When handling the Nodes collection in MiniYaml, individual nodes are located via one of two methods:
// Lookup a single key with linear search.
var node = yaml.Nodes.FirstOrDefault(n => n.Key == "SomeKey");
// Convert to dictionary, expecting many key lookups.
var dict = nodes.ToDictionary();
// Lookup a single key in the dictionary.
var node = dict["SomeKey"];
To simplify lookup of individual keys via linear search, provide helper methods NodeWithKeyOrDefault and NodeWithKey. These helpers do the equivalent of Single{OrDefault} searches. Whilst this requires checking the whole list, it provides a useful correctness check. Two duplicated keys in TS yaml are fixed as a result. We can also optimize the helpers to not use LINQ, avoiding allocation of the delegate to search for a key.
Adjust existing code to use either lnear searches or dictionary lookups based on whether it will be resolving many keys. Resolving few keys can be done with linear searches to avoid building a dictionary. Resolving many keys should be done with a dictionary to avoid quaradtic runtime from repeated linear searches.
649 lines
18 KiB
C#
649 lines
18 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;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Orders;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public enum WorldType { Regular, Shellmap, Editor }
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public sealed class World : IDisposable
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{
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internal readonly TraitDictionary TraitDict = new();
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readonly SortedDictionary<uint, Actor> actors = new();
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readonly List<IEffect> effects = new();
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readonly List<IEffect> unpartitionedEffects = new();
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readonly List<ISync> syncedEffects = new();
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readonly GameSettings gameSettings;
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readonly ModData modData;
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readonly Queue<Action<World>> frameEndActions = new();
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public readonly GameSpeed GameSpeed;
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public readonly int Timestep;
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public int ReplayTimestep;
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internal readonly OrderManager OrderManager;
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public Session LobbyInfo => OrderManager.LobbyInfo;
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public readonly MersenneTwister SharedRandom;
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public readonly MersenneTwister LocalRandom;
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public readonly IModelCache ModelCache;
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public LongBitSet<PlayerBitMask> AllPlayersMask = default;
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public readonly LongBitSet<PlayerBitMask> NoPlayersMask = default;
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public Player[] Players = Array.Empty<Player>();
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public event Action<Player> RenderPlayerChanged;
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public void SetPlayers(IEnumerable<Player> players, Player localPlayer)
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{
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if (Players.Length > 0)
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throw new InvalidOperationException("Players are fixed once they have been set.");
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Players = players.ToArray();
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SetLocalPlayer(localPlayer);
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}
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public Player LocalPlayer { get; private set; }
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public event Action GameOver = () => { };
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/// <summary>Indicates that the game has ended.</summary>
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/// <remarks>Should only be set in <see cref="EndGame"/>.</remarks>
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public bool IsGameOver { get; private set; }
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public void EndGame()
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{
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if (!IsGameOver)
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{
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SetPauseState(true);
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IsGameOver = true;
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foreach (var t in WorldActor.TraitsImplementing<IGameOver>())
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t.GameOver(this);
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gameInfo.FinalGameTick = WorldTick;
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GameOver();
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}
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}
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Player renderPlayer;
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public Player RenderPlayer
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{
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get => renderPlayer;
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set
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{
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if (LocalPlayer == null || LocalPlayer.UnlockedRenderPlayer)
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{
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renderPlayer = value;
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RenderPlayerChanged?.Invoke(value);
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}
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}
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}
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public bool FogObscures(Actor a) { return RenderPlayer != null && !a.CanBeViewedByPlayer(RenderPlayer); }
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public bool FogObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(p); }
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public bool FogObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(pos); }
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public bool ShroudObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(p); }
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public bool ShroudObscures(MPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
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public bool ShroudObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(pos); }
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public bool ShroudObscures(PPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
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public bool IsReplay => OrderManager.Connection is ReplayConnection;
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public bool IsLoadingGameSave => OrderManager.NetFrameNumber <= OrderManager.GameSaveLastFrame;
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public int GameSaveLoadingPercentage => OrderManager.NetFrameNumber * 100 / OrderManager.GameSaveLastFrame;
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void SetLocalPlayer(Player localPlayer)
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{
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if (localPlayer == null)
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return;
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if (!Players.Contains(localPlayer))
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throw new ArgumentException("The local player must be one of the players in the world.", nameof(localPlayer));
