Provide names and pools when creating MiniYaml.
- Rename the filename parameter to name and make it mandatory. Review all callers and ensure a useful string is provided as input, to ensure sufficient context is included for logging and debugging. This can be a filename, url, or any arbitrary text so include whatever context seems reasonable. - When several MiniYamls are created that have similar content, provide a shared string pool. This allows strings that are common between all the yaml to be shared, reducing long term memory usage. We also change the pool from a dictionary to a set. Originally a Dictionary had to be used so we could call TryGetValue to get a reference to the pooled string. Now that more recent versions of dotnet provide a TryGetValue on HashSet, we can use a set directly without the memory wasted by having to store both keys and values in a dictionary.
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@@ -64,7 +64,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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}
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if (removed > 0)
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locations.Add($"{actorNode.Key} ({actorNode.Location.Filename})");
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locations.Add($"{actorNode.Key} ({actorNode.Location.Name})");
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yield break;
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}
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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foreach (var renderSprites in actorNode.ChildrenMatching("RenderSprites"))
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if (renderSprites.RemoveNodes("Scale") > 0)
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yield return $"The actor-level scaling has been removed from {actorNode.Key} ({actorNode.Location.Filename}).\n" +
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yield return $"The actor-level scaling has been removed from {actorNode.Key} ({actorNode.Location.Name}).\n" +
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"You must manually define Scale on its sequences instead.";
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}
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}
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
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{
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var locationKey = $"{actorNode.Key} ({actorNode.Location.Filename})";
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var locationKey = $"{actorNode.Key} ({actorNode.Location.Name})";
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var anyConditionalSmokeTrail = false;
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foreach (var smokeTrail in actorNode.ChildrenMatching("SmokeTrailWhenDamaged"))
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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foreach (var projectileNode in weaponNode.ChildrenMatching("Projectile"))
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if (projectileNode.RemoveNodes("ShadowPalette") > 0)
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locations.Add($"{weaponNode.Key}: {weaponNode.Key} ({weaponNode.Location.Filename})");
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locations.Add($"{weaponNode.Key}: {weaponNode.Key} ({weaponNode.Location.Name})");
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yield break;
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}
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@@ -46,11 +46,11 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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foreach (var node in actorNode.ChildrenMatching("WithShadow"))
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if (node.RemoveNodes("Palette") > 0)
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locations.Add($"{actorNode.Key}: {node.Key} ({actorNode.Location.Filename})");
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locations.Add($"{actorNode.Key}: {node.Key} ({actorNode.Location.Name})");
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foreach (var node in actorNode.ChildrenMatching("WithParachute"))
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if (node.RemoveNodes("ShadowPalette") > 0)
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locations.Add($"{actorNode.Key}: {node.Key} ({actorNode.Location.Filename})");
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locations.Add($"{actorNode.Key}: {node.Key} ({actorNode.Location.Name})");
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yield break;
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}
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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foreach (var node in actorNode.ChildrenMatching("WithColoredOverlay"))
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if (node.RemoveNodes("Palette") > 0)
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locations.Add($"{actorNode.Key}: {node.Key} ({actorNode.Location.Filename})");
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locations.Add($"{actorNode.Key}: {node.Key} ({actorNode.Location.Name})");
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yield break;
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}
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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}
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foreach (var producibleWithLevel in actorNode.ChildrenMatching("ProducibleWithLevel"))
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locations.Add($"{actorNode.Key}: {producibleWithLevel.Key} ({actorNode.Location.Filename})");
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locations.Add($"{actorNode.Key}: {producibleWithLevel.Key} ({actorNode.Location.Name})");
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yield break;
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}
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