Textures, FrameBuffers and VertexBuffers allocated by the Sdl2 Renderer were only being released via finalizers. This could lead to OpenGL out of memory errors since resources may not be cleaned up in a timely manner. To avoid this, IDisposable has been implemented and transitively applied to classes that use these resources. As a side-effect some static state is no longer static, particularly in Renderer, in order to facilitate this change and just for nicer design in general. Also dispose some bitmaps.
149 lines
4.9 KiB
C#
Executable File
149 lines
4.9 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Support;
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namespace OpenRA
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{
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public sealed class RulesetCache : IDisposable
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{
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readonly ModData modData;
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readonly Dictionary<string, ActorInfo> actorCache = new Dictionary<string, ActorInfo>();
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readonly Dictionary<string, WeaponInfo> weaponCache = new Dictionary<string, WeaponInfo>();
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readonly Dictionary<string, SoundInfo> voiceCache = new Dictionary<string, SoundInfo>();
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readonly Dictionary<string, SoundInfo> notificationCache = new Dictionary<string, SoundInfo>();
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readonly Dictionary<string, MusicInfo> musicCache = new Dictionary<string, MusicInfo>();
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readonly Dictionary<string, string> movieCache = new Dictionary<string, string>();
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readonly Dictionary<string, TileSet> tileSetCache = new Dictionary<string, TileSet>();
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readonly Dictionary<string, SequenceCache> sequenceCaches = new Dictionary<string, SequenceCache>();
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public event EventHandler LoadingProgress;
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void RaiseProgress()
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{
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if (LoadingProgress != null)
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LoadingProgress(this, new EventArgs());
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}
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public RulesetCache(ModData modData)
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{
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this.modData = modData;
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}
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public Ruleset LoadDefaultRules()
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{
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return LoadMapRules(new Map());
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}
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public Ruleset LoadMapRules(Map map)
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{
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var m = modData.Manifest;
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Dictionary<string, ActorInfo> actors;
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Dictionary<string, WeaponInfo> weapons;
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Dictionary<string, SoundInfo> voices;
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Dictionary<string, SoundInfo> notifications;
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Dictionary<string, MusicInfo> music;
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Dictionary<string, string> movies;
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Dictionary<string, TileSet> tileSets;
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using (new PerfTimer("Actors"))
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actors = LoadYamlRules(actorCache, m.Rules, map.RuleDefinitions, (k, y) => new ActorInfo(k.Key.ToLowerInvariant(), k.Value, y));
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using (new PerfTimer("Weapons"))
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weapons = LoadYamlRules(weaponCache, m.Weapons, map.WeaponDefinitions, (k, _) => new WeaponInfo(k.Key.ToLowerInvariant(), k.Value));
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using (new PerfTimer("Voices"))
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voices = LoadYamlRules(voiceCache, m.Voices, map.VoiceDefinitions, (k, _) => new SoundInfo(k.Value));
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using (new PerfTimer("Notifications"))
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notifications = LoadYamlRules(notificationCache, m.Notifications, map.NotificationDefinitions, (k, _) => new SoundInfo(k.Value));
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using (new PerfTimer("Music"))
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music = LoadYamlRules(musicCache, m.Music, new List<MiniYamlNode>(), (k, _) => new MusicInfo(k.Key, k.Value));
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using (new PerfTimer("Movies"))
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movies = LoadYamlRules(movieCache, m.Movies, new List<MiniYamlNode>(), (k, v) => k.Value.Value);
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using (new PerfTimer("TileSets"))
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tileSets = LoadTileSets(tileSetCache, sequenceCaches, m.TileSets);
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var sequences = sequenceCaches.ToDictionary(kvp => kvp.Key, kvp => new SequenceProvider(kvp.Value, map));
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return new Ruleset(actors, weapons, voices, notifications, music, movies, tileSets, sequences);
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}
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Dictionary<string, T> LoadYamlRules<T>(
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Dictionary<string, T> itemCache,
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string[] files, List<MiniYamlNode> nodes,
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Func<MiniYamlNode, Dictionary<string, MiniYaml>, T> f)
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{
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RaiseProgress();
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var inputKey = string.Concat(string.Join("|", files), "|", nodes.WriteToString());
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var mergedNodes = files
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.Select(s => MiniYaml.FromFile(s))
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.Aggregate(nodes, MiniYaml.MergeLiberal);
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Func<MiniYamlNode, Dictionary<string, MiniYaml>, T> wrap = (wkv, wyy) =>
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{
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var key = inputKey + wkv.Value.ToLines(wkv.Key).JoinWith("|");
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T t;
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if (itemCache.TryGetValue(key, out t))
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return t;
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t = f(wkv, wyy);
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itemCache.Add(key, t);
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RaiseProgress();
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return t;
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};
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var yy = mergedNodes.ToDictionary(x => x.Key, x => x.Value);
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var itemSet = mergedNodes.ToDictionaryWithConflictLog(kv => kv.Key.ToLowerInvariant(), kv => wrap(kv, yy), "LoadYamlRules", null, null);
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RaiseProgress();
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return itemSet;
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}
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Dictionary<string, TileSet> LoadTileSets(Dictionary<string, TileSet> itemCache, Dictionary<string, SequenceCache> sequenceCaches, string[] files)
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{
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var items = new Dictionary<string, TileSet>();
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foreach (var file in files)
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{
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TileSet t;
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if (itemCache.TryGetValue(file, out t))
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items.Add(t.Id, t);
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else
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{
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t = new TileSet(modData, file);
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itemCache.Add(file, t);
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// every time we load a tile set, we create a sequence cache for it
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var sc = new SequenceCache(modData, t);
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sequenceCaches.Add(t.Id, sc);
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items.Add(t.Id, t);
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}
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}
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return items;
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}
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public void Dispose()
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{
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foreach (var cache in sequenceCaches.Values)
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cache.Dispose();
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sequenceCaches.Clear();
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}
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}
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}
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