doodle/pkg/level/chunker_zipfile.go

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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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package level
import (
"archive/zip"
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"errors"
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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"fmt"
Fix RLE Encoding Off-by-One Errors [PTO] Levels can now be converted to RLE encoded chunk accessors and be re-saved continuously without any loss of information. Off-by-one errors resolved: * The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129 elements to a side for a 128 chunk size. * In rle.Decompress() the cursor value and translation to X,Y coordinates is fixed to avoid a pixel going missing at the end of the first row (128,0) * The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the chunks from scooting a pixel to the right on every save. Doodad tool updates: * Remove unused CLI flags in `doodad resave` (actors, chunks, script, attachment, verbose) and add a `--output` flag to save to a different file name to the original. * Update `doodad show` to allow debugging of RLE compressed chunks: * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in their 2D grid form in your terminal window (VERY noisy for large levels! Use the --chunk option to narrow to one chunk). Bug fixes and misc changes: * Chunk.Usage() to return a better percentage of chunk utilization. * Chunker.ChunkFromZipfile() was split out into two functions: * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the file extension discovered (.bin or .json) so the caller can interpret the bytes correctly. * ChunkFromZipfile calls the former function and then depending on file extension, unmarshals from binary or json. * The Raw function enables the `doodad show` command to debug and visualize the raw contents of the RLE compressed chunks. * Updated the Visualize() function for the RLE encoder: instead of converting palette indexes to hex (0-F) which would begin causing problems for palette indexes above 16 (as they would use two+ characters), indexes are mapped to a wider range of symbols (0-9A-Z) and roll over if you have more than 36 colors on your level. This at least keeps the Visualize() grid an easy to read 128x128 characters in your terminal.
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"io"
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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"regexp"
"strconv"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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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"git.kirsle.net/go/render"
)
// Zipfile interactions for the Chunker to cache and manage which
// chunks of large levels need be in active memory.
var (
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zipChunkfileRegexp = regexp.MustCompile(`^chunks/(\d+)/(.+?)\.(bin|json)$`)
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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)
// MigrateZipfile is called on save to migrate old-style ChunkMap
// chunks into external zipfile members and free up space in the
// master Level or Doodad struct.
func (c *Chunker) MigrateZipfile(zf *zip.Writer) error {
// Identify if any chunks in active memory had been completely erased.
var (
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// Chunks that have become empty and are to be REMOVED from zip.
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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erasedChunks = map[render.Point]interface{}{}
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// Unique chunks we added to the zip file so we don't add duplicates.
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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chunksZipped = map[render.Point]interface{}{}
)
for coord, chunk := range c.Chunks {
if chunk.Len() == 0 {
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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log.Debug("Chunker.MigrateZipfile: %s has become empty, remove from zip", coord)
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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erasedChunks[coord] = nil
}
}
// Copy all COLD STORED chunks from our original zipfile into the new one.
// These are chunks that are NOT actively loaded (those are written next),
// and erasedChunks are not written to the zipfile at all.
if c.Zipfile != nil {
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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log.Debug("MigrateZipfile: Copying chunk files from old zip to new zip")
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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for _, file := range c.Zipfile.File {
m := zipChunkfileRegexp.FindStringSubmatch(file.Name)
if len(m) > 0 {
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var (
mLayer, _ = strconv.Atoi(m[1])
coord = m[2]
ext = m[3]
)
// Will we need to do a format conversion now?
var reencode bool
if ext == "json" && balance.BinaryChunkerEnabled {
reencode = true
} else if ext == "bin" && !balance.BinaryChunkerEnabled {
reencode = true
}
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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// Not our layer, not our problem.
if mLayer != c.Layer {
continue
}
point, err := render.ParsePoint(coord)
if err != nil {
return err
}
// Don't create zip files for empty (0 pixel) chunks.
if _, ok := erasedChunks[point]; ok {
log.Debug("Skip copying %s: chunk is empty", coord)
continue
}
// Don't ever write duplicate files.
if _, ok := chunksZipped[point]; ok {
log.Debug("Skip copying duplicate chunk %s", coord)
continue
}
chunksZipped[point] = nil
// Don't copy the chunks we have currently in memory: those
// are written next. Apparently zip files are allowed to
// have duplicate named members!
if _, ok := c.Chunks[point]; ok {
log.Debug("Skip chunk %s (in memory)", coord)
continue
}
// Verify that this chunk file in the old ZIP was not empty.
