Files
OpenRA/OpenRA.Game/GameRules/ActorInfo.cs
RoosterDragon 5bd5a384b7 Use a BitSet for representing target types.
- Rename Bits<T> to BitSet<T>.
- Implement set based helpers for BitSet<T>.
- When representing TargetTypes of ITargetable in various traits, use a BitSet<TargetableType> instead of HashSet<string> for better performance & reduced memory usage.
- Fix FieldLoader to trim input values when generating a BitSet<T>.
- Require T in BitSet<T> and BitSetAllocator<T> to be a class since it's just a marker value. This allows the JIT to instantiate generic code for these classes once, as they don't benefit from specialized code for T. (Typically JITs will generate shared code for all reference types, and unique code for every value type encountered).
2018-03-21 12:07:44 +01:00

176 lines
5.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA
{
/// <summary>
/// A unit/building inside the game. Every rules starts with one and adds trait to it.
/// </summary>
public class ActorInfo
{
/// <summary>
/// The actor name can be anything, but the sprites used in the Render*: traits default to this one.
/// If you add an ^ in front of the name, the engine will recognize this as a collection of traits
/// that can be inherited by others (using Inherits:) and not a real unit.
/// You can remove inherited traits by adding a - in front of them as in -TraitName: to inherit everything, but this trait.
/// </summary>
public readonly string Name;
readonly TypeDictionary traits = new TypeDictionary();
List<ITraitInfo> constructOrderCache = null;
public ActorInfo(ObjectCreator creator, string name, MiniYaml node)
{
try
{
Name = name;
var abstractActorType = name.StartsWith("^");
foreach (var t in node.Nodes)
{
try
{
traits.Add(LoadTraitInfo(creator, t.Key.Split('@')[0], t.Value));
}
catch (FieldLoader.MissingFieldsException e)
{
if (!abstractActorType)
throw new YamlException(e.Message);
}
}
}
catch (YamlException e)
{
throw new YamlException("Actor type {0}: {1}".F(name, e.Message));
}
}
public ActorInfo(string name, params ITraitInfo[] traitInfos)
{
Name = name;
foreach (var t in traitInfos)
traits.Add(t);
}
static ITraitInfo LoadTraitInfo(ObjectCreator creator, string traitName, MiniYaml my)
{
if (!string.IsNullOrEmpty(my.Value))
throw new YamlException("Junk value `{0}` on trait node {1}"
.F(my.Value, traitName));
var info = creator.CreateObject<ITraitInfo>(traitName + "Info");
try
{
FieldLoader.Load(info, my);
}
catch (FieldLoader.MissingFieldsException e)
{
var header = "Trait name " + traitName + ": " + (e.Missing.Length > 1 ? "Required properties missing" : "Required property missing");
throw new FieldLoader.MissingFieldsException(e.Missing, header);
}
return info;
}
public IEnumerable<ITraitInfo> TraitsInConstructOrder()
{
if (constructOrderCache != null)
return constructOrderCache;
var source = traits.WithInterface<ITraitInfo>().Select(i => new
{
Trait = i,
Type = i.GetType(),
Dependencies = PrerequisitesOf(i).ToList()
}).ToList();
var resolved = source.Where(s => !s.Dependencies.Any()).ToList();
var unresolved = source.Except(resolved);
var testResolve = new Func<Type, Type, bool>((a, b) => a == b || a.IsAssignableFrom(b));
// This query detects which unresolved traits can be immediately resolved as all their direct dependencies are met.
var more = unresolved.Where(u =>
u.Dependencies.All(d => // To be resolvable, all dependencies must be satisfied according to the following conditions:
resolved.Exists(r => testResolve(d, r.Type)) && // There must exist a resolved trait that meets the dependency.
!unresolved.Any(u1 => testResolve(d, u1.Type)))); // All matching traits that meet this dependency must be resolved first.
// Continue resolving traits as long as possible.
// Each time we resolve some traits, this means dependencies for other traits may then be possible to satisfy in the next pass.
while (more.Any())
resolved.AddRange(more);
if (unresolved.Any())
{
var exceptionString = "ActorInfo(\"" + Name + "\") failed to initialize because of the following:\r\n";
var missing = unresolved.SelectMany(u => u.Dependencies.Where(d => !source.Any(s => testResolve(d, s.Type)))).Distinct();
exceptionString += "Missing:\r\n";
foreach (var m in missing)
exceptionString += m + " \r\n";
exceptionString += "Unresolved:\r\n";
foreach (var u in unresolved)
{
var deps = u.Dependencies.Where(d => !resolved.Exists(r => r.Type == d));
exceptionString += u.Type + ": { " + string.Join(", ", deps) + " }\r\n";
}
throw new YamlException(exceptionString);
}
constructOrderCache = resolved.Select(r => r.Trait).ToList();
return constructOrderCache;
}
public static IEnumerable<Type> PrerequisitesOf(ITraitInfo info)
{
return info
.GetType()
.GetInterfaces()
.Where(t => t.IsGenericType && t.GetGenericTypeDefinition() == typeof(Requires<>))
.Select(t => t.GetGenericArguments()[0]);
}
public IEnumerable<Pair<string, Type>> GetInitKeys()
{
var inits = traits.WithInterface<ITraitInfo>().SelectMany(
t => t.GetType().GetInterfaces()
.Where(i => i.IsGenericType && i.GetGenericTypeDefinition() == typeof(UsesInit<>))
.Select(i => i.GetGenericArguments()[0])).ToList();
inits.Add(typeof(OwnerInit)); /* not exposed by a trait; this is used by the Actor itself */
return inits.Select(
i => Pair.New(
i.Name.Replace("Init", ""), i));
}
public bool HasTraitInfo<T>() where T : ITraitInfoInterface { return traits.Contains<T>(); }
public T TraitInfo<T>() where T : ITraitInfoInterface { return traits.Get<T>(); }
public T TraitInfoOrDefault<T>() where T : ITraitInfoInterface { return traits.GetOrDefault<T>(); }
public IEnumerable<T> TraitInfos<T>() where T : ITraitInfoInterface { return traits.WithInterface<T>(); }
public BitSet<TargetableType> GetAllTargetTypes()
{
// PERF: Avoid LINQ.
var targetTypes = new BitSet<TargetableType>();
foreach (var targetable in TraitInfos<ITargetableInfo>())
targetTypes = targetTypes.Union(targetable.GetTargetTypes());
return targetTypes;
}
}
}