- Clone method will use the node count to create the correct capacity.
- ResolveInherits will use the node count as the suggested initial capacity.
- FromStream will now stream lines, rather than reading the whole file into memory and then splitting into lines.
These config files often contain many repeated strings which result in different string references in memory. By using a pool, we can detect when the strings are equal and reuse an existing reference as strings are immutable.
The FromLines will now use a pool to de-duplicate strings for a single call. By allowing a pool to be provided as a parameter, we can reuse even more strings. The MapCache defines such a pool so that strings are reused across all maps in the cache for even more savings.
- Add support for escaping '#' inside values
- Add support for escaping leading and trailing whitespace
And when discardCommentsAndWhitespace is set to false:
- Add proper support for comments
- Persist empty lines
Whitespace and comment support requires an explicit opt-in because
they produce MiniYamlNodes with null keys. Supporting these through
the entire game engine would require changing all yaml enumerations
to explicitly check and account for these keys with no benefit.
Comments and whitespace are now treated as real nodes during parsing,
which means that the yaml parser will throw errors if they have
incorrect indentation, even if these nodes will be discarded.
Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.
- Implement IDisposable interface correctly, with sealed classes where possible for simplicity.
- Add using statement around undisposed local variables.
Method is now called ToDictionary.
- Cached a few invocations into locals which should prevent some redundant evaluation.
- Added ToDictionary overloads that take projection functions for the keys and elements, since several callsites were doing a subsequent Linq.ToDictionary call to get this.
- 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.