Remove RulesetCache and push rule parsing to background thread.

This commit is contained in:
Paul Chote
2016-03-11 18:31:43 +00:00
parent a3b1baa654
commit 82a9d69a51
10 changed files with 139 additions and 182 deletions

View File

@@ -361,7 +361,7 @@ namespace OpenRA
public static Dictionary<TKey, TElement> ToDictionaryWithConflictLog<TSource, TKey, TElement>(
this IEnumerable<TSource> source, Func<TSource, TKey> keySelector, Func<TSource, TElement> elementSelector,
string debugName, Func<TKey, string> logKey, Func<TElement, string> logValue)
string debugName, Func<TKey, string> logKey = null, Func<TElement, string> logValue = null)
{
// Fall back on ToString() if null functions are provided:
logKey = logKey ?? (s => s.ToString());

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@@ -9,8 +9,11 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using OpenRA.FileSystem;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
@@ -28,19 +31,19 @@ namespace OpenRA
public readonly SequenceProvider Sequences;
public Ruleset(
IDictionary<string, ActorInfo> actors,
IDictionary<string, WeaponInfo> weapons,
IDictionary<string, SoundInfo> voices,
IDictionary<string, SoundInfo> notifications,
IDictionary<string, MusicInfo> music,
IReadOnlyDictionary<string, ActorInfo> actors,
IReadOnlyDictionary<string, WeaponInfo> weapons,
IReadOnlyDictionary<string, SoundInfo> voices,
IReadOnlyDictionary<string, SoundInfo> notifications,
IReadOnlyDictionary<string, MusicInfo> music,
TileSet tileSet,
SequenceProvider sequences)
{
Actors = new ReadOnlyDictionary<string, ActorInfo>(actors);
Weapons = new ReadOnlyDictionary<string, WeaponInfo>(weapons);
Voices = new ReadOnlyDictionary<string, SoundInfo>(voices);
Notifications = new ReadOnlyDictionary<string, SoundInfo>(notifications);
Music = new ReadOnlyDictionary<string, MusicInfo>(music);
Actors = actors;
Weapons = weapons;
Voices = voices;
Notifications = notifications;
Music = music;
TileSet = tileSet;
Sequences = sequences;
@@ -80,5 +83,120 @@ namespace OpenRA
}
public IEnumerable<KeyValuePair<string, MusicInfo>> InstalledMusic { get { return Music.Where(m => m.Value.Exists); } }
static IReadOnlyDictionary<string, T> MergeOrDefault<T>(string name, IReadOnlyFileSystem fileSystem, IEnumerable<string> files, MiniYaml additional,
IReadOnlyDictionary<string, T> defaults, Func<MiniYamlNode, T> makeObject)
{
if (additional == null && defaults != null)
return defaults;
var result = MiniYaml.Load(fileSystem, files, additional)
.ToDictionaryWithConflictLog(k => k.Key.ToLowerInvariant(), makeObject, "LoadFromManifest<" + name + ">");
return new ReadOnlyDictionary<string, T>(result);
}
public static Ruleset LoadDefaults(ModData modData)
{
var m = modData.Manifest;
var fs = modData.DefaultFileSystem;
Ruleset ruleset = null;
Action f = () =>
{
var actors = MergeOrDefault("Manifest,Rules", fs, m.Rules, null, null,
