Textures, FrameBuffers and VertexBuffers allocated by the Sdl2 Renderer were only being released via finalizers. This could lead to OpenGL out of memory errors since resources may not be cleaned up in a timely manner. To avoid this, IDisposable has been implemented and transitively applied to classes that use these resources. As a side-effect some static state is no longer static, particularly in Renderer, in order to facilitate this change and just for nicer design in general. Also dispose some bitmaps.
152 lines
4.2 KiB
C#
152 lines
4.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* 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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namespace OpenRA.Graphics
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{
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using Sequences = IReadOnlyDictionary<string, Lazy<IReadOnlyDictionary<string, Sequence>>>;
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using UnitSequences = Lazy<IReadOnlyDictionary<string, Sequence>>;
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public class SequenceProvider
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{
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readonly Lazy<Sequences> sequences;
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public readonly SpriteCache SpriteCache;
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public SequenceProvider(SequenceCache cache, Map map)
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{
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this.sequences = Exts.Lazy(() => cache.LoadSequences(map));
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this.SpriteCache = cache.SpriteCache;
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}
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public Sequence GetSequence(string unitName, string sequenceName)
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{
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UnitSequences unitSeq;
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if (!sequences.Value.TryGetValue(unitName, out unitSeq))
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throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
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Sequence seq;
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if (!unitSeq.Value.TryGetValue(sequenceName, out seq))
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throw new InvalidOperationException("Unit `{0}` does not have a sequence named `{1}`".F(unitName, sequenceName));
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return seq;
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}
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public bool HasSequence(string unitName, string sequenceName)
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{
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UnitSequences unitSeq;
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if (!sequences.Value.TryGetValue(unitName, out unitSeq))
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throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
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return unitSeq.Value.ContainsKey(sequenceName);
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}
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public IEnumerable<string> Sequences(string unitName)
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{
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UnitSequences unitSeq;
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if (!sequences.Value.TryGetValue(unitName, out unitSeq))
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throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
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return unitSeq.Value.Keys;
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}
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public void Preload()
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{
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SpriteCache.SheetBuilder.Current.CreateBuffer();
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foreach (var unitSeq in sequences.Value.Values)
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foreach (var seq in unitSeq.Value.Values) { }
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SpriteCache.SheetBuilder.Current.ReleaseBuffer();
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}
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}
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public sealed class SequenceCache : IDisposable
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{
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readonly ModData modData;
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readonly Lazy<SpriteCache> spriteCache;
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public SpriteCache SpriteCache { get { return spriteCache.Value; } }
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readonly Dictionary<string, UnitSequences> sequenceCache = new Dictionary<string, UnitSequences>();
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public SequenceCache(ModData modData, TileSet tileSet)
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{
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this.modData = modData;
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spriteCache = Exts.Lazy(() => new SpriteCache(modData.SpriteLoaders, tileSet.Extensions, new SheetBuilder(SheetType.Indexed)));
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}
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public Sequences LoadSequences(Map map)
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{
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using (new Support.PerfTimer("LoadSequences"))
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return Load(map.SequenceDefinitions);
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}
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Sequences Load(List<MiniYamlNode> sequenceNodes)
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{
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var sequenceFiles = modData.Manifest.Sequences;
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var nodes = sequenceFiles
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.Select(s => MiniYaml.FromFile(s))
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.Aggregate(sequenceNodes, MiniYaml.MergeLiberal);
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var items = new Dictionary<string, UnitSequences>();
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foreach (var n in nodes)
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{
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// Work around the loop closure issue in older versions of C#
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var node = n;
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var key = node.Value.ToLines(node.Key).JoinWith("|");
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UnitSequences t;
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if (sequenceCache.TryGetValue(key, out t))
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items.Add(node.Key, t);
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else
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{
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t = Exts.Lazy(() => CreateUnitSequences(node));
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sequenceCache.Add(key, t);
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items.Add(node.Key, t);
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}
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}
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return new ReadOnlyDictionary<string, UnitSequences>(items);
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}
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IReadOnlyDictionary<string, Sequence> CreateUnitSequences(MiniYamlNode node)
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{
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var unitSequences = new Dictionary<string, Sequence>();
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foreach (var kvp in node.Value.ToDictionary())
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{
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using (new Support.PerfTimer("new Sequence(\"{0}\")".F(node.Key), 20))
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{
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try
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{
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unitSequences.Add(kvp.Key, new Sequence(spriteCache.Value, node.Key, kvp.Key, kvp.Value));
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}
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catch (FileNotFoundException ex)
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{
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Log.Write("debug", ex.Message);
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}
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}
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}
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return new ReadOnlyDictionary<string, Sequence>(unitSequences);
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}
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public void Dispose()
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{
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if (spriteCache.IsValueCreated)
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spriteCache.Value.SheetBuilder.Dispose();
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}
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}
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}
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