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if (IsReplay)
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return;
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LocalPlayer = localPlayer;
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// Set the property backing field directly
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renderPlayer = LocalPlayer;
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}
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public readonly Actor WorldActor;
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public readonly Map Map;
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public readonly IActorMap ActorMap;
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public readonly ScreenMap ScreenMap;
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public readonly WorldType Type;
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public readonly IValidateOrder[] OrderValidators;
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readonly INotifyPlayerDisconnected[] notifyDisconnected;
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readonly GameInformation gameInfo;
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// Hide the OrderManager from mod code
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public void IssueOrder(Order o) { OrderManager.IssueOrder(o); }
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readonly Type defaultOrderGeneratorType;
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IOrderGenerator orderGenerator;
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public IOrderGenerator OrderGenerator
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{
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get => orderGenerator;
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set
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{
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Sync.AssertUnsynced("The current order generator may not be changed from synced code");
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orderGenerator?.Deactivate();
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orderGenerator = value;
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}
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}
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public readonly ISelection Selection;
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public readonly IControlGroups ControlGroups;
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public void CancelInputMode() { OrderGenerator = (IOrderGenerator)modData.ObjectCreator.CreateBasic(defaultOrderGeneratorType); }
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public bool ToggleInputMode<T>() where T : IOrderGenerator, new()
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{
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if (OrderGenerator is T)
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{
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CancelInputMode();
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return false;
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}
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else
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{
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OrderGenerator = new T();
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return true;
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}
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}
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public bool RulesContainTemporaryBlocker { get; }
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bool wasLoadingGameSave;
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internal World(string mapUID, ModData modData, OrderManager orderManager, WorldType type)
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{
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this.modData = modData;
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Type = type;
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OrderManager = orderManager;
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using (new PerfTimer("PrepareMap"))
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Map = modData.PrepareMap(mapUID);
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if (string.IsNullOrEmpty(modData.Manifest.DefaultOrderGenerator))
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throw new InvalidDataException("mod.yaml must define a DefaultOrderGenerator");
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defaultOrderGeneratorType = modData.ObjectCreator.FindType(modData.Manifest.DefaultOrderGenerator);
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if (defaultOrderGeneratorType == null)
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throw new InvalidDataException($"{modData.Manifest.DefaultOrderGenerator} is not a valid DefaultOrderGenerator");
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orderGenerator = (IOrderGenerator)modData.ObjectCreator.CreateBasic(defaultOrderGeneratorType);
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var gameSpeeds = modData.Manifest.Get<GameSpeeds>();
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var gameSpeedName = orderManager.LobbyInfo.GlobalSettings.OptionOrDefault("gamespeed", gameSpeeds.DefaultSpeed);
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GameSpeed = gameSpeeds.Speeds[gameSpeedName];
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Timestep = ReplayTimestep = GameSpeed.Timestep;
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SharedRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
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LocalRandom = new MersenneTwister();
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ModelCache = modData.ModelSequenceLoader.CacheModels(Map, modData, Map.Rules.ModelSequences);
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var worldActorType = type == WorldType.Editor ? SystemActors.EditorWorld : SystemActors.World;
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WorldActor = CreateActor(worldActorType.ToString(), new TypeDictionary());
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ActorMap = WorldActor.Trait<IActorMap>();
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ScreenMap = WorldActor.Trait<ScreenMap>();
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Selection = WorldActor.Trait<ISelection>();
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ControlGroups = WorldActor.Trait<IControlGroups>();
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OrderValidators = WorldActor.TraitsImplementing<IValidateOrder>().ToArray();
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notifyDisconnected = WorldActor.TraitsImplementing<INotifyPlayerDisconnected>().ToArray();
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LongBitSet<PlayerBitMask>.Reset();
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// Create an isolated RNG to simplify synchronization between client and server player faction/spawn assignments
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var playerRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
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foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
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cmp.CreatePlayers(this, playerRandom);
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Game.Sound.SoundVolumeModifier = 1.0f;
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gameInfo = new GameInformation
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{
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Mod = Game.ModData.Manifest.Id,
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Version = Game.ModData.Manifest.Metadata.Version,
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MapUid = Map.Uid,
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MapTitle = Map.Title
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};
