doodle/pkg/doodads/json.go

106 lines
2.5 KiB
Go
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package doodads
import (
"bytes"
"encoding/json"
"fmt"
"io/ioutil"
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
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"net/http"
"path/filepath"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
Update savegame format, Allow out-of-bounds camera Updates the savegame.json file format: * Levels now have a UUID value assigned at first save. * The savegame.json will now track level completion/score based on UUID, making it robust to filename changes in either levels or levelpacks. * The savegame file is auto-migrated on startup - for any levels not found or have no UUID, no change is made, it's backwards compatible. * Level Properties window adds an "Advanced" tab to show/re-roll UUID. New JavaScript API for doodad scripts: * `Actors.CameraFollowPlayer()` tells the camera to return focus to the player character. Useful for "cutscene" doodads that freeze the player, call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the camera back to the player. (Or it will follow them at their next directional input control). * `Self.MoveBy(Point(x, y int))` to move the current actor a bit. New option for the `doodad` command-line tool: * `doodad resave <.level or .doodad>` will load and re-save a drawing, to migrate it to the newest file format versions. Small tweaks: * On bounded levels, allow the camera to still follow the player if the player finds themselves WELL far out of bounds (40 pixels margin). So on bounded levels you can create "interior rooms" out-of-bounds to Warp Door into. * New wallpaper: "Atmosphere" has a black starscape pattern that fades into a solid blue atmosphere. * Camera strictly follows the player the first 20 ticks, not 60 of level start * If player is frozen, directional inputs do not take the camera focus back.
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"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
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"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
)
// ToJSON serializes the doodad as JSON (gzip supported).
//
// If balance.CompressLevels=true the doodad will be gzip compressed
// and the return value is gz bytes and not the raw JSON.
func (d *Doodad) ToJSON() ([]byte, error) {
// Gzip compressing?
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
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if balance.DrawingFormat == balance.FormatGZip {
return d.ToGzip()
}
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
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// Zipfile?
if balance.DrawingFormat == balance.FormatZipfile {
return d.ToZipfile()
}
return d.AsJSON()
}
// AsJSON returns it just as JSON without any fancy gzip/zip magic.
func (d *Doodad) AsJSON() ([]byte, error) {
Update savegame format, Allow out-of-bounds camera Updates the savegame.json file format: * Levels now have a UUID value assigned at first save. * The savegame.json will now track level completion/score based on UUID, making it robust to filename changes in either levels or levelpacks. * The savegame file is auto-migrated on startup - for any levels not found or have no UUID, no change is made, it's backwards compatible. * Level Properties window adds an "Advanced" tab to show/re-roll UUID. New JavaScript API for doodad scripts: * `Actors.CameraFollowPlayer()` tells the camera to return focus to the player character. Useful for "cutscene" doodads that freeze the player, call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the camera back to the player. (Or it will follow them at their next directional input control). * `Self.MoveBy(Point(x, y int))` to move the current actor a bit. New option for the `doodad` command-line tool: * `doodad resave <.level or .doodad>` will load and re-save a drawing, to migrate it to the newest file format versions. Small tweaks: * On bounded levels, allow the camera to still follow the player if the player finds themselves WELL far out of bounds (40 pixels margin). So on bounded levels you can create "interior rooms" out-of-bounds to Warp Door into. * New wallpaper: "Atmosphere" has a black starscape pattern that fades into a solid blue atmosphere. * Camera strictly follows the player the first 20 ticks, not 60 of level start * If player is frozen, directional inputs do not take the camera focus back.
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// Always write the game version that last saved this doodad.
d.GameVersion = branding.Version
out := bytes.NewBuffer([]byte{})
encoder := json.NewEncoder(out)
if usercfg.Current.JSONIndent {
encoder.SetIndent("", "\t")
}
err := encoder.Encode(d)
return out.Bytes(), err
}
// FromJSON loads a doodad from JSON string (gzip supported).
Bindata: Embedding Doodads and Levels (for WASM) * Use `go-bindata` to embed built-in doodads and levels directly into the Doodle binary. `make bindata` produces the bindata source file. * Add `FromJSON()` method to Levels and Doodads to load objects from JSON strings in memory (for bindata built-ins or WASM ajax requests) * Update file loading functions to check the embedded bindata files. * pkg/config.go#EditFile: * Supports editing a level from bindata (TODO: remove this support) * If the "assets/levels/%(simple-name.level)" exists in bindata, edits that drawing. * No such support for editing built-in doodads. * WASM has no filesystem access to edit files except built-in levels (yet) * pkg/doodads#ListDoodads: * Prepends built-in doodads from bindata to the returned list. * WASM: no filesystem access so gets only the built-ins. * pkg/doodads#LoadFile: * Checks built-in bindata store first for doodad files. * WASM: tries an HTTP request if not found in bindata but can go no further if not found (no filesystem access) * pkg/filesystem#FindFile: * This function finds a level/doodad by checking all the places. * If the level or doodad exists in bindata built-in, always returns its system path like "assets/doodads/test.doodad" * WASM: always returns the built-in candidate path even if not found in bindata so that ajax GET can be attempted. * pkg/level#ListSystemLevels: * New function that lists the system level files, similar to the equivalent doodads function. * Prepends the bindata built-in level files. * WASM: only returns the built-ins (no filesystem support) * Desktop: also lists and returns the assets/levels/ directory. * pkg/level#LoadFile: * Like the doodads.LoadFile, tries from built-in bindata first, then ajax request (WASM) before accessing the filesystem (desktop) * Menu Scene: TODO, list the built-in levels in the Load Level menu. This feature will soon go away when WASM gets its own storage for user levels (localStorage instead of filesystem)
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func FromJSON(filename string, data []byte) (*Doodad, error) {
var doodad = &Doodad{}
// Inspect the headers of the file to see how it was encoded.
