Files
OpenRA/OpenRA.Game/Graphics/SequenceProvider.cs
RoosterDragon 2e992a7310 Changed MiniYaml.NodesDict property into a method.
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.
2014-06-09 17:06:42 +01:00

135 lines
4.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.FileFormats;
using OpenRA.Primitives;
namespace OpenRA.Graphics
{
public class SequenceProvider
{
readonly Lazy<IReadOnlyDictionary<string, Lazy<IReadOnlyDictionary<string, Sequence>>>> sequences;
public readonly SpriteLoader SpriteLoader;
public SequenceProvider(SequenceCache cache, Map map)
{
this.sequences = Exts.Lazy(() => cache.LoadSequences(map));
this.SpriteLoader = cache.SpriteLoader;
}
public Sequence GetSequence(string unitName, string sequenceName)
{
Lazy<IReadOnlyDictionary<string, Sequence>> unitSeq;
if (!sequences.Value.TryGetValue(unitName, out unitSeq))
throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
Sequence seq;
if (!unitSeq.Value.TryGetValue(sequenceName, out seq))
throw new InvalidOperationException("Unit `{0}` does not have a sequence named `{1}`".F(unitName, sequenceName));
return seq;
}
public bool HasSequence(string unitName, string sequenceName)
{
Lazy<IReadOnlyDictionary<string, Sequence>> unitSeq;
if (!sequences.Value.TryGetValue(unitName, out unitSeq))
throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
return unitSeq.Value.ContainsKey(sequenceName);
}
public IEnumerable<string> Sequences(string unitName)
{
Lazy<IReadOnlyDictionary<string, Sequence>> unitSeq;
if (!sequences.Value.TryGetValue(unitName, out unitSeq))
throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
return unitSeq.Value.Keys;
}
public void Preload()
{
foreach (var unitSeq in sequences.Value.Values)
{
try
{
foreach (var seq in unitSeq.Value.Values);
}
catch (FileNotFoundException ex)
{
Log.Write("debug", ex.Message);
}
}
}
}
public class SequenceCache
{
readonly ModData modData;
readonly Lazy<SpriteLoader> spriteLoader;
public SpriteLoader SpriteLoader { get { return spriteLoader.Value; } }
readonly Dictionary<string, Lazy<IReadOnlyDictionary<string, Sequence>>> sequenceCache = new Dictionary<string, Lazy<IReadOnlyDictionary<string, Sequence>>>();
public SequenceCache(ModData modData, TileSet tileSet)
{
this.modData = modData;
spriteLoader = Exts.Lazy(() => new SpriteLoader(tileSet.Extensions, new SheetBuilder(SheetType.Indexed)));
}
public IReadOnlyDictionary<string, Lazy<IReadOnlyDictionary<string, Sequence>>> LoadSequences(Map map)
{
using (new Support.PerfTimer("LoadSequences"))
return Load(map.SequenceDefinitions);
}
IReadOnlyDictionary<string, Lazy<IReadOnlyDictionary<string, Sequence>>> Load(List<MiniYamlNode> sequenceNodes)
{
var sequenceFiles = modData.Manifest.Sequences;
var nodes = sequenceFiles
.Select(s => MiniYaml.FromFile(s))
.Aggregate(sequenceNodes, MiniYaml.MergeLiberal);
var items = new Dictionary<string, Lazy<IReadOnlyDictionary<string, Sequence>>>();
foreach (var n in nodes)
{
// Work around the loop closure issue in older versions of C#
var node = n;
var key = node.Value.ToLines(node.Key).JoinWith("|");
Lazy<IReadOnlyDictionary<string, Sequence>> t;
if (sequenceCache.TryGetValue(key, out t))
items.Add(node.Key, t);
else
{
t = Exts.Lazy(() => (IReadOnlyDictionary<string, Sequence>)new ReadOnlyDictionary<string, Sequence>(
node.Value.ToDictionary().ToDictionary(x => x.Key, x =>
{
using (new Support.PerfTimer("new Sequence(\"{0}\")".F(node.Key), 20))
return new Sequence(spriteLoader.Value, node.Key, x.Key, x.Value);
})));
sequenceCache.Add(key, t);
items.Add(node.Key, t);
}
}
return new ReadOnlyDictionary<string, Lazy<IReadOnlyDictionary<string, Sequence>>>(items);
}
}
}