Initial commit: OpenRA game engine
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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:
let5sne.win10
2026-01-10 21:46:54 +08:00
commit 9cf6ebb986
4065 changed files with 635973 additions and 0 deletions

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