Use the virtual filesystem to resolve MapFolder paths.

This commit is contained in:
Paul Chote
2016-02-07 16:53:36 +00:00
parent 412188465c
commit 102880c80f
2 changed files with 27 additions and 13 deletions

View File

@@ -12,6 +12,7 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.FileSystem;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets.Logic
@@ -29,6 +30,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
[ObjectCreator.UseCtor]
public SaveMapLogic(Widget widget, Action<string> onSave, Action onExit, Map map, List<MiniYamlNode> playerDefinitions, List<MiniYamlNode> actorDefinitions)
{
var modData = Game.ModData;
var title = widget.Get<TextFieldWidget>("TITLE");
title.Text = map.Title;
@@ -59,14 +61,18 @@ namespace OpenRA.Mods.Common.Widgets.Logic
Func<string, string> makeMapDirectory = dir =>
{
var f = Platform.UnresolvePath(dir);
if (f.StartsWith("~"))
f = f.Substring(1);
if (dir.StartsWith("~"))
dir = dir.Substring(1);
return f;
IReadOnlyPackage package;
string f;
if (modData.ModFiles.TryGetPackageContaining(dir, out package, out f))
dir = Path.Combine(package.Name, f);
return Platform.UnresolvePath(dir);
};
var mapDirectories = Game.ModData.Manifest.MapFolders
var mapDirectories = modData.Manifest.MapFolders
.ToDictionary(kv => makeMapDirectory(kv.Key), kv => Enum<MapClassification>.Parse(kv.Value));
var directoryDropdown = widget.Get<DropDownButtonWidget>("DIRECTORY_DROPDOWN");
@@ -147,7 +153,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
if (playerDefinitions != null)
map.PlayerDefinitions = playerDefinitions;
map.RequiresMod = Game.ModData.Manifest.Mod.Id;
map.RequiresMod = modData.Manifest.Mod.Id;
// Create the map directory if required
Directory.CreateDirectory(Platform.ResolvePath(directoryDropdown.Text));
@@ -156,13 +162,13 @@ namespace OpenRA.Mods.Common.Widgets.Logic
// Invalidate the old map metadata
if (map.Uid != null && combinedPath == map.Path)
Game.ModData.MapCache[map.Uid].Invalidate();
modData.MapCache[map.Uid].Invalidate();
map.Save(combinedPath);
// Update the map cache so it can be loaded without restarting the game
var classification = mapDirectories[directoryDropdown.Text];
Game.ModData.MapCache[map.Uid].UpdateFromMap(map, classification);
modData.MapCache[map.Uid].UpdateFromMap(map, classification);
Console.WriteLine("Saved current map at {0}", combinedPath);
Ui.CloseWindow();