MiniYaml becomes an immutable data structure.
This changeset is motivated by a simple concept - get rid of the MiniYaml.Clone and MiniYamlNode.Clone methods to avoid deep copying yaml trees during merging. MiniYaml becoming immutable allows the merge function to reuse existing yaml trees rather than cloning them, saving on memory and improving merge performance. On initial loading the YAML for all maps is processed, so this provides a small reduction in initial loading time. The rest of the changeset is dealing with the change in the exposed API surface. Some With* helper methods are introduced to allow creating new YAML from existing YAML. Areas of code that generated small amounts of YAML are able to transition directly to the immutable model without too much ceremony. Some use cases are far less ergonomic even with these helper methods and so a MiniYamlBuilder is introduced to retain mutable creation functionality. This allows those areas to continue to use the old mutable structures. The main users are the update rules and linting capabilities.
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@@ -20,19 +20,19 @@ namespace OpenRA.Mods.Common.UpdateRules
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/// <summary>Defines a transformation that is run on each top-level node in a yaml file set.</summary>
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/// <returns>An enumerable of manual steps to be run by the user.</returns>
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public delegate IEnumerable<string> TopLevelNodeTransform(ModData modData, MiniYamlNode node);
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public delegate IEnumerable<string> TopLevelNodeTransform(ModData modData, MiniYamlNodeBuilder node);
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/// <summary>Defines a transformation that is run on each widget node in a chrome yaml file set.</summary>
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/// <returns>An enumerable of manual steps to be run by the user.</returns>
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public delegate IEnumerable<string> ChromeNodeTransform(ModData modData, MiniYamlNode widgetNode);
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public delegate IEnumerable<string> ChromeNodeTransform(ModData modData, MiniYamlNodeBuilder widgetNode);
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public virtual IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode) { yield break; }
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public virtual IEnumerable<string> UpdateWeaponNode(ModData modData, MiniYamlNode weaponNode) { yield break; }
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public virtual IEnumerable<string> UpdateSequenceNode(ModData modData, MiniYamlNode sequenceNode) { yield break; }
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public virtual IEnumerable<string> UpdateChromeNode(ModData modData, MiniYamlNode chromeNode) { yield break; }
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public virtual IEnumerable<string> UpdateTilesetNode(ModData modData, MiniYamlNode tilesetNode) { yield break; }
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public virtual IEnumerable<string> UpdateChromeProviderNode(ModData modData, MiniYamlNode chromeProviderNode) { yield break; }
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public virtual IEnumerable<string> UpdateMapActorNode(ModData modData, MiniYamlNode actorNode) { yield break; }
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public virtual IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode) { yield break; }
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public virtual IEnumerable<string> UpdateWeaponNode(ModData modData, MiniYamlNodeBuilder weaponNode) { yield break; }
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public virtual IEnumerable<string> UpdateSequenceNode(ModData modData, MiniYamlNodeBuilder sequenceNode) { yield break; }
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public virtual IEnumerable<string> UpdateChromeNode(ModData modData, MiniYamlNodeBuilder chromeNode) { yield break; }
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public virtual IEnumerable<string> UpdateTilesetNode(ModData modData, MiniYamlNodeBuilder tilesetNode) { yield break; }
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public virtual IEnumerable<string> UpdateChromeProviderNode(ModData modData, MiniYamlNodeBuilder chromeProviderNode) { yield break; }
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public virtual IEnumerable<string> UpdateMapActorNode(ModData modData, MiniYamlNodeBuilder actorNode) { yield break; }
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public virtual IEnumerable<string> BeforeUpdate(ModData modData) { yield break; }
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public virtual IEnumerable<string> AfterUpdate(ModData modData) { yield break; }
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@@ -41,16 +41,16 @@ namespace OpenRA.Mods.Common.UpdateRules
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// These aren't part of the UpdateRule class as to avoid premature yaml merge crashes when updating maps.
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public interface IBeforeUpdateActors
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{
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IEnumerable<string> BeforeUpdateActors(ModData modData, List<MiniYamlNode> resolvedActors) { yield break; }
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IEnumerable<string> BeforeUpdateActors(ModData modData, List<MiniYamlNodeBuilder> resolvedActors) { yield break; }
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}
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public interface IBeforeUpdateWeapons
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{
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IEnumerable<string> BeforeUpdateWeapons(ModData modData, List<MiniYamlNode> resolvedWeapons) { yield break; }
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IEnumerable<string> BeforeUpdateWeapons(ModData modData, List<MiniYamlNodeBuilder> resolvedWeapons) { yield break; }
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}
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public interface IBeforeUpdateSequences
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{
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IEnumerable<string> BeforeUpdateSequences(ModData modData, List<MiniYamlNode> resolvedImages) { yield break; }
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IEnumerable<string> BeforeUpdateSequences(ModData modData, List<MiniYamlNodeBuilder> resolvedImages) { yield break; }
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}
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}
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