k => new ActorInfo(modData.ObjectCreator, k.Key.ToLowerInvariant(), k.Value));
var weapons = MergeOrDefault("Manifest,Weapons", fs, m.Weapons, null, null,
k => new WeaponInfo(k.Key.ToLowerInvariant(), k.Value));
var voices = MergeOrDefault("Manifest,Voices", fs, m.Voices, null, null,
k => new SoundInfo(k.Value));
var notifications = MergeOrDefault("Manifest,Notifications", fs, m.Notifications, null, null,
k => new SoundInfo(k.Value));
var music = MergeOrDefault("Manifest,Music", fs, m.Music, null, null,
k => new MusicInfo(k.Key, k.Value));
// The default ruleset does not include a preferred tileset or sequence set
ruleset = new Ruleset(actors, weapons, voices, notifications, music, null, null);
};
if (modData.IsOnMainThread)
{
modData.HandleLoadingProgress();
var loader = new Task(f);
loader.Start();
// Animate the loadscreen while we wait
while (!loader.Wait(40))
modData.HandleLoadingProgress();
}
else
f();
return ruleset;
}
public static Ruleset LoadDefaultsForTileSet(ModData modData, string tileSet)
{
var dr = modData.DefaultRules;
var ts = modData.DefaultTileSets[tileSet];
var sequences = modData.DefaultSequences[tileSet];
return new Ruleset(dr.Actors, dr.Weapons, dr.Voices, dr.Notifications, dr.Music, ts, sequences);
}
public static Ruleset LoadFromMap(ModData modData, Map map)
{
var m = modData.Manifest;
var dr = modData.DefaultRules;
Ruleset ruleset = null;
Action f = () =>
{
var actors = MergeOrDefault("Manifest,Rules", map, m.Rules, map.RuleDefinitions, dr.Actors,
k => new ActorInfo(modData.ObjectCreator, k.Key.ToLowerInvariant(), k.Value));
var weapons = MergeOrDefault("Manifest,Weapons", map, m.Weapons, map.WeaponDefinitions, dr.Weapons,
k => new WeaponInfo(k.Key.ToLowerInvariant(), k.Value));
var voices = MergeOrDefault("Manifest,Voices", map, m.Voices, map.VoiceDefinitions, dr.Voices,
k => new SoundInfo(k.Value));
var notifications = MergeOrDefault("Manifest,Notifications", map, m.Notifications, map.NotificationDefinitions, dr.Notifications,
k => new SoundInfo(k.Value));
var music = MergeOrDefault("Manifest,Music", map, m.Music, map.NotificationDefinitions, dr.Music,
k => new MusicInfo(k.Key, k.Value));
// TODO: Add support for merging custom tileset modifications
var ts = modData.DefaultTileSets[map.Tileset];
// TODO: Top-level dictionary should be moved into the Ruleset instead of in its own object
var sequences = map.SequenceDefinitions == null ? modData.DefaultSequences[map.Tileset] :
new SequenceProvider(map, modData, ts, map.SequenceDefinitions);
// TODO: Add support for custom voxel sequences
ruleset = new Ruleset(actors, weapons, voices, notifications, music, ts, sequences);
};
if (modData.IsOnMainThread)
{
modData.HandleLoadingProgress();
var loader = new Task(f);
loader.Start();
// Animate the loadscreen while we wait
while (!loader.Wait(40))
modData.HandleLoadingProgress();
}
else
f();
return ruleset;
}
}
}

