Use IReadOnlyFileSystem in artwork loaders.
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@@ -11,6 +11,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileSystem;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Support;
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@@ -47,7 +48,7 @@ namespace OpenRA
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/// Cache and return the Ruleset for a given map.
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/// If a map isn't specified then return the default mod Ruleset.
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/// </summary>
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public Ruleset Load(Map map = null)
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public Ruleset Load(IReadOnlyFileSystem fileSystem, Map map = null)
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{
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var m = modData.Manifest;
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@@ -59,38 +60,38 @@ namespace OpenRA
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Dictionary<string, TileSet> tileSets;
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using (new PerfTimer("Actors"))
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actors = LoadYamlRules(actorCache, m.Rules,
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actors = LoadYamlRules(fileSystem, actorCache, m.Rules,
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map != null ? map.RuleDefinitions : NoMapRules,
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k => new ActorInfo(Game.ModData.ObjectCreator, k.Key.ToLowerInvariant(), k.Value));
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using (new PerfTimer("Weapons"))
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weapons = LoadYamlRules(weaponCache, m.Weapons,
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weapons = LoadYamlRules(fileSystem, weaponCache, m.Weapons,
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map != null ? map.WeaponDefinitions : NoMapRules,
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k => new WeaponInfo(k.Key.ToLowerInvariant(), k.Value));
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using (new PerfTimer("Voices"))
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voices = LoadYamlRules(voiceCache, m.Voices,
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voices = LoadYamlRules(fileSystem, voiceCache, m.Voices,
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map != null ? map.VoiceDefinitions : NoMapRules,
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k => new SoundInfo(k.Value));
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using (new PerfTimer("Notifications"))
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notifications = LoadYamlRules(notificationCache, m.Notifications,
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notifications = LoadYamlRules(fileSystem, notificationCache, m.Notifications,
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map != null ? map.NotificationDefinitions : NoMapRules,
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k => new SoundInfo(k.Value));
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using (new PerfTimer("Music"))
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music = LoadYamlRules(musicCache, m.Music,
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music = LoadYamlRules(fileSystem, musicCache, m.Music,
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map != null ? map.MusicDefinitions : NoMapRules,
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k => new MusicInfo(k.Key, k.Value));
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using (new PerfTimer("TileSets"))
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tileSets = LoadTileSets(tileSetCache, sequenceCaches, m.TileSets);
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tileSets = LoadTileSets(fileSystem, tileSetCache, sequenceCaches, m.TileSets);
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var sequences = sequenceCaches.ToDictionary(kvp => kvp.Key, kvp => new SequenceProvider(kvp.Value, map));
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var sequences = sequenceCaches.ToDictionary(kvp => kvp.Key, kvp => new SequenceProvider(fileSystem, kvp.Value, map));
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return new Ruleset(actors, weapons, voices, notifications, music, tileSets, sequences);
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}
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Dictionary<string, T> LoadYamlRules<T>(
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Dictionary<string, T> LoadYamlRules<T>(IReadOnlyFileSystem fileSystem,
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Dictionary<string, T> itemCache,
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string[] files, List<MiniYamlNode> nodes,
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Func<MiniYamlNode, T> f)
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@@ -112,7 +113,7 @@ namespace OpenRA
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return t;
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};
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var tree = MiniYaml.Merge(files.Select(s => MiniYaml.FromStream(modData.ModFiles.Open(s))).Append(nodes))
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var tree = MiniYaml.Merge(files.Select(s => MiniYaml.FromStream(fileSystem.Open(s))).Append(nodes))
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.ToDictionaryWithConflictLog(n => n.Key, n => n.Value, "LoadYamlRules", null, null);
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RaiseProgress();
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@@ -121,7 +122,7 @@ namespace OpenRA
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return itemSet;
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}
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Dictionary<string, TileSet> LoadTileSets(Dictionary<string, TileSet> itemCache, Dictionary<string, SequenceCache> sequenceCaches, string[] files)
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Dictionary<string, TileSet> LoadTileSets(IReadOnlyFileSystem fileSystem, Dictionary<string, TileSet> itemCache, Dictionary<string, SequenceCache> sequenceCaches, string[] files)
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{
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var items = new Dictionary<string, TileSet>();
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@@ -136,7 +137,7 @@ namespace OpenRA
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itemCache.Add(file, t);
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// every time we load a tile set, we create a sequence cache for it
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var sc = new SequenceCache(modData, t);
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var sc = new SequenceCache(modData, fileSystem, t);
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sequenceCaches.Add(t.Id, sc);
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items.Add(t.Id, t);
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