clean up ModData package mounting
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@@ -29,7 +29,6 @@ namespace OpenRA
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public SheetBuilder SheetBuilder;
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public SpriteLoader SpriteLoader;
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public HardwarePalette Palette { get; private set; }
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IFolder previousMapMount = null;
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public ModData( params string[] mods )
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{
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@@ -41,20 +40,17 @@ namespace OpenRA
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WidgetLoader = new WidgetLoader( this );
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}
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public void ReloadMaps()
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{
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AvailableMaps = FindMaps( Manifest.Mods );
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}
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public void LoadInitialAssets()
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{
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// all this manipulation of static crap here is nasty and breaks
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// horribly when you use ModData in unexpected ways.
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FileSystem.UnmountAll();
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foreach (var dir in Manifest.Folders)
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FileSystem.Mount(dir);
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ReloadMaps();
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AvailableMaps = FindMaps(Manifest.Mods);
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Palette = new HardwarePalette();
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ChromeMetrics.Initialize(Manifest.ChromeMetrics);
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ChromeProvider.Initialize(Manifest.Chrome);
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@@ -71,17 +67,14 @@ namespace OpenRA
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throw new InvalidDataException("Invalid map uid: {0}".F(uid));
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var map = new Map(AvailableMaps[uid].Path);
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// Maps may contain custom assets
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// TODO: why are they lowest priority? they should be highest.
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if (previousMapMount != null) FileSystem.Unmount(previousMapMount);
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previousMapMount = FileSystem.OpenPackage(map.Path, int.MaxValue);
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FileSystem.Mount(previousMapMount);
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// Reinit all our assets
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LoadInitialAssets();
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foreach (var pkg in Manifest.Packages)
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FileSystem.Mount(pkg);
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// Mount map package so custom assets can be used. TODO: check priority.
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FileSystem.Mount(FileSystem.OpenPackage(map.Path, int.MaxValue));
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Rules.LoadRules(Manifest, map);
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SpriteLoader = new SpriteLoader( Rules.TileSets[map.Tileset].Extensions, SheetBuilder );
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SequenceProvider.Initialize(Manifest.Sequences, map.Sequences);
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