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@@ -1,154 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileSystem;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Support;
namespace OpenRA
{
public sealed class RulesetCache
{
readonly ModData modData;
readonly Dictionary<string, ActorInfo> actorCache = new Dictionary<string, ActorInfo>();
readonly Dictionary<string, WeaponInfo> weaponCache = new Dictionary<string, WeaponInfo>();
readonly Dictionary<string, SoundInfo> voiceCache = new Dictionary<string, SoundInfo>();
readonly Dictionary<string, SoundInfo> notificationCache = new Dictionary<string, SoundInfo>();
readonly Dictionary<string, MusicInfo> musicCache = new Dictionary<string, MusicInfo>();
public event EventHandler LoadingProgress;
void RaiseProgress()
{
if (LoadingProgress != null)
LoadingProgress(this, new EventArgs());
}
public RulesetCache(ModData modData)
{
this.modData = modData;
}
public Ruleset Load(IReadOnlyFileSystem fileSystem,
TileSet tileSet,
MiniYaml additionalRules,
MiniYaml additionalWeapons,
MiniYaml additionalVoices,
MiniYaml additionalNotifications,
MiniYaml additionalMusic,
MiniYaml additionalSequences)
{
var m = modData.Manifest;
Dictionary<string, ActorInfo> actors;
Dictionary<string, WeaponInfo> weapons;
Dictionary<string, SoundInfo> voices;
Dictionary<string, SoundInfo> notifications;
Dictionary<string, MusicInfo> music;
using (new PerfTimer("Actors"))
actors = LoadYamlRules(fileSystem, actorCache, m.Rules, additionalRules,
k => new ActorInfo(Game.ModData.ObjectCreator, k.Key.ToLowerInvariant(), k.Value));
using (new PerfTimer("Weapons"))
weapons = LoadYamlRules(fileSystem, weaponCache, m.Weapons, additionalWeapons,
k => new WeaponInfo(k.Key.ToLowerInvariant(), k.Value));
using (new PerfTimer("Voices"))
voices = LoadYamlRules(fileSystem, voiceCache, m.Voices, additionalVoices,
k => new SoundInfo(k.Value));
using (new PerfTimer("Notifications"))
notifications = LoadYamlRules(fileSystem, notificationCache, m.Notifications, additionalNotifications,
k => new SoundInfo(k.Value));
using (new PerfTimer("Music"))
music = LoadYamlRules(fileSystem, musicCache, m.Music, additionalMusic,
k => new MusicInfo(k.Key, k.Value));
var sequences = tileSet != null ? new SequenceProvider(fileSystem, modData, tileSet, additionalSequences) : null;
return new Ruleset(actors, weapons, voices, notifications, music, tileSet, sequences);
}
/// <summary>
/// Cache and return the Ruleset for a given map.
/// If a map isn't specified then return the default mod Ruleset.
/// </summary>
public Ruleset Load(IReadOnlyFileSystem fileSystem, Map map = null)
{
return map != null ? Load(fileSystem, modData.DefaultTileSets[map.Tileset], map.RuleDefinitions,
map.WeaponDefinitions,map.VoiceDefinitions, map.NotificationDefinitions, map.MusicDefinitions,
map.SequenceDefinitions) : Load(fileSystem, null, null, null, null, null, null, null);
}
Dictionary<string, T> LoadYamlRules<T>(IReadOnlyFileSystem fileSystem,
Dictionary<string, T> itemCache,
IEnumerable<string> files, MiniYaml mapRules,
Func<MiniYamlNode, T> f)
{
RaiseProgress();
if (mapRules != null && mapRules.Value != null)
files = files.Append(FieldLoader.GetValue<string[]>("value", mapRules.Value));
var inputKey = string.Join("|", files);
if (mapRules != null && mapRules.Nodes.Any())
inputKey += "|" + mapRules.Nodes.WriteToString();
Func<MiniYamlNode, T> wrap = wkv =>
{
var key = inputKey + wkv.Value.ToLines(wkv.Key).JoinWith("|");
T t;
if (itemCache.TryGetValue(key, out t))
return t;
t = f(wkv);
itemCache.Add(key, t);
RaiseProgress();
return t;
};
var tree = MiniYaml.Load(fileSystem, files, mapRules).ToDictionaryWithConflictLog(
n => n.Key, n => n.Value, "LoadYamlRules", null, null);
RaiseProgress();
var itemSet = tree.ToDictionary(kv => kv.Key.ToLowerInvariant(), kv => wrap(new MiniYamlNode(kv.Key, kv.Value)));
RaiseProgress();
return itemSet;
}
Dictionary<string, TileSet> LoadTileSets(IReadOnlyFileSystem fileSystem, Dictionary<string, TileSet> itemCache, string[] files)
{
var items = new Dictionary<string, TileSet>();
foreach (var file in files)
{
TileSet t;
if (itemCache.TryGetValue(file, out t))
items.Add(t.Id, t);
else
{
t = new TileSet(fileSystem, file);
itemCache.Add(file, t);
items.Add(t.Id, t);
}
}
return items;
}
}
}

