Previously the StartGameNotification and MusicPlaylist traits used the IWorldLoaded interface to play an audio notification and begin music when the game started. However this interface is used by many traits to perform initial loading whilst the load screen was visible, and this loading can take time. Since the traits could run in any order, then audio notification might fire before another trait with a long loading time. This is not ideal as we want the time between the audio notification occurring and the player being able to interact to be as short and reliable as possible.
Now, we introduce a new IPostWorldLoaded which runs after all other loading activity, and we switch StartGameNotification and MusicPlaylist to use it. This allows timing sensitive traits that want to run right at the end of loading to fire reliably and with minimal delay. The player perception of hearing the notification and being able to interact is now much snappier.
Ensure stale perf history data, to ensure the data is useful and the perf graph widget displays useful information.
- Remove stale data from the previous game when starting a new game. This avoids the graph showing values from the previous game when a new game starts.
- Remove data that was collected during loading. This avoids displaying data points that were collected whilst the loading screen was visible. Data collected whilst loading is not relevant to the in-game performance graph.
The performance graph when starting a new game will now display accurate information from the first tick of the game, whereas previously it displayed some stale information as well.
- Add prefixes to all message keys to provide context
- Use messages with attributes for some UI elements (dropdowns, dialogs, checkboxes, menus)
- Rename some class fields for consistency with translation keys
Aligns the naming conventions defined in editorconfig (dotnet_naming_style, dotnet_naming_symbols, dotnet_naming_rule) which are reported under the IDE1006 rule with the existing StyleCop rules from the SA13XX range.
This ensures the two rulesets agree when rejecting and accepting naming conventions within the IDE, with a few edges cases where only one ruleset can enforce the convention. IDE1006 allows use to specify a naming convention for type parameters, const locals and protected readonly fields which SA13XX cannot enforce. Some StyleCop SA13XX rules such as SA1309 'Field names should not begin with underscore' are not possible to enforce with the naming rules of IDE1006.
Therefore we enable the IDE1006 as a build time warning to enforce conventions and extend them. We disable SA13XX rules that can now be covered by IDE1006 to avoid double-reporting but leave the remaining SA13XX rules that cover additional cases enabled.
We also re-enable the SA1311 rule convention but enforce it via IDE1006, requiring some violations to be fixed or duplication of existing suppressions. Most violations fixes are trivial renames with the following exception. In ActorInitializer.cs, we prefer to make the fields private instead. ValueActorInit provides a publicly accessible property for access and OwnerInit provides a publicly accessible method. Health.cs is adjusted to access the property base instead when overriding. The reflection calls must be adjusted to target the base class specifically, as searching for a private field from the derived class will fail to locate it on the base class.
Unused suppressions were removed.
Fixed code based on feedback
Replaced try/catch block with a null check and exception throw
Fixed code based on feedback
Fixed code based on feedback
Simplified Launch.Map parameter to use map name directly
This also removes a workaround that allowed the current mod to be
registered even if it defined a bogus path. Uses of Game.ExternalMods
should therefore always use TryGetValue and correctly handle it
returning false.