Unstatic GlobalFileSystem and rename it to FileSystem

Add a ModFiles field on ModData and move all access to the file system to go through that.
This commit is contained in:
Pavel Penev
2015-10-09 13:55:08 +03:00
parent 5684bcec1c
commit 1b88d24cfa
46 changed files with 154 additions and 172 deletions

View File

@@ -12,7 +12,6 @@ using System;
using System.Collections.Generic;
using System.IO;
using OpenRA.FileFormats;
using OpenRA.FileSystem;
namespace OpenRA.Mods.TS.UtilityCommands
{
@@ -31,7 +30,7 @@ namespace OpenRA.Mods.TS.UtilityCommands
// HACK: The engine code assumes that Game.modData is set.
Game.ModData = modData;
GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
Game.ModData.ModFiles.LoadFromManifest(Game.ModData.Manifest);
var file = new IniFile(File.Open(args[1], FileMode.Open));
var extension = args[2];
@@ -73,10 +72,10 @@ namespace OpenRA.Mods.TS.UtilityCommands
for (var i = 1; i <= sectionCount; i++, templateIndex++)
{
var templateFilename = "{0}{1:D2}.{2}".F(sectionFilename, i, extension);
if (!GlobalFileSystem.Exists(templateFilename))
if (!Game.ModData.ModFiles.Exists(templateFilename))
continue;
using (var s = GlobalFileSystem.Open(templateFilename))
using (var s = Game.ModData.ModFiles.Open(templateFilename))
{
Console.WriteLine("\tTemplate@{0}:", templateIndex);
Console.WriteLine("\t\tCategory: {0}", sectionCategory);
@@ -88,7 +87,7 @@ namespace OpenRA.Mods.TS.UtilityCommands
for (var v = 'a'; v <= 'z'; v++)
{
var variant = "{0}{1:D2}{2}.{3}".F(sectionFilename, i, v, extension);
if (GlobalFileSystem.Exists(variant))
if (Game.ModData.ModFiles.Exists(variant))
images.Add(variant);
}