Files
OpenRA/OpenRA.Mods.Common/Traits/World/Selection.cs
RoosterDragon 949ba589c0 MiniYaml becomes an immutable data structure.
This changeset is motivated by a simple concept - get rid of the MiniYaml.Clone and MiniYamlNode.Clone methods to avoid deep copying yaml trees during merging. MiniYaml becoming immutable allows the merge function to reuse existing yaml trees rather than cloning them, saving on memory and improving merge performance. On initial loading the YAML for all maps is processed, so this provides a small reduction in initial loading time.

The rest of the changeset is dealing with the change in the exposed API surface. Some With* helper methods are introduced to allow creating new YAML from existing YAML. Areas of code that generated small amounts of YAML are able to transition directly to the immutable model without too much ceremony. Some use cases are far less ergonomic even with these helper methods and so a MiniYamlBuilder is introduced to retain mutable creation functionality. This allows those areas to continue to use the old mutable structures. The main users are the update rules and linting capabilities.
2023-08-07 21:57:10 +03:00

198 lines
5.3 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class SelectionInfo : TraitInfo
{
public override object Create(ActorInitializer init) { return new Selection(); }
}
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
public class Selection : ISelection, INotifyCreated, INotifyOwnerChanged, ITick, IGameSaveTraitData
{
public int Hash { get; private set; }
public IEnumerable<Actor> Actors => actors;
readonly HashSet<Actor> actors = new();
readonly List<Actor> rolloverActors = new();
World world;
INotifySelection[] worldNotifySelection;
void INotifyCreated.Created(Actor self)
{
worldNotifySelection = self.TraitsImplementing<INotifySelection>().ToArray();
world = self.World;
}
void UpdateHash()
{
// Not a real hash, but things checking this only care about checking when the selection has changed
// For this purpose, having a false positive (forcing a refresh when nothing changed) is much better
// than a false negative (selection state mismatch)
Hash += 1;
}
public virtual void Add(Actor a)
{
actors.Add(a);
UpdateHash();
foreach (var sel in a.TraitsImplementing<INotifySelected>())
sel.Selected(a);
Sync.RunUnsynced(world, () => world.OrderGenerator.SelectionChanged(world, actors));
foreach (var ns in worldNotifySelection)
ns.SelectionChanged();
}
public virtual void Remove(Actor a)
{
if (actors.Remove(a))
{
UpdateHash();
Sync.RunUnsynced(world, () => world.OrderGenerator.SelectionChanged(world, actors));
foreach (var ns in worldNotifySelection)
ns.SelectionChanged();
}
}
void INotifyOwnerChanged.OnOwnerChanged(Actor a, Player oldOwner, Player newOwner)
{
if (!actors.Contains(a))
return;
// Remove the actor from the original owners selection
// Call UpdateHash directly for everyone else so watchers can account for the owner change if needed
if (oldOwner == world.LocalPlayer)
Remove(a);
else
UpdateHash();
}
public bool Contains(Actor a)
{
return actors.Contains(a);
}
public virtual void Combine(World world, IEnumerable<Actor> newSelection, bool isCombine, bool isClick)
{
if (isClick)
{
// TODO: select BEST, not FIRST
var adjNewSelection = newSelection.Take(1);
if (isCombine)
actors.SymmetricExceptWith(adjNewSelection);
else
{
actors.Clear();
actors.UnionWith(adjNewSelection);
}
}
else
{
if (isCombine)
actors.UnionWith(newSelection);
else
{
actors.Clear();
actors.UnionWith(newSelection);
}
}
UpdateHash();
foreach (var a in newSelection)
foreach (var sel in a.TraitsImplementing<INotifySelected>())
sel.Selected(a);
Sync.RunUnsynced(world, () => world.OrderGenerator.SelectionChanged(world, actors));
foreach (var ns in worldNotifySelection)
ns.SelectionChanged();
if (world.IsGameOver)
return;
// Play the selection voice from one of the selected actors
// TODO: This probably should only be considering the newly selected actors
foreach (var actor in actors)
{
if (actor.Owner != world.LocalPlayer || !actor.IsInWorld)
continue;
var selectable = actor.Info.TraitInfoOrDefault<ISelectableInfo>();
if (selectable == null || !actor.HasVoice(selectable.Voice))
continue;
actor.PlayVoice(selectable.Voice);
break;
}
}
public void Clear()
{
actors.Clear();
UpdateHash();
Sync.RunUnsynced(world, () => world.OrderGenerator.SelectionChanged(world, actors));
foreach (var ns in worldNotifySelection)
ns.SelectionChanged();
}
public void SetRollover(IEnumerable<Actor> rollover)
{
rolloverActors.Clear();
rolloverActors.AddRange(rollover);
}
public bool RolloverContains(Actor a)
{
return rolloverActors.Contains(a);
}
void ITick.Tick(Actor self)
{
var removed = actors.RemoveWhere(a => !a.IsInWorld || (!a.Owner.IsAlliedWith(world.RenderPlayer) && world.FogObscures(a)));
if (removed > 0)
{
UpdateHash();
Sync.RunUnsynced(world, () => world.OrderGenerator.SelectionChanged(world, actors));
foreach (var ns in worldNotifySelection)
ns.SelectionChanged();
}
}
List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
{
return new List<MiniYamlNode>()
{
new MiniYamlNode("Selection", FieldSaver.FormatValue(Actors.Select(a => a.ActorID).ToArray()))
};
}
void IGameSaveTraitData.ResolveTraitData(Actor self, ImmutableArray<MiniYamlNode> data)
{
var selectionNode = data.FirstOrDefault(n => n.Key == "Selection");
if (selectionNode != null)
{
var selected = FieldLoader.GetValue<uint[]>("Selection", selectionNode.Value.Value)
.Select(a => self.World.GetActorById(a)).Where(a => a != null);
Combine(self.World, selected, false, false);
}
}
}
}