rework vanilla tilesheet checking to avoid keeping a copy of the vanilla maps in memory

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Jesse Plamondon-Willard 2021-01-06 00:29:39 -05:00
parent 04c6733ada
commit c5be446701
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4 changed files with 80 additions and 32 deletions

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@ -7,6 +7,10 @@
* Migrated to Harmony 2.0 (see [_migrate to Harmony 2.0_](https://stardewvalleywiki.com/Modding:Migrate_to_Harmony_2.0) for more info).
-->
## Upcoming release
* For players:
* Slightly reduced memory usage.
## 3.8.2
Released 03 January 2021 for Stardew Valley 1.5.1 or later.

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@ -0,0 +1,33 @@
namespace StardewModdingAPI.Framework.Content
{
/// <summary>Basic metadata about a vanilla tilesheet.</summary>
internal class TilesheetReference
{
/*********
** Accessors
*********/
/// <summary>The tilesheet's index in the list.</summary>
public readonly int Index;
/// <summary>The tilesheet's unique ID in the map.</summary>
public readonly string Id;
/// <summary>The asset path for the tilesheet texture.</summary>
public readonly string ImageSource;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="index">The tilesheet's index in the list.</param>
/// <param name="id">The tilesheet's unique ID in the map.</param>
/// <param name="imageSource">The asset path for the tilesheet texture.</param>
public TilesheetReference(int index, string id, string imageSource)
{
this.Index = index;
this.Id = id;
this.ImageSource = imageSource;
}
}
}

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@ -54,6 +54,9 @@ namespace StardewModdingAPI.Framework
/// <remarks>The game may adds content managers in asynchronous threads (e.g. when populating the load screen).</remarks>
private readonly ReaderWriterLockSlim ContentManagerLock = new ReaderWriterLockSlim();
/// <summary>A cache of ordered tilesheet IDs used by vanilla maps.</summary>
private readonly IDictionary<string, TilesheetReference[]> VanillaTilesheets = new Dictionary<string, TilesheetReference[]>(StringComparer.OrdinalIgnoreCase);
/// <summary>An unmodified content manager which doesn't intercept assets, used to compare asset data.</summary>
private readonly LocalizedContentManager VanillaContentManager;
@ -293,21 +296,21 @@ namespace StardewModdingAPI.Framework
});
}
/// <summary>Get a vanilla asset without interception.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <summary>Get the tilesheet ID order used by the unmodified version of a map asset.</summary>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
public bool TryLoadVanillaAsset<T>(string assetName, out T asset)
public TilesheetReference[] GetVanillaTilesheetIds(string assetName)
{
try
if (!this.VanillaTilesheets.TryGetValue(assetName, out TilesheetReference[] tilesheets))
{
asset = this.VanillaContentManager.Load<T>(assetName);
return true;
}
catch
{
asset = default;
return false;
tilesheets = this.TryLoadVanillaAsset(assetName, out Map map)
? map.TileSheets.Select((sheet, index) => new TilesheetReference(index, sheet.Id, sheet.ImageSource)).ToArray()
: null;
this.VanillaTilesheets[assetName] = tilesheets;
this.VanillaContentManager.Unload();
}
return tilesheets ?? new TilesheetReference[0];
}
/// <summary>Dispose held resources.</summary>
@ -341,5 +344,23 @@ namespace StardewModdingAPI.Framework
this.ContentManagers.Remove(contentManager)
);
}
/// <summary>Get a vanilla asset without interception.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="asset">The loaded asset data.</param>
private bool TryLoadVanillaAsset<T>(string assetName, out T asset)
{
try
{
asset = this.VanillaContentManager.Load<T>(assetName);
return true;
}
catch
{
asset = default;
return false;
}
}
}
}

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@ -11,7 +11,6 @@ using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewValley;
using xTile;
using xTile.Tiles;
namespace StardewModdingAPI.Framework.ContentManagers
{
@ -398,14 +397,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
// when replacing a map, the vanilla tilesheets must have the same order and IDs
if (data is Map loadedMap && this.Coordinator.TryLoadVanillaAsset(info.AssetName, out Map vanillaMap))
if (data is Map loadedMap)
{
for (int i = 0; i < vanillaMap.TileSheets.Count; i++)
TilesheetReference[] vanillaTilesheetRefs = this.Coordinator.GetVanillaTilesheetIds(info.AssetName);
foreach (TilesheetReference vanillaSheet in vanillaTilesheetRefs)
{
// check for match
TileSheet vanillaSheet = vanillaMap.TileSheets[i];
bool found = this.TryFindTilesheet(loadedMap, vanillaSheet.Id, out int loadedIndex, out TileSheet loadedSheet);
if (found && loadedIndex == i)
// skip if match
if (loadedMap.TileSheets.Count > vanillaSheet.Index && loadedMap.TileSheets[vanillaSheet.Index].Id == vanillaSheet.Id)
continue;
// handle mismatch
@ -414,9 +412,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
// This is temporary: mods shouldn't do this for any vanilla map, but these are the ones we know will crash. Showing a warning for others instead gives modders time to update their mods, while still simplifying troubleshooting.
bool isFarmMap = info.AssetNameEquals("Maps/Farm") || info.AssetNameEquals("Maps/Farm_Combat") || info.AssetNameEquals("Maps/Farm_Fishing") || info.AssetNameEquals("Maps/Farm_Foraging") || info.AssetNameEquals("Maps/Farm_FourCorners") || info.AssetNameEquals("Maps/Farm_Island") || info.AssetNameEquals("Maps/Farm_Mining");
string reason = found
? $"mod reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\n\nTechnical details for mod author:\nExpected order [{string.Join(", ", vanillaMap.TileSheets.Select(p => $"'{p.ImageSource}' (id: {p.Id})"))}], but found tilesheet '{vanillaSheet.Id}' at index {loadedIndex} instead of {i}. Make sure custom tilesheet IDs are prefixed with 'z_' to avoid reordering tilesheets."
int loadedIndex = this.TryFindTilesheet(loadedMap, vanillaSheet.Id);
string reason = loadedIndex != -1
? $"mod reordered the original tilesheets, which {(isFarmMap ? "would cause a crash" : "often causes crashes")}.\n\nTechnical details for mod author:\nExpected order [{string.Join(", ", vanillaTilesheetRefs.Select(p => $"'{p.ImageSource}' (id: {p.Id})"))}], but found tilesheet '{vanillaSheet.Id}' at index {loadedIndex} instead of {vanillaSheet.Index}. Make sure custom tilesheet IDs are prefixed with 'z_' to avoid reordering tilesheets."
: $"mod has no tilesheet with ID '{vanillaSheet.Id}'. Map replacements must keep the original tilesheets to avoid errors or crashes.";
SCore.DeprecationManager.PlaceholderWarn("3.8.2", DeprecationLevel.PendingRemoval);
@ -436,23 +434,15 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>Find a map tilesheet by ID.</summary>
/// <param name="map">The map whose tilesheets to search.</param>
/// <param name="id">The tilesheet ID to match.</param>
/// <param name="index">The matched tilesheet index, if any.</param>
/// <param name="tilesheet">The matched tilesheet, if any.</param>
private bool TryFindTilesheet(Map map, string id, out int index, out TileSheet tilesheet)
private int TryFindTilesheet(Map map, string id)
{
for (int i = 0; i < map.TileSheets.Count; i++)
{
if (map.TileSheets[i].Id == id)
{
index = i;
tilesheet = map.TileSheets[i];
return true;
}
return i;
}
index = -1;
tilesheet = null;
return false;
return -1;
}
}
}