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

@@ -9,10 +9,7 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.FileSystem;
using OpenRA.Primitives;
@@ -67,94 +64,6 @@ namespace OpenRA.Graphics
bool DisableExportPadding { get; }
}
public class SpriteCache
{
public readonly Cache<SheetType, SheetBuilder> SheetBuilders;
readonly ISpriteLoader[] loaders;
readonly IReadOnlyFileSystem fileSystem;
readonly Dictionary<string, List<Sprite[]>> sprites = new Dictionary<string, List<Sprite[]>>();
readonly Dictionary<string, ISpriteFrame[]> unloadedFrames = new Dictionary<string, ISpriteFrame[]>();
readonly Dictionary<string, TypeDictionary> metadata = new Dictionary<string, TypeDictionary>();
public SpriteCache(IReadOnlyFileSystem fileSystem, ISpriteLoader[] loaders)
{
SheetBuilders = new Cache<SheetType, SheetBuilder>(t => new SheetBuilder(t));
this.fileSystem = fileSystem;
this.loaders = loaders;
}
/// <summary>
/// Returns the first set of sprites with the given filename.
/// If getUsedFrames is defined then the indices returned by the function call
/// are guaranteed to be loaded. The value of other indices in the returned
/// array are undefined and should never be accessed.
/// </summary>
public Sprite[] this[string filename, Func<int, IEnumerable<int>> getUsedFrames = null]
{
get
{
var allSprites = sprites.GetOrAdd(filename);
var sprite = allSprites.FirstOrDefault();
if (!unloadedFrames.TryGetValue(filename, out var unloaded))
unloaded = null;
// This is the first time that the file has been requested
// Load all of the frames into the unused buffer and initialize
// the loaded cache (initially empty)
if (sprite == null)
{
unloaded = FrameLoader.GetFrames(fileSystem, filename, loaders, out var fileMetadata);
unloadedFrames[filename] = unloaded;
metadata[filename] = fileMetadata;
sprite = new Sprite[unloaded.Length];
allSprites.Add(sprite);
}
// HACK: The sequence code relies on side-effects from getUsedFrames
var indices = getUsedFrames != null ? getUsedFrames(sprite.Length) :
Enumerable.Range(0, sprite.Length);
// Load any unused frames into the SheetBuilder
if (unloaded != null)
{
foreach (var i in indices)
{
if (unloaded[i] != null)
{
sprite[i] = SheetBuilders[SheetBuilder.FrameTypeToSheetType(unloaded[i].Type)].Add(unloaded[i]);
unloaded[i] = null;
}
}
// All frames have been loaded
if (unloaded.All(f => f == null))
unloadedFrames.Remove(filename);
}
return sprite;
}
}
/// <summary>
/// Returns a TypeDictionary containing any metadata defined by the frame
/// or null if the frame does not define metadata.
/// </summary>
public TypeDictionary FrameMetadata(string filename)
{
if (!metadata.TryGetValue(filename, out var fileMetadata))
{
FrameLoader.GetFrames(fileSystem, filename, loaders, out fileMetadata);
metadata[filename] = fileMetadata;
}
return fileMetadata;
}
}
public class FrameCache
{
readonly Cache<string, ISpriteFrame[]> frames;