mirror of
https://github.com/ppy/osu.git
synced 2024-12-28 06:22:54 +08:00
50 lines
2.1 KiB
C#
50 lines
2.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Collections.Concurrent;
|
|
using osu.Framework.Graphics;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Rulesets.Configuration;
|
|
|
|
namespace osu.Game.Rulesets
|
|
{
|
|
/// <summary>
|
|
/// A cache that provides a single <see cref="IRulesetConfigManager"/> per-ruleset.
|
|
/// This is done to support referring to and updating ruleset configs from multiple locations in the absence of inter-config bindings.
|
|
/// </summary>
|
|
public class RulesetConfigCache : Component
|
|
{
|
|
private readonly ConcurrentDictionary<int, IRulesetConfigManager> configCache = new ConcurrentDictionary<int, IRulesetConfigManager>();
|
|
private readonly SettingsStore settingsStore;
|
|
|
|
public RulesetConfigCache(SettingsStore settingsStore)
|
|
{
|
|
this.settingsStore = settingsStore;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves the <see cref="IRulesetConfigManager"/> for a <see cref="Ruleset"/>.
|
|
/// </summary>
|
|
/// <param name="ruleset">The <see cref="Ruleset"/> to retrieve the <see cref="IRulesetConfigManager"/> for.</param>
|
|
/// <returns>The <see cref="IRulesetConfigManager"/> defined by <paramref name="ruleset"/>, null if <paramref name="ruleset"/> doesn't define one.</returns>
|
|
/// <exception cref="InvalidOperationException">If <paramref name="ruleset"/> doesn't have a valid <see cref="RulesetInfo.ID"/>.</exception>
|
|
public IRulesetConfigManager GetConfigFor(Ruleset ruleset)
|
|
{
|
|
if (ruleset.RulesetInfo.ID == null)
|
|
return null;
|
|
|
|
return configCache.GetOrAdd(ruleset.RulesetInfo.ID.Value, _ => ruleset.CreateConfig(settingsStore));
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
// ensures any potential database operations are finalised before game destruction.
|
|
foreach (var c in configCache.Values)
|
|
c?.Dispose();
|
|
}
|
|
}
|
|
}
|