Repurpose unused Timer.cs and add some loading perf metrics
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@@ -118,11 +118,17 @@ namespace OpenRA
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// Mount map package so custom assets can be used. TODO: check priority.
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GlobalFileSystem.Mount(GlobalFileSystem.OpenPackage(map.Path, null, int.MaxValue));
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Rules.LoadRules(Manifest, map);
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using (new Support.PerfTimer("LoadRules"))
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{
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Rules.LoadRules(Manifest, map);
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}
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SpriteLoader = new SpriteLoader(Rules.TileSets[map.Tileset].Extensions, SheetBuilder);
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// TODO: Don't load the sequences for assets that are not used in this tileset. Maybe use the existing EditorTilesetFilters.
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SequenceProvider.Initialize(Manifest.Sequences, map.Sequences);
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using (new Support.PerfTimer("SequenceProvider.Initialize"))
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{
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// TODO: Don't load the sequences for assets that are not used in this tileset. Maybe use the existing EditorTilesetFilters.
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SequenceProvider.Initialize(Manifest.Sequences, map.Sequences);
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}
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VoxelProvider.Initialize(Manifest.VoxelSequences, map.VoxelSequences);
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return map;
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}
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