Files
OpenRA/OpenRA.Game/ModData.cs
2016-02-18 18:12:33 +00:00

209 lines
6.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Widgets;
using FS = OpenRA.FileSystem.FileSystem;
namespace OpenRA
{
public sealed class ModData : IDisposable
{
public readonly Manifest Manifest;
public readonly ObjectCreator ObjectCreator;
public readonly WidgetLoader WidgetLoader;
public readonly MapCache MapCache;
public readonly ISoundLoader[] SoundLoaders;
public readonly ISpriteLoader[] SpriteLoaders;
public readonly ISpriteSequenceLoader SpriteSequenceLoader;
public readonly RulesetCache RulesetCache;
public ILoadScreen LoadScreen { get; private set; }
public VoxelLoader VoxelLoader { get; private set; }
public CursorProvider CursorProvider { get; private set; }
public FS ModFiles = new FS();
readonly Lazy<Ruleset> defaultRules;
public Ruleset DefaultRules { get { return defaultRules.Value; } }
public IReadOnlyFileSystem DefaultFileSystem { get { return ModFiles; } }
public ModData(string mod, bool useLoadScreen = false)
{
Languages = new string[0];
Manifest = new Manifest(mod);
ModFiles.LoadFromManifest(Manifest);
ObjectCreator = new ObjectCreator(Manifest, ModFiles);
Manifest.LoadCustomData(ObjectCreator);
if (useLoadScreen)
{
LoadScreen = ObjectCreator.CreateObject<ILoadScreen>(Manifest.LoadScreen.Value);
LoadScreen.Init(this, Manifest.LoadScreen.ToDictionary(my => my.Value));
LoadScreen.Display();
}
WidgetLoader = new WidgetLoader(this);
RulesetCache = new RulesetCache(this);
RulesetCache.LoadingProgress += HandleLoadingProgress;
MapCache = new MapCache(this);
SoundLoaders = GetLoaders<ISoundLoader>(Manifest.SoundFormats, "sound");
SpriteLoaders = GetLoaders<ISpriteLoader>(Manifest.SpriteFormats, "sprite");
var sequenceFormat = Manifest.Get<SpriteSequenceFormat>();
var sequenceLoader = ObjectCreator.FindType(sequenceFormat.Type + "Loader");
var ctor = sequenceLoader != null ? sequenceLoader.GetConstructor(new[] { typeof(ModData) }) : null;
if (sequenceLoader == null || !sequenceLoader.GetInterfaces().Contains(typeof(ISpriteSequenceLoader)) || ctor == null)
throw new InvalidOperationException("Unable to find a sequence loader for type '{0}'.".F(sequenceFormat.Type));
SpriteSequenceLoader = (ISpriteSequenceLoader)ctor.Invoke(new[] { this });
SpriteSequenceLoader.OnMissingSpriteError = s => Log.Write("debug", s);
defaultRules = Exts.Lazy(() => RulesetCache.Load(DefaultFileSystem));
initialThreadId = System.Threading.Thread.CurrentThread.ManagedThreadId;
}
// HACK: Only update the loading screen if we're in the main thread.
int initialThreadId;
void HandleLoadingProgress(object sender, EventArgs e)
{
if (LoadScreen != null && System.Threading.Thread.CurrentThread.ManagedThreadId == initialThreadId)
LoadScreen.Display();
}
public void InitializeLoaders(IReadOnlyFileSystem fileSystem)
{
// all this manipulation of static crap here is nasty and breaks
// horribly when you use ModData in unexpected ways.
ChromeMetrics.Initialize(this);
ChromeProvider.Initialize(this);
Game.Sound.Initialize(SoundLoaders, fileSystem);
if (VoxelLoader != null)
VoxelLoader.Dispose();
VoxelLoader = new VoxelLoader(fileSystem);
CursorProvider = new CursorProvider(this);
}
TLoader[] GetLoaders<TLoader>(IEnumerable<string> formats, string name)
{
var loaders = new List<TLoader>();
foreach (var format in formats)
{
var loader = ObjectCreator.FindType(format + "Loader");
if (loader == null || !loader.GetInterfaces().Contains(typeof(TLoader)))
throw new InvalidOperationException("Unable to find a {0} loader for type '{1}'.".F(name, format));
loaders.Add((TLoader)ObjectCreator.CreateBasic(loader));
}
return loaders.ToArray();
}
public IEnumerable<string> Languages { get; private set; }
void LoadTranslations(Map map)
{
var selectedTranslations = new Dictionary<string, string>();
var defaultTranslations = new Dictionary<string, string>();
if (!Manifest.Translations.Any())
{
Languages = new string[0];
return;
}
var yaml = MiniYaml.Merge(Manifest.Translations
.Select(t => MiniYaml.FromStream(ModFiles.Open(t)))
.Append(map.TranslationDefinitions));
Languages = yaml.Select(t => t.Key).ToArray();
foreach (var y in yaml)
{
if (y.Key == Game.Settings.Graphics.Language)
selectedTranslations = y.Value.ToDictionary(my => my.Value ?? "");
else if (y.Key == Game.Settings.Graphics.DefaultLanguage)
defaultTranslations = y.Value.ToDictionary(my => my.Value ?? "");
}
var translations = new Dictionary<string, string>();
foreach (var tkv in defaultTranslations.Concat(selectedTranslations))
{
if (translations.ContainsKey(tkv.Key))
continue;
if (selectedTranslations.ContainsKey(tkv.Key))
translations.Add(tkv.Key, selectedTranslations[tkv.Key]);
else
translations.Add(tkv.Key, tkv.Value);
}
FieldLoader.SetTranslations(translations);
}
public Map PrepareMap(string uid)
{
if (LoadScreen != null)
LoadScreen.Display();
if (MapCache[uid].Status != MapStatus.Available)
throw new InvalidDataException("Invalid map uid: {0}".F(uid));
// Operate on a copy of the map to avoid gameplay state leaking into the cache
var map = new Map(MapCache[uid].Path);
LoadTranslations(map);
// Reinitialize all our assets
InitializeLoaders(map);
using (new Support.PerfTimer("Map.PreloadRules"))
map.PreloadRules();
using (new Support.PerfTimer("Map.SequenceProvider.Preload"))
map.SequenceProvider.Preload();
// Load music with map assets mounted
using (new Support.PerfTimer("Map.Music"))
foreach (var entry in map.Rules.Music)
entry.Value.Load(map);
VoxelProvider.Initialize(VoxelLoader, map, Manifest.VoxelSequences, map.VoxelSequenceDefinitions);
VoxelLoader.Finish();
return map;
}
public void Dispose()
{
if (LoadScreen != null)
LoadScreen.Dispose();
RulesetCache.Dispose();
MapCache.Dispose();
if (VoxelLoader != null)
VoxelLoader.Dispose();
}
}
public interface ILoadScreen : IDisposable
{
void Init(ModData m, Dictionary<string, string> info);
void Display();
void StartGame(Arguments args);
}
}