Rewrite sequence linting / missing file handling.
- Distinguish between missing sequences and missing sprites - Lint default sequences as well as maps - Improved performance - Correctly handle null images
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@@ -10,12 +10,11 @@
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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namespace OpenRA.Mods.Common.UtilityCommands
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{
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class CheckSquenceSprites : IUtilityCommand
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class CheckSequenceSprites : IUtilityCommand
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{
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string IUtilityCommand.Name { get { return "--check-sequence-sprites"; } }
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@@ -29,18 +28,22 @@ namespace OpenRA.Mods.Common.UtilityCommands
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{
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// HACK: The engine code assumes that Game.modData is set.
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var modData = Game.ModData = utility.ModData;
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var failed = false;
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modData.SpriteSequenceLoader.OnMissingSpriteError = s => { Console.WriteLine("\t" + s); failed = true; };
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foreach (var t in modData.Manifest.TileSets)
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foreach (var kv in modData.DefaultSequences)
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{
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var ts = new TileSet(modData.DefaultFileSystem, t);
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Console.WriteLine("Tileset: " + ts.Name);
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var sc = new SpriteCache(modData.DefaultFileSystem, modData.SpriteLoaders);
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var nodes = MiniYaml.Merge(modData.Manifest.Sequences.Select(s => MiniYaml.FromStream(modData.DefaultFileSystem.Open(s), s)));
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foreach (var n in nodes.Where(node => !node.Key.StartsWith(ActorInfo.AbstractActorPrefix, StringComparison.Ordinal)))
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modData.SpriteSequenceLoader.ParseSequences(modData, ts, sc, n);
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Console.WriteLine("Tileset: " + kv.Key);
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foreach (var image in kv.Value.Images)
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{
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foreach (var sequence in kv.Value.Sequences(image))
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{
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var s = kv.Value.GetSequence(image, sequence) as FileNotFoundSequence;
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if (s != null)
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{
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Console.WriteLine("\tSequence `{0}.{1}` references sprite `{2}` that does not exist.", image, sequence, s.Filename);
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failed = true;
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}
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}
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}
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}
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if (failed)
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