Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
258
OpenRA.Game/ModData.cs
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258
OpenRA.Game/ModData.cs
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#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.Frozen;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.IO;
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using System.Linq;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Video;
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using OpenRA.Widgets;
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using FS = OpenRA.FileSystem.FileSystem;
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namespace OpenRA
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{
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public interface IGlobalModData { }
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public sealed class ModData : IDisposable
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{
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public readonly Manifest Manifest;
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public readonly ObjectCreator ObjectCreator;
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public readonly WidgetLoader WidgetLoader;
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public readonly MapCache MapCache;
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public readonly IPackageLoader[] PackageLoaders;
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public readonly ISoundLoader[] SoundLoaders;
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public readonly ISpriteLoader[] SpriteLoaders;
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public readonly ISpriteSequenceLoader SpriteSequenceLoader;
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public readonly IVideoLoader[] VideoLoaders;
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public readonly HotkeyManager Hotkeys;
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public readonly IFileSystemLoader FileSystemLoader;
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public readonly FrozenDictionary<string, CursorSequence> Cursors;
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public ILoadScreen LoadScreen { get; }
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public FS ModFiles;
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public IReadOnlyFileSystem DefaultFileSystem => ModFiles;
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readonly Lazy<Ruleset> defaultRules;
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public Ruleset DefaultRules => defaultRules.Value;
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readonly Lazy<IReadOnlyDictionary<string, ITerrainInfo>> defaultTerrainInfo;
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public IReadOnlyDictionary<string, ITerrainInfo> DefaultTerrainInfo => defaultTerrainInfo.Value;
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readonly TypeDictionary modules = [];
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public ModData(Manifest mod, InstalledMods mods, bool useLoadScreen = false)
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{
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Languages = [];
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// Take a local copy of the manifest
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Manifest = new Manifest(mod.Id, mod.Package);
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ObjectCreator = new ObjectCreator(Manifest, mods);
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PackageLoaders = ObjectCreator.GetLoaders<IPackageLoader>(Manifest.PackageFormats, "package");
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ModFiles = new FS(mod.Id, mods, PackageLoaders);
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FileSystemLoader = ObjectCreator.GetLoader<IFileSystemLoader>(Manifest.FileSystem.Value, "filesystem");
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FieldLoader.Load(FileSystemLoader, Manifest.FileSystem);
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FileSystemLoader.Mount(Manifest, ModFiles, ObjectCreator);
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ModFiles.TrimExcess();
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foreach (var kv in Manifest.GlobalModData)
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{
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var t = ObjectCreator.FindType(kv.Key);
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if (t == null || !typeof(IGlobalModData).IsAssignableFrom(t))
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throw new InvalidDataException($"`{kv.Key}` is not a valid mod manifest entry.");
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IGlobalModData module;
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var ctor = t.GetConstructor([typeof(MiniYaml)]);
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if (ctor != null)
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{
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// Class has opted-in to DIY initialization
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module = (IGlobalModData)ctor.Invoke([kv.Value]);
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}
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else
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{
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// Automatically load the child nodes using FieldLoader
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module = ObjectCreator.CreateObject<IGlobalModData>(kv.Key);
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FieldLoader.Load(module, kv.Value);
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}
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modules.Add(module);
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}
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FluentProvider.Initialize(Manifest, DefaultFileSystem);
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if (useLoadScreen)
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{
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LoadScreen = ObjectCreator.CreateObject<ILoadScreen>(Manifest.LoadScreen.Value);
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LoadScreen.Init(Manifest, DefaultFileSystem);
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LoadScreen.Display();
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}
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WidgetLoader = new WidgetLoader(Manifest, DefaultFileSystem);
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MapCache = new MapCache(Manifest, ModFiles);
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SoundLoaders = ObjectCreator.GetLoaders<ISoundLoader>(Manifest.SoundFormats, "sound");
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SpriteLoaders = ObjectCreator.GetLoaders<ISpriteLoader>(Manifest.SpriteFormats, "sprite");
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VideoLoaders = ObjectCreator.GetLoaders<IVideoLoader>(Manifest.VideoFormats, "video");
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SpriteSequenceLoader = ObjectCreator.GetLoader<ISpriteSequenceLoader>(Manifest.SpriteSequenceFormat, "sequence");
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Hotkeys = new HotkeyManager(ModFiles, ObjectCreator, Manifest);
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Cursors = ParseCursors(Manifest, DefaultFileSystem);
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defaultRules = Exts.Lazy(() => Ruleset.LoadDefaults(this));
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defaultTerrainInfo = Exts.Lazy(() =>
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{
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var terrainType = ObjectCreator.FindType(Manifest.TerrainFormat + "Loader");
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var terrainCtor = terrainType?.GetConstructor([typeof(ModData)]);
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if (terrainType == null || !terrainType.GetInterfaces().Contains(typeof(ITerrainLoader)) || terrainCtor == null)
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throw new InvalidOperationException($"Unable to find a terrain loader for type '{Manifest.TerrainFormat}'.");
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var items = new Dictionary<string, ITerrainInfo>();
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var terrainLoader = (ITerrainLoader)terrainCtor.Invoke([this]);
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foreach (var file in Manifest.TileSets)
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{
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var t = terrainLoader.ParseTerrain(DefaultFileSystem, file);
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items.Add(t.Id, t);
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}