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RulesContainTemporaryBlocker = Map.Rules.Actors.Any(a => a.Value.HasTraitInfo<ITemporaryBlockerInfo>());
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gameSettings = Game.Settings.Game;
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}
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public void AddToMaps(Actor self, IOccupySpace ios)
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{
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ActorMap.AddInfluence(self, ios);
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ActorMap.AddPosition(self, ios);
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ScreenMap.AddOrUpdate(self);
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}
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public void UpdateMaps(Actor self, IOccupySpace ios)
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{
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if (!self.IsInWorld)
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return;
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ScreenMap.AddOrUpdate(self);
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ActorMap.UpdatePosition(self, ios);
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}
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public void RemoveFromMaps(Actor self, IOccupySpace ios)
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{
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ActorMap.RemoveInfluence(self, ios);
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ActorMap.RemovePosition(self, ios);
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ScreenMap.Remove(self);
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}
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public void LoadComplete(WorldRenderer wr)
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{
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if (IsLoadingGameSave)
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{
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wasLoadingGameSave = true;
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Game.Sound.DisableAllSounds = true;
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foreach (var nsr in WorldActor.TraitsImplementing<INotifyGameLoading>())
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nsr.GameLoading(this);
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}
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// ScreenMap must be initialized before anything else
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using (new PerfTimer("ScreenMap.WorldLoaded"))
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ScreenMap.WorldLoaded(this, wr);
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foreach (var iwl in WorldActor.TraitsImplementing<IWorldLoaded>())
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{
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// These have already been initialized
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if (iwl == ScreenMap)
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continue;
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using (new PerfTimer(iwl.GetType().Name + ".WorldLoaded"))
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iwl.WorldLoaded(this, wr);
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}
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foreach (var p in Players)
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foreach (var iwl in p.PlayerActor.TraitsImplementing<IWorldLoaded>())
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using (new PerfTimer(iwl.GetType().Name + ".WorldLoaded"))
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iwl.WorldLoaded(this, wr);
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gameInfo.StartTimeUtc = DateTime.UtcNow;
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foreach (var player in Players)
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gameInfo.AddPlayer(player, OrderManager.LobbyInfo);
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gameInfo.DisabledSpawnPoints = OrderManager.LobbyInfo.DisabledSpawnPoints;
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if (OrderManager.Connection is NetworkConnection nc && nc.Recorder != null)
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nc.Recorder.Metadata = new ReplayMetadata(gameInfo);
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}
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public void SetWorldOwner(Player p)
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{
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WorldActor.Owner = p;
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}
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public Actor CreateActor(string name, TypeDictionary initDict)
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{
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return CreateActor(true, name, initDict);
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}
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public Actor CreateActor(bool addToWorld, ActorReference reference)
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{
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return CreateActor(addToWorld, reference.Type, reference.InitDict);
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}
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public Actor CreateActor(bool addToWorld, string name, TypeDictionary initDict)
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{
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var a = new Actor(this, name, initDict);
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a.Initialize(addToWorld);
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return a;
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}
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public void Add(Actor a)
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{
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a.IsInWorld = true;
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actors.Add(a.ActorID, a);
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ActorAdded(a);
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foreach (var t in a.TraitsImplementing<INotifyAddedToWorld>())
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t.AddedToWorld(a);
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}
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public void Remove(Actor a)
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{
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a.IsInWorld = false;
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actors.Remove(a.ActorID);
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ActorRemoved(a);
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foreach (var t in a.TraitsImplementing<INotifyRemovedFromWorld>())
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t.RemovedFromWorld(a);
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}
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public void Add(IEffect e)
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{
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effects.Add(e);
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if (e is not ISpatiallyPartitionable)
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unpartitionedEffects.Add(e);
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if (e is ISync se)
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syncedEffects.Add(se);
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}
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public void Remove(IEffect e)
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{
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effects.Remove(e);
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if (e is not ISpatiallyPartitionable)
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unpartitionedEffects.Remove(e);
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if (e is ISync se)
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syncedEffects.Remove(se);
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}