(Experimental) Run Length Encoding for Levels Finally add a second option for Chunk MapAccessor implementation besides the MapAccessor. The RLEAccessor is basically a MapAccessor that will compress your drawing with Run Length Encoding (RLE) in the on-disk format in the ZIP file. This slashes the file sizes of most levels: * Shapeshifter: 21.8 MB -> 8.1 MB * Jungle: 10.4 MB -> 4.1 MB * Zoo: 2.8 MB -> 1.3 MB Implementation details: * The RLE binary format for Chunks is a stream of Uvarint pairs storing the palette index number and the number of pixels to repeat it (along the Y,X axis of the chunk). * Null colors are represented by a Uvarint that decodes to 0xFFFF or 65535 in decimal. * Gameplay logic currently limits maps to 256 colors. * The default for newly created chunks in-game will be RLE by default. * Its in-memory representation is still a MapAccessor (a map of absolute world coordinates to palette index). * The game can still open and play legacy MapAccessor maps. * On save in the editor, the game will upgrade/convert MapAccessor chunks over to RLEAccessors, improving on your level's file size with a simple re-save. Current Bugs * On every re-save to RLE, one pixel is lost in the bottom-right corner of each chunk. Each subsequent re-save loses one more pixel to the left, so what starts as a single pixel per chunk slowly evolves into a horizontal line. * Some pixels smear vertically as well. * Off-by-negative-one errors when some chunks Iter() their pixels but compute a relative coordinate of (-1,0)! Some mismatch between the stored world coords of a pixel inside the chunk vs. the chunk's assigned coordinate by the Chunker: certain combinations of chunk coord/abs coord. To Do * The `doodad touch` command should re-save existing levels to upgrade them.
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chunk, err := c.ChunkFromZipfile(point)
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if err == nil && chunk.Len() == 0 {
log.Debug("Skip chunk %s (old zipfile chunk was empty)", coord)
continue
}
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// Are we simply copying the existing chunk, or re-encoding it too?
if reencode {
log.Debug("Re-encoding existing chunk %s into target format", file.Name)
if err := chunk.Inflate(c.pal); err != nil {
return fmt.Errorf("couldn't inflate cold storage chunk for reencode: %s", err)
}
if err := chunk.ToZipfile(zf, mLayer, point); err != nil {
return err
}
} else {
log.Debug("Copy existing chunk %s", file.Name)
if err := zf.Copy(file); err != nil {
return err
}
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 {
log.Debug("Chunker.MigrateZipfile: the drawing did not give me a zipfile!")
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
2022-04-30 03:34:59 +00:00
}
if len(c.Chunks) == 0 {
return nil
}
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.
2023-03-08 05:55:10 +00:00
log.Debug("MigrateZipfile: chunker has %d in memory, exporting to zipfile", len(c.Chunks))
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
2022-04-30 03:34:59 +00:00
// Flush in-memory chunks out to zipfile.
for coord, chunk := range c.Chunks {
if _, ok := erasedChunks[coord]; ok {
continue
}
2023-02-18 20:45:36 +00:00
// Are we encoding chunks as JSON?
log.Debug("Flush in-memory chunks %s to zip", coord)
chunk.ToZipfile(zf, c.Layer, coord)
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
2022-04-30 03:34:59 +00:00
}
// Flush the chunkmap out.
// TODO: do similar to move old attached files (wallpapers) too
c.Chunks = ChunkMap{}
return nil
}
// ClearChunkCache completely flushes the ChunkMap from memory. BE CAREFUL.
// If the level is a Zipfile the chunks will reload as needed, but old style
// levels this will nuke the whole drawing!
func (c *Chunker) ClearChunkCache() {
c.chunkMu.Lock()
c.Chunks = ChunkMap{}
c.chunkMu.Unlock()
}
// CacheSize returns the number of chunks in memory.
func (c *Chunker) CacheSize() int {
return len(c.Chunks)
}
// GCSize returns the number of chunks pending free (not accessed in 2+ ticks)
func (c *Chunker) GCSize() int {
return len(c.chunksToFree)
}
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
2022-04-30 03:34:59 +00:00
// ToZipfile writes just a chunk's data into a zipfile.
