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:
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user