Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20210321/RemoveRenderSpritesScale.cs
RoosterDragon b58c1ea5bc Provide names and pools when creating MiniYaml.
- Rename the filename parameter to name and make it mandatory. Review all callers and ensure a useful string is provided as input, to ensure sufficient context is included for logging and debugging. This can be a filename, url, or any arbitrary text so include whatever context seems reasonable.
- When several MiniYamls are created that have similar content, provide a shared string pool. This allows strings that are common between all the yaml to be shared, reducing long term memory usage. We also change the pool from a dictionary to a set. Originally a Dictionary had to be used so we could call TryGetValue to get a reference to the pooled string. Now that more recent versions of dotnet provide a TryGetValue on HashSet, we can use a set directly without the memory wasted by having to store both keys and values in a dictionary.
2024-01-21 12:39:10 +02:00

31 lines
1.2 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.Collections.Generic;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class RemoveRenderSpritesScale : UpdateRule
{
public override string Name => "Remove RenderSprites.Scale.";
public override string Description => "The Scale option was removed from RenderSprites. Scale can now be defined on individual sequence definitions.";
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
{
foreach (var renderSprites in actorNode.ChildrenMatching("RenderSprites"))
if (renderSprites.RemoveNodes("Scale") > 0)
yield return $"The actor-level scaling has been removed from {actorNode.Key} ({actorNode.Location.Name}).\n" +
"You must manually define Scale on its sequences instead.";
}
}
}