clean up ModData package mounting

This commit is contained in:
Chris Forbes
2011-08-21 20:26:00 +12:00
parent 840f6131ac
commit 896cbaae39

View File

@@ -29,7 +29,6 @@ namespace OpenRA
public SheetBuilder SheetBuilder;
public SpriteLoader SpriteLoader;
public HardwarePalette Palette { get; private set; }
IFolder previousMapMount = null;
public ModData( params string[] mods )
{
@@ -40,21 +39,18 @@ namespace OpenRA
LoadScreen.Display();
WidgetLoader = new WidgetLoader( this );
}
public void ReloadMaps()
{
AvailableMaps = FindMaps( Manifest.Mods );
}
public void LoadInitialAssets()
{
// all this manipulation of static crap here is nasty and breaks
// horribly when you use ModData in unexpected ways.
FileSystem.UnmountAll();
foreach (var dir in Manifest.Folders)
FileSystem.Mount(dir);
ReloadMaps();
AvailableMaps = FindMaps(Manifest.Mods);
Palette = new HardwarePalette();
ChromeMetrics.Initialize(Manifest.ChromeMetrics);
ChromeProvider.Initialize(Manifest.Chrome);
@@ -70,17 +66,14 @@ namespace OpenRA
if (!AvailableMaps.ContainsKey(uid))
throw new InvalidDataException("Invalid map uid: {0}".F(uid));
var map = new Map(AvailableMaps[uid].Path);
// Maps may contain custom assets
// TODO: why are they lowest priority? they should be highest.
if (previousMapMount != null) FileSystem.Unmount(previousMapMount);
previousMapMount = FileSystem.OpenPackage(map.Path, int.MaxValue);
FileSystem.Mount(previousMapMount);
// Reinit all our assets
LoadInitialAssets();
foreach (var pkg in Manifest.Packages)
FileSystem.Mount(pkg);
// Mount map package so custom assets can be used. TODO: check priority.
FileSystem.Mount(FileSystem.OpenPackage(map.Path, int.MaxValue));
Rules.LoadRules(Manifest, map);
SpriteLoader = new SpriteLoader( Rules.TileSets[map.Tileset].Extensions, SheetBuilder );