Files
OpenRA/OpenRA.Mods.Common/Lint/CheckWorldAndPlayerInherits.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

97 lines
3.2 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileSystem;
using OpenRA.Mods.Common.UpdateRules;
using OpenRA.Server;
namespace OpenRA.Mods.Common.Lint
{
public class CheckWorldAndPlayerInherits : ILintPass, ILintMapPass, ILintServerMapPass
{
void ILintPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData)
{
var nodes = new List<MiniYamlNode>();
foreach (var f in modData.Manifest.Rules)
nodes.AddRange(MiniYaml.FromStream(modData.DefaultFileSystem.Open(f), f));
Run(emitError, nodes);
}
void ILintMapPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
{
CheckMapYaml(emitError, modData, map, map.RuleDefinitions);
}
void ILintServerMapPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, MapPreview map, Ruleset mapRules)
{
CheckMapYaml(emitError, modData, map, map.RuleDefinitions);
}
static void CheckMapYaml(Action<string> emitError, ModData modData, IReadOnlyFileSystem fileSystem, MiniYaml ruleDefinitions)
{
if (ruleDefinitions == null)
return;
var files = modData.Manifest.Rules.AsEnumerable();
if (ruleDefinitions.Value != null)
{
var mapFiles = FieldLoader.GetValue<string[]>("value", ruleDefinitions.Value);
files = files.Append(mapFiles);
}
var nodes = new List<MiniYamlNode>();
foreach (var f in files)
nodes.AddRange(MiniYaml.FromStream(fileSystem.Open(f), f));
nodes.AddRange(ruleDefinitions.Nodes);
Run(emitError, nodes);
}
static void Run(Action<string> emitError, List<MiniYamlNode> nodes)
{
// Build a list of all inheritance relationships.
var inheritsMap = new Dictionary<string, List<string>>();
foreach (var actorNode in nodes)
{
var inherits = inheritsMap.GetOrAdd(actorNode.Key, _ => new List<string>());
foreach (var inheritsNode in new MiniYamlNodeBuilder(actorNode).ChildrenMatching("Inherits"))
inherits.Add(inheritsNode.Value.Value);
}
CheckInheritance(emitError, "World", inheritsMap);
CheckInheritance(emitError, "Player", inheritsMap);
}
static void CheckInheritance(Action<string> emitError, string actor, Dictionary<string, List<string>> inheritsMap)
{
var toResolve = new Queue<string>(inheritsMap.Keys.Where(k => string.Equals(k, actor, StringComparison.InvariantCultureIgnoreCase)));
while (toResolve.TryDequeue(out var key))
{
// Missing keys are a fatal merge error, so will have already been reported by other lint checks.
if (!inheritsMap.TryGetValue(key, out var inherits))
continue;
foreach (var inherit in inherits)
{
if (inherit[0] != '^')
emitError($"`{actor}` definition inherits from `{inherit}`, which is not an abstract template.");
toResolve.Enqueue(inherit);
}
}
}
}
}