Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20200503/MoveClassicFacingFudge.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

73 lines
2.5 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;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class MoveClassicFacingFudge : UpdateRule
{
public override string Name => "UseClassicFacingFudge functionality was moved to Cnc-specific sequence/coordinate code.";
public override string Description =>
"UseClassicFacingFudge has been replaced with ClassicFacingBodyOrientation trait\n" +
"and Classic* variants of *Sequence loaders respectively, both located in Mods.Cnc.";
readonly List<string> locations = new();
public override IEnumerable<string> AfterUpdate(ModData modData)
{
if (locations.Count > 0)
yield return "UseClassicFacingFudge property on BodyOrientation was replaced with ClassicFacingBodyOrientation trait.\n" +
"UseClassicFacingFudge for sequences was renamed to UseClassicFacings and moved to\n" +
"Classic(TileSetSpecific)SpriteSequence loaders in Mods.Cnc.\n" +
"Update SpriteSequenceFormat: in mod.yaml accordingly.\n" +
"Make sure that actors implementing the following places don't use or inherit the standard BodyOrientation:\n" +
UpdateUtils.FormatMessageList(locations);
locations.Clear();
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
{
foreach (var bo in actorNode.ChildrenMatching("BodyOrientation"))
{
var usesClassicFacings = false;
var facingFudgeNode = bo.LastChildMatching("UseClassicFacingFudge");
if (facingFudgeNode != null)
{
usesClassicFacings = facingFudgeNode.NodeValue<bool>();
bo.RemoveNode(facingFudgeNode);
}
if (usesClassicFacings)
{
bo.RenameKey("ClassicFacingBodyOrientation");
locations.Add($"{actorNode.Key} ({actorNode.Location.Filename})");
}
}
yield break;
}
public override IEnumerable<string> UpdateSequenceNode(ModData modData, MiniYamlNodeBuilder sequenceNode)
{
foreach (var sequence in sequenceNode.Value.Nodes)
{
var facingFudgeNode = sequence.LastChildMatching("UseClassicFacingFudge");
facingFudgeNode?.RenameKey("UseClassicFacings");
}
yield break;
}
}
}