fixes an issue with transient data handling

This commit is contained in:
rootdarkarchon
2023-02-02 17:42:50 +01:00
parent ede62fabae
commit 9d4d919f0d
5 changed files with 38 additions and 10 deletions

View File

@@ -272,6 +272,12 @@ public class CharacterDataFactory
previousData.CustomizePlusScale = _ipcManager.GetCustomizePlusScale();
previousData.PalettePlusPalette = _ipcManager.PalettePlusBuildPalette();
Logger.Debug("== Static Replacements ==");
foreach (var item in previousData.FileReplacements[objectKind])
{
Logger.Debug(item.ToString());
}
Logger.Debug("Handling transient update for " + objectKind);
_transientResourceManager.ClearTransientPaths(charaPointer, previousData.FileReplacements[objectKind].SelectMany(c => c.GamePaths).ToList());
@@ -281,15 +287,16 @@ public class CharacterDataFactory
ManageSemiTransientData(objectKind, charaPointer);
var resolvedTransientPaths = GetFileReplacementsFromPaths();
Logger.Debug("== Transient Replacements ==");
foreach (var replacement in resolvedTransientPaths.Select(c => new FileReplacement(c.Value, c.Key, _fileCacheManager)))
{
Logger.Debug(replacement.ToString());
previousData.FileReplacements[objectKind].Add(replacement);
}
foreach (var item in previousData.FileReplacements[objectKind])
{
Logger.Debug(item.ToString());
}
_transientResourceManager.CleanSemiTransientResources(objectKind, previousData.FileReplacements[objectKind].ToList());
st.Stop();
Logger.Verbose("Building " + objectKind + " Data took " + st.ElapsedMilliseconds + "ms");