if len(data) > 0 && data[0] == '{' {
// Looks standard JSON.
err := json.Unmarshal(data, doodad)
if err != nil {
return nil, err
}
} else if len(data) > 1 && data[0] == 0x1f && data[1] == 0x8b {
// Gzip compressed. `1F8B` is gzip magic number.
if gzd, err := FromGzip(data); err != nil {
return nil, err
} else {
doodad = gzd
}
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
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} else if http.DetectContentType(data) == "application/zip" {
if zipdoodad, err := FromZipfile(data); err != nil {
return nil, err
} else {
doodad = zipdoodad
}
}
Bindata: Embedding Doodads and Levels (for WASM) * Use `go-bindata` to embed built-in doodads and levels directly into the Doodle binary. `make bindata` produces the bindata source file. * Add `FromJSON()` method to Levels and Doodads to load objects from JSON strings in memory (for bindata built-ins or WASM ajax requests) * Update file loading functions to check the embedded bindata files. * pkg/config.go#EditFile: * Supports editing a level from bindata (TODO: remove this support) * If the "assets/levels/%(simple-name.level)" exists in bindata, edits that drawing. * No such support for editing built-in doodads. * WASM has no filesystem access to edit files except built-in levels (yet) * pkg/doodads#ListDoodads: * Prepends built-in doodads from bindata to the returned list. * WASM: no filesystem access so gets only the built-ins. * pkg/doodads#LoadFile: * Checks built-in bindata store first for doodad files. * WASM: tries an HTTP request if not found in bindata but can go no further if not found (no filesystem access) * pkg/filesystem#FindFile: * This function finds a level/doodad by checking all the places. * If the level or doodad exists in bindata built-in, always returns its system path like "assets/doodads/test.doodad" * WASM: always returns the built-in candidate path even if not found in bindata so that ajax GET can be attempted. * pkg/level#ListSystemLevels: * New function that lists the system level files, similar to the equivalent doodads function. * Prepends the bindata built-in level files. * WASM: only returns the built-ins (no filesystem support) * Desktop: also lists and returns the assets/levels/ directory. * pkg/level#LoadFile: * Like the doodads.LoadFile, tries from built-in bindata first, then ajax request (WASM) before accessing the filesystem (desktop) * Menu Scene: TODO, list the built-in levels in the Load Level menu. This feature will soon go away when WASM gets its own storage for user levels (localStorage instead of filesystem)
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// Inflate the chunk metadata to map the pixels to their palette indexes.
doodad.Filename = filepath.Base(filename)
doodad.Inflate()
return doodad, nil
Bindata: Embedding Doodads and Levels (for WASM) * Use `go-bindata` to embed built-in doodads and levels directly into the Doodle binary. `make bindata` produces the bindata source file. * Add `FromJSON()` method to Levels and Doodads to load objects from JSON strings in memory (for bindata built-ins or WASM ajax requests) * Update file loading functions to check the embedded bindata files. * pkg/config.go#EditFile: * Supports editing a level from bindata (TODO: remove this support) * If the "assets/levels/%(simple-name.level)" exists in bindata, edits that drawing. * No such support for editing built-in doodads. * WASM has no filesystem access to edit files except built-in levels (yet) * pkg/doodads#ListDoodads: * Prepends built-in doodads from bindata to the returned list. * WASM: no filesystem access so gets only the built-ins. * pkg/doodads#LoadFile: * Checks built-in bindata store first for doodad files. * WASM: tries an HTTP request if not found in bindata but can go no further if not found (no filesystem access) * pkg/filesystem#FindFile: * This function finds a level/doodad by checking all the places. * If the level or doodad exists in bindata built-in, always returns its system path like "assets/doodads/test.doodad" * WASM: always returns the built-in candidate path even if not found in bindata so that ajax GET can be attempted. * pkg/level#ListSystemLevels: * New function that lists the system level files, similar to the equivalent doodads function. * Prepends the bindata built-in level files. * WASM: only returns the built-ins (no filesystem support) * Desktop: also lists and returns the assets/levels/ directory. * pkg/level#LoadFile: * Like the doodads.LoadFile, tries from built-in bindata first, then ajax request (WASM) before accessing the filesystem (desktop) * Menu Scene: TODO, list the built-in levels in the Load Level menu. This feature will soon go away when WASM gets its own storage for user levels (localStorage instead of filesystem)
2019-06-27 22:07:34 +00:00
}
// WriteJSON writes a Doodad to JSON on disk.
func (d *Doodad) WriteJSON(filename string) error {
json, err := d.ToJSON()
if err != nil {
return fmt.Errorf("Doodad.WriteJSON: JSON encode error: %s", err)
}
err = ioutil.WriteFile(filename, json, 0755)
if err != nil {
return fmt.Errorf("Doodad.WriteJSON: WriteFile error: %s", err)
}
d.Filename = filepath.Base(filename)
return nil
}
// LoadJSON loads a map from JSON file.
func LoadJSON(filename string) (*Doodad, error) {
data, err := ioutil.ReadFile(filename)
if err != nil {
return nil, err
}
return FromJSON(filename, data)
}