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Heavily improve changed item display.
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1ebe4099d6
commit
deba8ac910
30 changed files with 360 additions and 126 deletions
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@ -23,7 +23,7 @@ public sealed class CollectionCache : IDisposable
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private readonly CollectionCacheManager _manager;
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private readonly ModCollection _collection;
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public readonly CollectionModData ModData = new();
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private readonly SortedList<string, (SingleArray<IMod>, IIdentifiedObjectData?)> _changedItems = [];
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private readonly SortedList<string, (SingleArray<IMod>, IIdentifiedObjectData)> _changedItems = [];
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public readonly ConcurrentDictionary<Utf8GamePath, ModPath> ResolvedFiles = new();
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public readonly CustomResourceCache CustomResources;
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public readonly MetaCache Meta;
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@ -43,7 +43,7 @@ public sealed class CollectionCache : IDisposable
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private int _changedItemsSaveCounter = -1;
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// Obtain currently changed items. Computes them if they haven't been computed before.
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public IReadOnlyDictionary<string, (SingleArray<IMod>, IIdentifiedObjectData?)> ChangedItems
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public IReadOnlyDictionary<string, (SingleArray<IMod>, IIdentifiedObjectData)> ChangedItems
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{
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get
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{
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@ -441,7 +441,7 @@ public sealed class CollectionCache : IDisposable
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// Skip IMCs because they would result in far too many false-positive items,
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// since they are per set instead of per item-slot/item/variant.
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var identifier = _manager.MetaFileManager.Identifier;
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var items = new SortedList<string, IIdentifiedObjectData?>(512);
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var items = new SortedList<string, IIdentifiedObjectData>(512);
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void AddItems(IMod mod)
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{
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@ -46,8 +46,8 @@ public partial class ModCollection
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internal IReadOnlyDictionary<Utf8GamePath, ModPath> ResolvedFiles
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=> _cache?.ResolvedFiles ?? new ConcurrentDictionary<Utf8GamePath, ModPath>();
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internal IReadOnlyDictionary<string, (SingleArray<IMod>, IIdentifiedObjectData?)> ChangedItems
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=> _cache?.ChangedItems ?? new Dictionary<string, (SingleArray<IMod>, IIdentifiedObjectData?)>();
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internal IReadOnlyDictionary<string, (SingleArray<IMod>, IIdentifiedObjectData)> ChangedItems
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=> _cache?.ChangedItems ?? new Dictionary<string, (SingleArray<IMod>, IIdentifiedObjectData)>();
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internal IEnumerable<SingleArray<ModConflicts>> AllConflicts
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=> _cache?.AllConflicts ?? Array.Empty<SingleArray<ModConflicts>>();
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