinalIgnoreCase); propagatedAssets = assets.ToDictionary(p => p.Key, _ => false, StringComparer.OrdinalIgnoreCase);
updatedNpcWarps = false;
foreach (var bucket in buckets) foreach (var bucket in buckets)
{ {
switch (bucket.Key) switch (bucket.Key)
{ {
case AssetBucket.Sprite: case AssetBucket.Sprite:
if (!ignoreWorld) if (!ignoreWorld)
this.ReloadNpcSprites(bucket.Select(p => p.Key), propagated); this.ReloadNpcSprites(bucket.Select(p => p.Key), propagatedAssets);
break; break;
case AssetBucket.Portrait: case AssetBucket.Portrait:
if (!ignoreWorld) if (!ignoreWorld)
this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagated); this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagatedAssets);
break; break;
default: default:
foreach (var entry in bucket) foreach (var entry in bucket)
propagated[entry.Key] = this.PropagateOther(entry.Key, entry.Value, ignoreWorld); {
bool changed = this.PropagateOther(entry.Key, entry.Value, ignoreWorld, out bool curChangedMapWarps);
propagatedAssets[entry.Key] = changed;
updatedNpcWarps = updatedNpcWarps || curChangedMapWarps;
}
break; break;
} }
} }
return propagated;
// reload NPC pathfinding cache if any map changed
if (updatedNpcWarps)
NPC.populateRoutesFromLocationToLocationList();
} }
@ -128,12 +137,14 @@ namespace StardewModdingAPI.Metadata
/// <param name="key">The asset key to reload.</param> /// <param name="key">The asset key to reload.</param>
/// <param name="type">The asset type to reload.</param> /// <param name="type">The asset type to reload.</param>
/// <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> /// <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>
/// <param name="changedWarps">Whether any map warps were changed as part of this propagation.</param>
/// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns> /// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns>
[SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These deliberately match the asset names.")] [SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These deliberately match the asset names.")]
private bool PropagateOther(string key, Type type, bool ignoreWorld) private bool PropagateOther(string key, Type type, bool ignoreWorld, out bool changedWarps)
{ {
var content = this.MainContentManager; var content = this.MainContentManager;
key = this.AssertAndNormalizeAssetName(key); key = this.AssertAndNormalizeAssetName(key);
changedWarps = false;
/**** /****
** Special case: current map tilesheet ** Special case: current map tilesheet
@ -162,7 +173,18 @@ namespace StardewModdingAPI.Metadata
{ {
if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key) if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key)
{ {
static ISet<string> GetWarpSet(GameLocation location)
{
return new HashSet<string>(
location.warps.Select(p => $"{p.X} {p.Y} {p.TargetName} {p.TargetX} {p.TargetY}")
);
}
var oldWarps = GetWarpSet(location);
this.ReloadMap(location); this.ReloadMap(location);
var newWarps = GetWarpSet(location);
changedWarps = changedWarps || oldWarps.Count != newWarps.Count || oldWarps.Any(p => !newWarps.Contains(p));
anyChanged = true; anyChanged = true;
} }
} }