Remove RulesetCache and push rule parsing to background thread.
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@@ -127,7 +127,6 @@ namespace OpenRA.Mods.Common.UtilityCommands
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{
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try
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{
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modData.RulesetCache.Load(map ?? modData.DefaultFileSystem, map);
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var customRulesPass = (ILintRulesPass)modData.ObjectCreator.CreateBasic(customRulesPassType);
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customRulesPass.Run(EmitError, EmitWarning, rules);
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}
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@@ -30,7 +30,6 @@ 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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Game.ModData = modData;
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modData.RulesetCache.Load(modData.DefaultFileSystem);
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var types = Game.ModData.ObjectCreator.GetTypes();
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var translatableFields = types.SelectMany(t => t.GetFields())
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@@ -42,15 +42,13 @@ namespace OpenRA.Mods.Common.UtilityCommands
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var srcModData = new ModData(srcMod);
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Game.ModData = srcModData;
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var srcRules = srcModData.RulesetCache.Load(srcModData.DefaultFileSystem);
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var srcPaletteInfo = srcRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
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var srcPaletteInfo = srcModData.DefaultRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
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var srcRemapIndex = srcPaletteInfo.RemapIndex;
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var destMod = args[2].Split(':')[0];
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var destModData = new ModData(destMod);
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Game.ModData = destModData;
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var destRules = destModData.RulesetCache.Load(destModData.DefaultFileSystem);
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var destPaletteInfo = destRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
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var destPaletteInfo = destModData.DefaultRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
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var destRemapIndex = destPaletteInfo.RemapIndex;
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var shadowIndex = new int[] { };
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