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public void RemoveAll(Predicate<IEffect> predicate)
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{
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effects.RemoveAll(predicate);
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unpartitionedEffects.RemoveAll(e => predicate(e));
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syncedEffects.RemoveAll(e => predicate((IEffect)e));
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}
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public void AddFrameEndTask(Action<World> a) { frameEndActions.Enqueue(a); }
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public bool Paused { get; internal set; }
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public bool PredictedPaused { get; internal set; }
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public int WorldTick { get; private set; }
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readonly Dictionary<int, MiniYaml> gameSaveTraitData = new();
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internal void AddGameSaveTraitData(int traitIndex, MiniYaml yaml)
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{
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gameSaveTraitData[traitIndex] = yaml;
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}
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public void SetPauseState(bool paused)
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{
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if (IsGameOver)
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return;
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IssueOrder(Order.FromTargetString("PauseGame", paused ? "Pause" : "UnPause", false));
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PredictedPaused = paused;
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}
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public void SetLocalPauseState(bool paused)
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{
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Paused = PredictedPaused = paused;
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}
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public void Tick()
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{
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if (wasLoadingGameSave && !IsLoadingGameSave)
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{
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foreach (var kv in gameSaveTraitData)
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{
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var tp = TraitDict.ActorsWithTrait<IGameSaveTraitData>()
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.Skip(kv.Key)
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.FirstOrDefault();
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if (tp.Actor == null)
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break;
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tp.Trait.ResolveTraitData(tp.Actor, kv.Value);
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}
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gameSaveTraitData.Clear();
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Game.Sound.DisableAllSounds = false;
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foreach (var nsr in WorldActor.TraitsImplementing<INotifyGameLoaded>())
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nsr.GameLoaded(this);
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wasLoadingGameSave = false;
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}
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// Allow users to pause the shellmap via the settings menu
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// Some traits initialize important state during the first tick, so we must allow it to tick at least once
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if (!Paused && (Type != WorldType.Shellmap || !gameSettings.PauseShellmap || WorldTick == 0))
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{
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WorldTick++;
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using (new PerfSample("tick_actors"))
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foreach (var a in actors.Values)
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a.Tick();
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ApplyToActorsWithTraitTimed<ITick>((actor, trait) => trait.Tick(actor), "Trait");
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effects.DoTimed(e => e.Tick(this), "Effect");
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}
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while (frameEndActions.Count != 0)
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frameEndActions.Dequeue()(this);
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}
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// For things that want to update their render state once per tick, ignoring pause state
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public void TickRender(WorldRenderer wr)
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{
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ApplyToActorsWithTraitTimed<ITickRender>((actor, trait) => trait.TickRender(wr, actor), "Render");
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ScreenMap.TickRender();
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}
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public IEnumerable<Actor> Actors => actors.Values;
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public IEnumerable<IEffect> Effects => effects;
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public IEnumerable<IEffect> UnpartitionedEffects => unpartitionedEffects;
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public IEnumerable<ISync> SyncedEffects => syncedEffects;
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public Actor GetActorById(uint actorId)
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{
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if (actors.TryGetValue(actorId, out var a))
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return a;
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return null;
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}
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uint nextAID = 0;
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internal uint NextAID()
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{
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return nextAID++;
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}
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public int SyncHash()
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{
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// using (new PerfSample("synchash"))
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{
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var n = 0;
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var ret = 0;
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// Hash all the actors.
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foreach (var a in Actors)
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ret += n++ * (int)(1 + a.ActorID) * Sync.HashActor(a);
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// Hash fields marked with the ISync interface.
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foreach (var actor in ActorsHavingTrait<ISync>())
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foreach (var syncHash in actor.SyncHashes)
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ret += n++ * (int)(1 + actor.ActorID) * syncHash.Hash();
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// Hash game state relevant effects such as projectiles.
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foreach (var sync in SyncedEffects)
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ret += n++ * Sync.Hash(sync);
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// Hash the shared random number generator.
