Files
OpenRA/OpenRA.Game/GameRules/RulesetCache.cs
2016-01-30 15:03:56 +00:00

157 lines
4.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Linq;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Support;
namespace OpenRA
{
public sealed class RulesetCache : IDisposable
{
static readonly List<MiniYamlNode> NoMapRules = new List<MiniYamlNode>();
readonly ModData modData;
readonly Dictionary<string, ActorInfo> actorCache = new Dictionary<string, ActorInfo>();
readonly Dictionary<string, WeaponInfo> weaponCache = new Dictionary<string, WeaponInfo>();
readonly Dictionary<string, SoundInfo> voiceCache = new Dictionary<string, SoundInfo>();
readonly Dictionary<string, SoundInfo> notificationCache = new Dictionary<string, SoundInfo>();
readonly Dictionary<string, MusicInfo> musicCache = new Dictionary<string, MusicInfo>();
readonly Dictionary<string, TileSet> tileSetCache = new Dictionary<string, TileSet>();
readonly Dictionary<string, SequenceCache> sequenceCaches = new Dictionary<string, SequenceCache>();
public event EventHandler LoadingProgress;
void RaiseProgress()
{
if (LoadingProgress != null)
LoadingProgress(this, new EventArgs());
}
public RulesetCache(ModData modData)
{
this.modData = modData;
}
/// <summary>
/// Cache and return the Ruleset for a given map.
/// If a map isn't specified then return the default mod Ruleset.
/// </summary>
public Ruleset Load(Map map = null)
{
var m = modData.Manifest;
Dictionary<string, ActorInfo> actors;
Dictionary<string, WeaponInfo> weapons;
Dictionary<string, SoundInfo> voices;
Dictionary<string, SoundInfo> notifications;
Dictionary<string, MusicInfo> music;
Dictionary<string, TileSet> tileSets;
using (new PerfTimer("Actors"))
actors = LoadYamlRules(actorCache, m.Rules,
map != null ? map.RuleDefinitions : NoMapRules,
k => new ActorInfo(Game.ModData.ObjectCreator, k.Key.ToLowerInvariant(), k.Value));
using (new PerfTimer("Weapons"))
weapons = LoadYamlRules(weaponCache, m.Weapons,
map != null ? map.WeaponDefinitions : NoMapRules,
k => new WeaponInfo(k.Key.ToLowerInvariant(), k.Value));
using (new PerfTimer("Voices"))
voices = LoadYamlRules(voiceCache, m.Voices,
map != null ? map.VoiceDefinitions : NoMapRules,
k => new SoundInfo(k.Value));
using (new PerfTimer("Notifications"))
notifications = LoadYamlRules(notificationCache, m.Notifications,
map != null ? map.NotificationDefinitions : NoMapRules,
k => new SoundInfo(k.Value));
using (new PerfTimer("Music"))
music = LoadYamlRules(musicCache, m.Music,
map != null ? map.MusicDefinitions : NoMapRules,
k => new MusicInfo(k.Key, k.Value));
using (new PerfTimer("TileSets"))
tileSets = LoadTileSets(tileSetCache, sequenceCaches, m.TileSets);
var sequences = sequenceCaches.ToDictionary(kvp => kvp.Key, kvp => new SequenceProvider(kvp.Value, map));
return new Ruleset(actors, weapons, voices, notifications, music, tileSets, sequences);
}
Dictionary<string, T> LoadYamlRules<T>(
Dictionary<string, T> itemCache,
string[] files, List<MiniYamlNode> nodes,
Func<MiniYamlNode, T> f)
{
RaiseProgress();
var inputKey = string.Concat(string.Join("|", files), "|", nodes.WriteToString());
Func<MiniYamlNode, T> wrap = wkv =>
{
var key = inputKey + wkv.Value.ToLines(wkv.Key).JoinWith("|");
T t;
if (itemCache.TryGetValue(key, out t))
return t;
t = f(wkv);
itemCache.Add(key, t);
RaiseProgress();
return t;
};
var tree = MiniYaml.Merge(files.Select(MiniYaml.FromFile).Append(nodes))
.ToDictionaryWithConflictLog(n => n.Key, n => n.Value, "LoadYamlRules", null, null);
RaiseProgress();
var itemSet = tree.ToDictionary(kv => kv.Key.ToLowerInvariant(), kv => wrap(new MiniYamlNode(kv.Key, kv.Value)));
RaiseProgress();
return itemSet;
}
Dictionary<string, TileSet> LoadTileSets(Dictionary<string, TileSet> itemCache, Dictionary<string, SequenceCache> sequenceCaches, string[] files)
{
var items = new Dictionary<string, TileSet>();
foreach (var file in files)
{
TileSet t;
if (itemCache.TryGetValue(file, out t))
items.Add(t.Id, t);
else
{
t = new TileSet(modData, file);
itemCache.Add(file, t);
// every time we load a tile set, we create a sequence cache for it
var sc = new SequenceCache(modData, t);
sequenceCaches.Add(t.Id, sc);
items.Add(t.Id, t);
}
}
return items;
}
public void Dispose()
{
foreach (var cache in sequenceCaches.Values)
cache.Dispose();
sequenceCaches.Clear();
}
}
}