Files
OpenRA/OpenRA.Game/ModData.cs
2020-08-19 18:11:07 +01:00

231 lines
8.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. 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;
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 IPackageLoader[] PackageLoaders;
public readonly ISoundLoader[] SoundLoaders;
public readonly ISpriteLoader[] SpriteLoaders;
public readonly ISpriteSequenceLoader SpriteSequenceLoader;
public readonly IModelSequenceLoader ModelSequenceLoader;
public readonly HotkeyManager Hotkeys;
public ILoadScreen LoadScreen { get; private set; }
public CursorProvider CursorProvider { get; private set; }
public FS ModFiles;
public IReadOnlyFileSystem DefaultFileSystem { get { return ModFiles; } }
readonly Lazy<Ruleset> defaultRules;
public Ruleset DefaultRules { get { return defaultRules.Value; } }
readonly Lazy<IReadOnlyDictionary<string, TileSet>> defaultTileSets;
public IReadOnlyDictionary<string, TileSet> DefaultTileSets { get { return defaultTileSets.Value; } }
readonly Lazy<IReadOnlyDictionary<string, SequenceProvider>> defaultSequences;
public IReadOnlyDictionary<string, SequenceProvider> DefaultSequences { get { return defaultSequences.Value; } }
public ModData(Manifest mod, InstalledMods mods, bool useLoadScreen = false)
{
Languages = new string[0];
// Take a local copy of the manifest
Manifest = new Manifest(mod.Id, mod.Package);
ObjectCreator = new ObjectCreator(Manifest, mods);
PackageLoaders = ObjectCreator.GetLoaders<IPackageLoader>(Manifest.PackageFormats, "package");
ModFiles = new FS(mod.Id, mods, PackageLoaders);
ModFiles.LoadFromManifest(Manifest);
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);
MapCache = new MapCache(this);
SoundLoaders = ObjectCreator.GetLoaders<ISoundLoader>(Manifest.SoundFormats, "sound");
SpriteLoaders = ObjectCreator.GetLoaders<ISpriteLoader>(Manifest.SpriteFormats, "sprite");
var sequenceFormat = Manifest.Get<SpriteSequenceFormat>();
var sequenceLoader = ObjectCreator.FindType(sequenceFormat.Type + "Loader");
var sequenceCtor = sequenceLoader != null ? sequenceLoader.GetConstructor(new[] { typeof(ModData) }) : null;
if (sequenceLoader == null || !sequenceLoader.GetInterfaces().Contains(typeof(ISpriteSequenceLoader)) || sequenceCtor == null)
throw new InvalidOperationException("Unable to find a sequence loader for type '{0}'.".F(sequenceFormat.Type));
SpriteSequenceLoader = (ISpriteSequenceLoader)sequenceCtor.Invoke(new[] { this });
SpriteSequenceLoader.OnMissingSpriteError = s => Log.Write("debug", s);
var modelFormat = Manifest.Get<ModelSequenceFormat>();
var modelLoader = ObjectCreator.FindType(modelFormat.Type + "Loader");
var modelCtor = modelLoader != null ? modelLoader.GetConstructor(new[] { typeof(ModData) }) : null;
if (modelLoader == null || !modelLoader.GetInterfaces().Contains(typeof(IModelSequenceLoader)) || modelCtor == null)
throw new InvalidOperationException("Unable to find a model loader for type '{0}'.".F(modelFormat.Type));
ModelSequenceLoader = (IModelSequenceLoader)modelCtor.Invoke(new[] { this });
ModelSequenceLoader.OnMissingModelError = s => Log.Write("debug", s);
Hotkeys = new HotkeyManager(ModFiles, Game.Settings.Keys, Manifest);
defaultRules = Exts.Lazy(() => Ruleset.LoadDefaults(this));
defaultTileSets = Exts.Lazy(() =>
{
var items = new Dictionary<string, TileSet>();
foreach (var file in Manifest.TileSets)
{
var t = new TileSet(DefaultFileSystem, file);
items.Add(t.Id, t);
}
return (IReadOnlyDictionary<string, TileSet>)(new ReadOnlyDictionary<string, TileSet>(items));
});
defaultSequences = Exts.Lazy(() =>
{
var items = DefaultTileSets.ToDictionary(t => t.Key, t => new SequenceProvider(DefaultFileSystem, this, t.Value, null));
return (IReadOnlyDictionary<string, SequenceProvider>)(new ReadOnlyDictionary<string, SequenceProvider>(items));
});
initialThreadId = System.Threading.Thread.CurrentThread.ManagedThreadId;
}
// HACK: Only update the loading screen if we're in the main thread.
int initialThreadId;
internal void HandleLoadingProgress()
{
if (LoadScreen != null && IsOnMainThread)
LoadScreen.Display();
}
internal bool IsOnMainThread { get { return System.Threading.Thread.CurrentThread.ManagedThreadId == initialThreadId; } }
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);
CursorProvider = new CursorProvider(this);
}
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.Load(map, Manifest.Translations, 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)
{
LoadScreen?.Display();
if (MapCache[uid].Status != MapStatus.Available)
throw new InvalidDataException("Invalid map uid: {0}".F(uid));
Map map;
using (new Support.PerfTimer("Map"))
map = new Map(this, MapCache[uid].Package);
LoadTranslations(map);
// Reinitialize all our assets
InitializeLoaders(map);
// Load music with map assets mounted
using (new Support.PerfTimer("Map.Music"))
foreach (var entry in map.Rules.Music)
entry.Value.Load(map);
return map;
}
public void Dispose()
{
LoadScreen?.Dispose();
MapCache.Dispose();
ObjectCreator?.Dispose();
Manifest.Dispose();
}
}
public interface ILoadScreen : IDisposable
{
/// <summary>Initializes the loadscreen with yaml data from the LoadScreen block in mod.yaml.</summary>
void Init(ModData m, Dictionary<string, string> info);
/// <summary>Called at arbitrary times during mod load to rerender the loadscreen.</summary>
void Display();
/// <summary>
/// Called before loading the mod assets.
/// Returns false if mod loading should be aborted (e.g. switching to another mod instead).
/// </summary>
bool BeforeLoad();
/// <summary>Called when the engine expects to connect to a server/replay or load the shellmap.</summary>
void StartGame(Arguments args);
}
}