Files
OpenRA/OpenRA.Game/ModData.cs
Pavlos Touboulidis 2b3d5f1544 Better caching for Rules and Sequences
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.
2014-05-17 14:26:53 +03:00

144 lines
4.5 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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 OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Widgets;
namespace OpenRA
{
public class ModData
{
public readonly Manifest Manifest;
public readonly ObjectCreator ObjectCreator;
public readonly WidgetLoader WidgetLoader;
public readonly MapCache MapCache;
public ILoadScreen LoadScreen = null;
public SheetBuilder SheetBuilder;
public SpriteLoader SpriteLoader;
public VoxelLoader VoxelLoader;
public ModSequenceProvider SequenceProvider;
public ModRules Rules;
public ModData(string mod)
{
Languages = new string[0];
Manifest = new Manifest(mod);
ObjectCreator = new ObjectCreator(Manifest);
LoadScreen = ObjectCreator.CreateObject<ILoadScreen>(Manifest.LoadScreen.Value);
LoadScreen.Init(Manifest, Manifest.LoadScreen.NodesDict.ToDictionary(x => x.Key, x => x.Value.Value));
LoadScreen.Display();
WidgetLoader = new WidgetLoader(this);
MapCache = new MapCache(Manifest);
SequenceProvider = new ModSequenceProvider(this);
Rules = new ModRules(this);
// HACK: Mount only local folders so we have a half-working environment for the asset installer
GlobalFileSystem.UnmountAll();
foreach (var dir in Manifest.Folders)
GlobalFileSystem.Mount(dir);
}
public void InitializeLoaders()
{
// all this manipulation of static crap here is nasty and breaks
// horribly when you use ModData in unexpected ways.
ChromeMetrics.Initialize(Manifest.ChromeMetrics);
ChromeProvider.Initialize(Manifest.Chrome);
SheetBuilder = new SheetBuilder(SheetType.Indexed);
SpriteLoader = new SpriteLoader(new string[0], SheetBuilder);
VoxelLoader = new VoxelLoader();
CursorProvider.Initialize(Manifest.Cursors);
}
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];
FieldLoader.Translations = new Dictionary<string, string>();
return;
}
var yaml = Manifest.Translations.Select(MiniYaml.FromFile).Aggregate(MiniYaml.MergeLiberal);
Languages = yaml.Select(t => t.Key).ToArray();
yaml = MiniYaml.MergeLiberal(map.Translations, yaml);
foreach (var y in yaml)
{
if (y.Key == Game.Settings.Graphics.Language)
selectedTranslations = y.Value.NodesDict.ToDictionary(x => x.Key, x => x.Value.Value ?? "");
if (y.Key == Game.Settings.Graphics.DefaultLanguage)
defaultTranslations = y.Value.NodesDict.ToDictionary(x => x.Key, x => x.Value.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.Translations = translations;
}
public Map PrepareMap(string uid)
{
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].Map.Path);
LoadTranslations(map);
// Reinit all our assets
InitializeLoaders();
GlobalFileSystem.LoadFromManifest(Manifest);
// Mount map package so custom assets can be used. TODO: check priority.
GlobalFileSystem.Mount(GlobalFileSystem.OpenPackage(map.Path, null, int.MaxValue));
using (new Support.PerfTimer("Rules.ActivateMap"))
Rules.ActivateMap(map);
SpriteLoader = new SpriteLoader(Rules.TileSets[map.Tileset].Extensions, SheetBuilder);
using (new Support.PerfTimer("SequenceProvider.ActivateMap"))
SequenceProvider.ActivateMap(map);
VoxelProvider.Initialize(Manifest.VoxelSequences, map.VoxelSequences);
return map;
}
}
public interface ILoadScreen
{
void Init(Manifest m, Dictionary<string, string> info);
void Display();
void StartGame();
}
}