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ret += SharedRandom.Last;
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// Hash player RenderPlayer status
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foreach (var p in Players)
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if (p.UnlockedRenderPlayer)
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ret += Sync.HashPlayer(p);
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return ret;
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}
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}
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public IEnumerable<TraitPair<T>> ActorsWithTrait<T>()
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{
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return TraitDict.ActorsWithTrait<T>();
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}
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public void ApplyToActorsWithTraitTimed<T>(Action<Actor, T> action, string text)
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{
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TraitDict.ApplyToActorsWithTraitTimed(action, text);
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}
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public void ApplyToActorsWithTrait<T>(Action<Actor, T> action)
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{
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TraitDict.ApplyToActorsWithTrait(action);
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}
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public IEnumerable<Actor> ActorsHavingTrait<T>()
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{
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return TraitDict.ActorsHavingTrait<T>();
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}
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public IEnumerable<Actor> ActorsHavingTrait<T>(Func<T, bool> predicate)
|
|
{
|
|
return TraitDict.ActorsHavingTrait(predicate);
|
|
}
|
|
|
|
public void OnPlayerWinStateChanged(Player player)
|
|
{
|
|
var pi = gameInfo.GetPlayer(player);
|
|
if (pi != null)
|
|
{
|
|
pi.Outcome = player.WinState;
|
|
pi.OutcomeTimestampUtc = DateTime.UtcNow;
|
|
}
|
|
}
|
|
|
|
internal void OnClientDisconnected(int clientId)
|
|
{
|
|
foreach (var player in Players.Where(p => p.ClientIndex == clientId && p.PlayerReference.Playable))
|
|
{
|
|
foreach (var np in notifyDisconnected)
|
|
np.PlayerDisconnected(WorldActor, player);
|
|
|
|
foreach (var p in Players)
|
|
p.PlayerDisconnected(player);
|
|
|
|
var pi = gameInfo.GetPlayer(player);
|
|
if (pi != null)
|
|
pi.DisconnectFrame = OrderManager.NetFrameNumber;
|
|
}
|
|
}
|
|
|
|
public void RequestGameSave(string filename)
|
|
{
|
|
// Allow traits to save arbitrary data that will be passed back via IGameSaveTraitData.ResolveTraitData
|
|
// at the end of the save restoration
|
|
// TODO: This will need to be generalized to a request / response pair for multiplayer game saves
|
|
var i = 0;
|
|
foreach (var tp in TraitDict.ActorsWithTrait<IGameSaveTraitData>())
|
|
{
|
|
var data = tp.Trait.IssueTraitData(tp.Actor);
|
|
if (data != null)
|
|
{
|
|
var yaml = new List<MiniYamlNode>() { new MiniYamlNode(i.ToStringInvariant(), new MiniYaml("", data)) };
|
|
IssueOrder(Order.FromTargetString("GameSaveTraitData", yaml.WriteToString(), true));
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
IssueOrder(Order.FromTargetString("CreateGameSave", filename, true));
|
|
}
|
|
|
|
public bool Disposing;
|
|
|
|
public void Dispose()
|
|
{
|
|
Disposing = true;
|
|
|
|
OrderGenerator?.Deactivate();
|
|
|
|
frameEndActions.Clear();
|
|
|
|
Game.Sound.StopAudio();
|
|
Game.Sound.StopVideo();
|
|
if (IsLoadingGameSave)
|
|
Game.Sound.DisableAllSounds = false;
|
|
|
|
ModelCache.Dispose();
|
|
|
|
// Dispose newer actors first, and the world actor last
|
|
foreach (var a in actors.Values.Reverse())
|
|
a.Dispose();
|
|
|
|
// Actor disposals are done in a FrameEndTask
|
|
while (frameEndActions.Count != 0)
|
|
frameEndActions.Dequeue()(this);
|
|
|
|
// HACK: The shellmap OrderManager is owned by its world in order to avoid
|
|
// problems with having multiple OMs active when joining a game lobby from the main menu.
|
|
// A matching check in Game.JoinInner handles OM disposal for all other cases.
|
|
if (Type == WorldType.Shellmap)
|
|
OrderManager.Dispose();
|
|
|
|
Map.Dispose();
|
|
|
|
Game.FinishBenchmark();
|
|
}
|
|
|
|
public void OutOfSync()
|
|
{
|
|
EndGame();
|
|
|
|
// In the event the replay goes out of sync, it becomes no longer usable. For polish we permanently pause the world.
|
|
ReplayTimestep = 0;
|
|
}
|
|
}
|
|
|
|
public readonly struct TraitPair<T> : IEquatable<TraitPair<T>>
|
|
{
|
|
public readonly Actor Actor;
|
|
public readonly T Trait;
|
|
|
|
public TraitPair(Actor actor, T trait) { Actor = actor; Trait = trait; }
|
|
|
|
public static bool operator ==(TraitPair<T> me, TraitPair<T> other) { return me.Actor == other.Actor && Equals(me.Trait, other.Trait); }
|
|
public static bool operator !=(TraitPair<T> me, TraitPair<T> other) { return !(me == other); }
|
|
|
|
public override int GetHashCode() { return Actor.GetHashCode() ^ Trait.GetHashCode(); }
|
|
|
|
public bool Equals(TraitPair<T> other) { return this == other; }
|
|
public override bool Equals(object obj) { return obj is TraitPair<T> pair && Equals(pair); }
|
|
|
|
public override string ToString() { return Actor.Info.Name + "->" + Trait.GetType().Name; }
|
|
}
|
|
}
|