Merge FileFormats dll into Game and reorganise namespaces.
This commit is contained in:
187
OpenRA.Game/Map/MapCache.cs
Executable file
187
OpenRA.Game/Map/MapCache.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Text;
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using System.Threading;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA
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{
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public class MapCache : IEnumerable<MapPreview>
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{
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public static readonly MapPreview UnknownMap = new MapPreview(null, null);
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readonly Cache<string, MapPreview> previews;
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readonly Manifest manifest;
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readonly SheetBuilder sheetBuilder;
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Thread previewLoaderThread;
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object syncRoot = new object();
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Queue<MapPreview> generateMinimap = new Queue<MapPreview>();
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public MapCache(Manifest m)
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{
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manifest = m;
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previews = new Cache<string, MapPreview>(uid => new MapPreview(uid, this));
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sheetBuilder = new SheetBuilder(SheetType.BGRA);
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}
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public void LoadMaps()
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{
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var paths = manifest.MapFolders.SelectMany(f => FindMapsIn(f));
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foreach (var path in paths)
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{
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try
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{
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var map = new Map(path, manifest.Mod.Id);
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if (manifest.MapCompatibility.Contains(map.RequiresMod))
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previews[map.Uid].UpdateFromMap(map);
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}
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catch (Exception e)
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{
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Console.WriteLine("Failed to load map: {0}", path);
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Console.WriteLine("Details: {0}", e);
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}
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}
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}
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public void QueryRemoteMapDetails(IEnumerable<string> uids)
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{
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var maps = uids.Distinct()
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.Select(uid => previews[uid])
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.Where(p => p.Status == MapStatus.Unavailable)
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.ToDictionary(p => p.Uid, p => p);
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if (!maps.Any())
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return;
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foreach (var p in maps.Values)
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p.UpdateRemoteSearch(MapStatus.Searching, null);
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var url = Game.Settings.Game.MapRepository + "hash/" + string.Join(",", maps.Keys.ToArray()) + "/yaml";
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Action<DownloadDataCompletedEventArgs, bool> onInfoComplete = (i, cancelled) =>
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{
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if (cancelled || i.Error != null)
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{
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Log.Write("debug", "Remote map query failed with error: {0}", i.Error != null ? i.Error.Message : "cancelled");
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Log.Write("debug", "URL was: {0}", url);
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foreach (var p in maps.Values)
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p.UpdateRemoteSearch(MapStatus.Unavailable, null);
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return;
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}
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var data = Encoding.UTF8.GetString(i.Result);
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var yaml = MiniYaml.FromString(data);
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foreach (var kv in yaml)
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maps[kv.Key].UpdateRemoteSearch(MapStatus.DownloadAvailable, kv.Value);
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};
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new Download(url, _ => { }, onInfoComplete);
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}
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public static IEnumerable<string> FindMapsIn(string dir)
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{
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string[] noMaps = { };
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// Ignore optional flag
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if (dir.StartsWith("~"))
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dir = dir.Substring(1);
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// Paths starting with ^ are relative to the user directory
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if (dir.StartsWith("^"))
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dir = Platform.SupportDir + dir.Substring(1);
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if (!Directory.Exists(dir))
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return noMaps;
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var dirsWithMaps = Directory.GetDirectories(dir)
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.Where(d => Directory.GetFiles(d, "map.yaml").Any() && Directory.GetFiles(d, "map.bin").Any());
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return dirsWithMaps.Concat(Directory.GetFiles(dir, "*.oramap"));
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}
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void LoadAsyncInternal()
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{
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for (;;)
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{
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MapPreview p;
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lock (syncRoot)
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{
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if (generateMinimap.Count == 0)
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break;
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p = generateMinimap.Peek();
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// Preview already exists
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if (p.Minimap != null)
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{
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generateMinimap.Dequeue();
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continue;
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}
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}
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// Render the minimap into the shared sheet
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// Note: this is not generally thread-safe, but it works here because:
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// (a) This worker is the only thread writing to this sheet
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// (b) The main thread is the only thread reading this sheet
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// (c) The sheet is marked dirty after the write is completed,
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// which causes the main thread to copy this to the texture during
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// the next render cycle.
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// (d) Any partially written bytes from the next minimap is in an
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// unallocated area, and will be committed in the next cycle.
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var bitmap = p.CustomPreview ?? Minimap.RenderMapPreview(p.Map, true);
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p.Minimap = sheetBuilder.Add(bitmap);
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lock (syncRoot)
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generateMinimap.Dequeue();
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// Yuck... But this helps the UI Jank when opening the map selector significantly.
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Thread.Sleep(50);
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}
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}
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public void CacheMinimap(MapPreview preview)
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{
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lock (syncRoot)
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generateMinimap.Enqueue(preview);
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if (previewLoaderThread == null || !previewLoaderThread.IsAlive)
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{
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previewLoaderThread = new Thread(LoadAsyncInternal);
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previewLoaderThread.Start();
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}
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}
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public MapPreview this[string key]
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{
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get { return previews[key]; }
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}
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public IEnumerator<MapPreview> GetEnumerator()
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{
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return previews.Values.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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}
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