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.
74 lines
2.4 KiB
C#
74 lines
2.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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sealed class UpdateMapInits : UpdateRule
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{
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public override string Name => "Update map actor definitions";
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public override string Description
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{
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get
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{
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return "Several changes have been made to initial actor state in maps:\n" +
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UpdateUtils.FormatMessageList(new[]
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{
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"Facing is now defined as a world angle",
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"TurretFacing is now defined as a world angle relative to Facing",
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"Plugs has been removed (use Plug instead)",
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"TurretFacings has been removed (use TurretFacing instead)"
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}) +
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"\nMaps are automatically updated to keep the previous actor facings.";
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}
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}
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public override IEnumerable<string> UpdateMapActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
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{
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if (actorNode.RemoveNodes("Plugs") > 0)
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yield return $"Initial plugs for actor {actorNode.Key} will need to be reconfigured using the map editor.";
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if (actorNode.RemoveNodes("TurretFacings") > 0)
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yield return $"Initial turret facings for actor {actorNode.Key} will need to be reconfigured using the map editor.";
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var bodyFacing = WAngle.Zero;
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foreach (var facing in actorNode.ChildrenMatching("Facing"))
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{
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bodyFacing = WAngle.FromFacing(facing.NodeValue<int>());
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facing.ReplaceValue(FieldSaver.FormatValue(bodyFacing));
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}
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var removeNodes = new List<MiniYamlNodeBuilder>();
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foreach (var facing in actorNode.ChildrenMatching("TurretFacing"))
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{
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var turretFacing = WAngle.FromFacing(facing.NodeValue<int>()) - bodyFacing;
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if (turretFacing == WAngle.Zero)
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removeNodes.Add(facing);
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else
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facing.ReplaceValue(FieldSaver.FormatValue(turretFacing));
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}
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foreach (var node in removeNodes)
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actorNode.Value.Nodes.Remove(node);
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}
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
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{
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foreach (var turret in actorNode.ChildrenMatching("Turreted"))
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turret.RemoveNodes("PreviewFacing");
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yield break;
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}
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}
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}
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