Rewrite sequence loading logic.

Multiple layers of Lazy<T>ness are replaced with
an explicit two-part loading scheme.

Sequences are parsed immediately, without the need
for the sprite assets, and tell the SpriteCache
which frames they need. Use-cases that want the
actual sprites can then tell the SpriteCache to
load the frames and the sequences to resolve the
sprites.
This commit is contained in:
Paul Chote
2023-03-09 20:39:17 +00:00
committed by Gustas
parent 1f3403717b
commit c35ab081ff
21 changed files with 780 additions and 632 deletions

View File

@@ -15,7 +15,6 @@ using System.Linq;
using System.Threading.Tasks;
using OpenRA.FileSystem;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA
@@ -28,7 +27,6 @@ namespace OpenRA
public readonly IReadOnlyDictionary<string, SoundInfo> Notifications;
public readonly IReadOnlyDictionary<string, MusicInfo> Music;
public readonly ITerrainInfo TerrainInfo;
public readonly SequenceProvider Sequences;
public readonly IReadOnlyDictionary<string, MiniYamlNode> ModelSequences;
public Ruleset(
@@ -38,7 +36,6 @@ namespace OpenRA
IReadOnlyDictionary<string, SoundInfo> notifications,
IReadOnlyDictionary<string, MusicInfo> music,
ITerrainInfo terrainInfo,
SequenceProvider sequences,
IReadOnlyDictionary<string, MiniYamlNode> modelSequences)
{
Actors = new ActorInfoDictionary(actors);
@@ -47,7 +44,6 @@ namespace OpenRA
Notifications = notifications;
Music = music;
TerrainInfo = terrainInfo;
Sequences = sequences;
ModelSequences = modelSequences;
foreach (var a in Actors.Values)
@@ -145,8 +141,8 @@ namespace OpenRA
var modelSequences = MergeOrDefault("Manifest,ModelSequences", fs, m.ModelSequences, null, null,
k => k);
// The default ruleset does not include a preferred tileset or sequence set
ruleset = new Ruleset(actors, weapons, voices, notifications, music, null, null, modelSequences);
// The default ruleset does not include a preferred tileset
ruleset = new Ruleset(actors, weapons, voices, notifications, music, null, modelSequences);
}
if (modData.IsOnMainThread)
@@ -170,14 +166,13 @@ namespace OpenRA
{
var dr = modData.DefaultRules;
var terrainInfo = modData.DefaultTerrainInfo[tileSet];
var sequences = modData.DefaultSequences[tileSet];
return new Ruleset(dr.Actors, dr.Weapons, dr.Voices, dr.Notifications, dr.Music, terrainInfo, sequences, dr.ModelSequences);
return new Ruleset(dr.Actors, dr.Weapons, dr.Voices, dr.Notifications, dr.Music, terrainInfo, dr.ModelSequences);
}
public static Ruleset Load(ModData modData, IReadOnlyFileSystem fileSystem, string tileSet,
MiniYaml mapRules, MiniYaml mapWeapons, MiniYaml mapVoices, MiniYaml mapNotifications,
MiniYaml mapMusic, MiniYaml mapSequences, MiniYaml mapModelSequences)
MiniYaml mapMusic, MiniYaml mapModelSequences)
{
var m = modData.Manifest;
var dr = modData.DefaultRules;
@@ -204,16 +199,12 @@ namespace OpenRA
// TODO: Add support for merging custom terrain modifications
var terrainInfo = modData.DefaultTerrainInfo[tileSet];
// TODO: Top-level dictionary should be moved into the Ruleset instead of in its own object
var sequences = mapSequences == null ? modData.DefaultSequences[tileSet] :
new SequenceProvider(fileSystem, modData, tileSet, mapSequences);
var modelSequences = dr.ModelSequences;
if (mapModelSequences != null)
modelSequences = MergeOrDefault("ModelSequences", fileSystem, m.ModelSequences, mapModelSequences, dr.ModelSequences,
k => k);
ruleset = new Ruleset(actors, weapons, voices, notifications, music, terrainInfo, sequences, modelSequences);
ruleset = new Ruleset(actors, weapons, voices, notifications, music, terrainInfo, modelSequences);
}
if (modData.IsOnMainThread)