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@@ -295,7 +295,7 @@ namespace OpenRA
{
try
{
return modData.RulesetCache.Load(this, this);
return Ruleset.LoadFromMap(modData, this);
}
catch (Exception e)
{
@@ -303,7 +303,7 @@ namespace OpenRA
Log.Write("debug", "Failed to load rules for {0} with error {1}", Title, e.Message);
}
return modData.DefaultRules;
return Ruleset.LoadDefaultsForTileSet(modData, Tileset);
});
var tl = new MPos(0, 0).ToCPos(this);

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@@ -30,7 +30,6 @@ namespace OpenRA
public readonly ISoundLoader[] SoundLoaders;
public readonly ISpriteLoader[] SpriteLoaders;
public readonly ISpriteSequenceLoader SpriteSequenceLoader;
public readonly RulesetCache RulesetCache;
public ILoadScreen LoadScreen { get; private set; }
public VoxelLoader VoxelLoader { get; private set; }
public CursorProvider CursorProvider { get; private set; }
@@ -63,8 +62,6 @@ namespace OpenRA
}
WidgetLoader = new WidgetLoader(this);
RulesetCache = new RulesetCache(this);
RulesetCache.LoadingProgress += HandleLoadingProgress;
MapCache = new MapCache(this);
SoundLoaders = GetLoaders<ISoundLoader>(Manifest.SoundFormats, "sound");
@@ -79,7 +76,7 @@ namespace OpenRA
SpriteSequenceLoader = (ISpriteSequenceLoader)ctor.Invoke(new[] { this });
SpriteSequenceLoader.OnMissingSpriteError = s => Log.Write("debug", s);
defaultRules = Exts.Lazy(() => RulesetCache.Load(DefaultFileSystem));
defaultRules = Exts.Lazy(() => Ruleset.LoadDefaults(this));
defaultTileSets = Exts.Lazy(() =>
{
var items = new Dictionary<string, TileSet>();
@@ -104,12 +101,14 @@ namespace OpenRA
// HACK: Only update the loading screen if we're in the main thread.
int initialThreadId;
void HandleLoadingProgress(object sender, EventArgs e)
internal void HandleLoadingProgress()
{
if (LoadScreen != null && System.Threading.Thread.CurrentThread.ManagedThreadId == initialThreadId)
if (LoadScreen != null && IsOnMainThread)
LoadScreen.Display();
}
internal bool IsOnMainThread { get { return System.Threading.Thread.CurrentThread.ManagedThreadId == initialThreadId; } }
public void InitializeLoaders(IReadOnlyFileSystem fileSystem)
{
// all this manipulation of static crap here is nasty and breaks

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@@ -215,7 +215,6 @@
<Compile Include="Primitives\ReadOnlyList.cs" />
<Compile Include="ModMetadata.cs" />
<Compile Include="GameRules\Ruleset.cs" />
<Compile Include="GameRules\RulesetCache.cs" />
<Compile Include="Support\MersenneTwister.cs" />
<Compile Include="GameInformation.cs" />
<Compile Include="Map\CellLayer.cs" />

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@@ -127,7 +127,6 @@ namespace OpenRA.Mods.Common.UtilityCommands
{
try
{
modData.RulesetCache.Load(map ?? modData.DefaultFileSystem, map);
var customRulesPass = (ILintRulesPass)modData.ObjectCreator.CreateBasic(customRulesPassType);
customRulesPass.Run(EmitError, EmitWarning, rules);
}

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@@ -30,7 +30,6 @@ namespace OpenRA.Mods.Common.UtilityCommands
{
// HACK: The engine code assumes that Game.modData is set.
Game.ModData = modData;
modData.RulesetCache.Load(modData.DefaultFileSystem);
var types = Game.ModData.ObjectCreator.GetTypes();
var translatableFields = types.SelectMany(t => t.GetFields())

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@@ -42,15 +42,13 @@ namespace OpenRA.Mods.Common.UtilityCommands
var srcModData = new ModData(srcMod);
Game.ModData = srcModData;
var srcRules = srcModData.RulesetCache.Load(srcModData.DefaultFileSystem);
var srcPaletteInfo = srcRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
var srcPaletteInfo = srcModData.DefaultRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
var srcRemapIndex = srcPaletteInfo.RemapIndex;
var destMod = args[2].Split(':')[0];
var destModData = new ModData(destMod);
Game.ModData = destModData;
var destRules = destModData.RulesetCache.Load(destModData.DefaultFileSystem);
var destPaletteInfo = destRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
var destPaletteInfo = destModData.DefaultRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
var destRemapIndex = destPaletteInfo.RemapIndex;
var shadowIndex = new int[] { };

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@@ -30,8 +30,7 @@ namespace OpenRA.Mods.D2k.UtilityCommands
// HACK: The engine code assumes that Game.modData is set.
Game.ModData = modData;
var rules = modData.RulesetCache.Load(modData.DefaultFileSystem);
var rules = Ruleset.LoadDefaultsForTileSet(modData, "ARRAKIS");
var map = D2kMapImporter.Import(args[1], modData.Manifest.Mod.Id, args[2], rules);
if (map == null)