- Made private methods static where possible (runtime can elide checking the object for null).
- Declared attribute classes as sealed (allows reflection on attributes to complete faster).
- Moved some static cctor's into field initializers (static cctor's are slower than static field initializers).
- Made classes static if they contained only static methods (can't create instances of useless objects).
- Use inferable Exts.Lazy and not new Lazy<T>().
- Added required STAThread attribute to CrashDialog.
- Removed unused parameters in private methods.
- Added Serializable attribute to exceptions.
- Added parameter name in calls to ArgumentNullException.
- Use of as operator instead of is + cast.
- Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences.
- Removed unused method in NullShader.
List of changes:
* Better and more filters with new layout, for both mods.
* Rename/Delete/Detele all functionality.
* Simplified ReplayMetadata class considerably by introducing a new
GameInformation data object. The new GameInformation class contains
more information than previously available so the new solution is not
compatible with old replays, meaning it can't read old replays.
* Better and cleaner game information gathering in order to be written
at the end of the replay file.
* Revert changes to ReplayConnection, no longer necessary.
* Better exception message on missing sprites and fonts.
* New "SpawnOccupant" class that holds all the information needed by the
MapPreviewWidget to visualize a spawn point. It was using Session.Client
before and it was necessary to separate it to be able to show information
not available at lobby time.
* Fix keyboard focus UI bug when closing a window would not remove focus.
Refactored the Rules and SequenceProvider classes to be parts of ModData and
maintain a cache of the instances used in the mod.
The caching reduced the load times a lot, especially after the first load.
Some lazy loading in sequences also helped lower the startup time..
Note: The static classes were left behind to redirect the existing code's
calls.
There is a strange issue that appears* when Theater calls
ISpriteFrame.Frames on the R8Reader. The R8Reader uses
IEnumerable.Cast<> which behaves slower and slower, which
makes map loading become 10+ times slower.
The changes here simply avoid the casting.
[*] This happens at least on Linux x86_64 with Mono 3.2.8.
See https://bugzilla.xamarin.com/show_bug.cgi?id=19668