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return (IReadOnlyDictionary<string, ITerrainInfo>)new ReadOnlyDictionary<string, ITerrainInfo>(items);
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});
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initialThreadId = Environment.CurrentManagedThreadId;
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}
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static FrozenDictionary<string, CursorSequence> ParseCursors(Manifest manifest, IReadOnlyFileSystem fileSystem)
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{
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var stringPool = new HashSet<string>(); // Reuse common strings in YAML
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var sequenceYaml = MiniYaml.Merge(manifest.Cursors.Select(
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s => MiniYaml.FromStream(fileSystem.Open(s), s, stringPool: stringPool)));
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var cursors = new Dictionary<string, CursorSequence>();
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foreach (var node in sequenceYaml)
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if (node.Key == "Cursors")
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foreach (var fileNode in node.Value.Nodes)
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foreach (var sequenceNode in fileNode.Value.Nodes)
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cursors.Add(sequenceNode.Key, new CursorSequence(
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sequenceNode.Key, fileNode.Key, fileNode.Value.Value, sequenceNode.Value));
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return cursors.ToFrozenDictionary();
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}
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// HACK: Only update the loading screen if we're in the main thread.
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readonly int initialThreadId;
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internal void HandleLoadingProgress()
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{
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if (LoadScreen != null && IsOnMainThread)
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LoadScreen.Display();
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}
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internal bool IsOnMainThread => Environment.CurrentManagedThreadId == initialThreadId;
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public void InitializeLoaders(IReadOnlyFileSystem fileSystem)
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{
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// all this manipulation of static crap here is nasty and breaks
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// horribly when you use ModData in unexpected ways.
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ChromeMetrics.Initialize(this);
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ChromeProvider.Initialize(this);
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Ui.Initialize(this);
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FluentProvider.Initialize(Manifest, fileSystem);
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Game.Sound.Initialize(SoundLoaders, fileSystem);
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}
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public IEnumerable<string> Languages { get; }
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public void PrepareMap(Map map)
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{
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LoadScreen?.Display();
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// Reinitialize all our assets
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InitializeLoaders(map);
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map.Sequences.LoadSprites();
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// Load music with map assets mounted
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using (new Support.PerfTimer("Map.Music"))
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foreach (var entry in map.Rules.Music)
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entry.Value.Load(map);
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}
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public MiniYamlNode[][] GetRulesYaml()
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{
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var stringPool = new HashSet<string>(); // Reuse common strings in YAML
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return Manifest.Rules.Select(s => MiniYaml.FromStream(DefaultFileSystem.Open(s), s, stringPool: stringPool).ToArray()).ToArray();
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}
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/// <summary>Load a cached IGlobalModData instance.</summary>
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public T GetOrCreate<T>() where T : IGlobalModData
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{
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var module = modules.GetOrDefault<T>();
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// Lazily create the default values if not explicitly defined.
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if (module == null)
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{
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module = (T)ObjectCreator.CreateBasic(typeof(T));
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modules.Add(module);
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}
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return module;
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}
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public T GetOrNull<T>() where T : IGlobalModData
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{
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return modules.GetOrDefault<T>();
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}
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public T GetSettings<T>() where T : SettingsModule
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{
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return Game.Settings.GetOrCreate<T>(ObjectCreator, Manifest.Id);
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}
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public void Dispose()
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{
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LoadScreen?.Dispose();
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MapCache.Dispose();
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ObjectCreator?.Dispose();
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foreach (var module in modules)
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{
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var disposableModule = module as IDisposable;
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disposableModule?.Dispose();
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}
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}
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}
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public interface ILoadScreen : IDisposable
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{
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/// <summary>Initializes the loadscreen with yaml data from the LoadScreen block in mod.yaml.</summary>
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void Init(Manifest manifest, IReadOnlyFileSystem fileSystem);
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/// <summary>Called at arbitrary times during mod load to rerender the loadscreen.</summary>
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void Display();
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/// <summary>
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/// Called before loading the mod assets.
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/// Returns false if mod loading should be aborted (e.g. switching to another mod instead).
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/// </summary>
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bool BeforeLoad(ModData modData);
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/// <summary>Called when the engine expects to connect to a server/replay or load the shellmap.</summary>
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void StartGame(Arguments args);
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}
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public interface IFileSystemLoader
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{
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void Mount(Manifest manifest, FS fileSystem, ObjectCreator objectCreator);
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}
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}
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