2023-02-18 20:45:36 +00:00
//
// It will write a file like "chunks/{layer}/{coord}.json" if using JSON
// format or a .bin file for binary format based on the BinaryChunkerEnabled
// game config constant.
func (c *Chunk) ToZipfile(zf *zip.Writer, layer int, coord render.Point) error {
// File name?
ext := ".json"
if balance.BinaryChunkerEnabled {
ext = ".bin"
}
filename := fmt.Sprintf("chunks/%d/%s%s", layer, coord, ext)
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
2022-04-30 03:34:59 +00:00
writer, err := zf.Create(filename)
if err != nil {
return err
}
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// Are we writing it as binary format?
var data []byte
if balance.BinaryChunkerEnabled {
if bytes, err := c.MarshalBinary(); err != nil {
return err
} else {
data = bytes
}
} else {
2024-05-24 02:15:10 +00:00
return errors.New("Chunk.ToZipfile: JSON chunk format no longer supported for writing")
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
2022-04-30 03:34:59 +00:00
}
2023-02-18 20:45:36 +00:00
// Write the file contents to zip whether binary or json.
n, err := writer.Write(data)
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
2022-04-30 03:34:59 +00:00
if err != nil {
return err
}
log.Debug("Written chunk to zipfile: %s (%d bytes)", filename, n)
return nil
}
// ChunkFromZipfile loads a chunk from a zipfile.
(Experimental) Run Length Encoding for Levels Finally add a second option for Chunk MapAccessor implementation besides the MapAccessor. The RLEAccessor is basically a MapAccessor that will compress your drawing with Run Length Encoding (RLE) in the on-disk format in the ZIP file. This slashes the file sizes of most levels: * Shapeshifter: 21.8 MB -> 8.1 MB * Jungle: 10.4 MB -> 4.1 MB * Zoo: 2.8 MB -> 1.3 MB Implementation details: * The RLE binary format for Chunks is a stream of Uvarint pairs storing the palette index number and the number of pixels to repeat it (along the Y,X axis of the chunk). * Null colors are represented by a Uvarint that decodes to 0xFFFF or 65535 in decimal. * Gameplay logic currently limits maps to 256 colors. * The default for newly created chunks in-game will be RLE by default. * Its in-memory representation is still a MapAccessor (a map of absolute world coordinates to palette index). * The game can still open and play legacy MapAccessor maps. * On save in the editor, the game will upgrade/convert MapAccessor chunks over to RLEAccessors, improving on your level's file size with a simple re-save. Current Bugs * On every re-save to RLE, one pixel is lost in the bottom-right corner of each chunk. Each subsequent re-save loses one more pixel to the left, so what starts as a single pixel per chunk slowly evolves into a horizontal line. * Some pixels smear vertically as well. * Off-by-negative-one errors when some chunks Iter() their pixels but compute a relative coordinate of (-1,0)! Some mismatch between the stored world coords of a pixel inside the chunk vs. the chunk's assigned coordinate by the Chunker: certain combinations of chunk coord/abs coord. To Do * The `doodad touch` command should re-save existing levels to upgrade them.
2024-05-24 06:02:01 +00:00
func (c *Chunker) ChunkFromZipfile(coord render.Point) (*Chunk, error) {
Fix RLE Encoding Off-by-One Errors [PTO] Levels can now be converted to RLE encoded chunk accessors and be re-saved continuously without any loss of information. Off-by-one errors resolved: * The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129 elements to a side for a 128 chunk size. * In rle.Decompress() the cursor value and translation to X,Y coordinates is fixed to avoid a pixel going missing at the end of the first row (128,0) * The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the chunks from scooting a pixel to the right on every save. Doodad tool updates: * Remove unused CLI flags in `doodad resave` (actors, chunks, script, attachment, verbose) and add a `--output` flag to save to a different file name to the original. * Update `doodad show` to allow debugging of RLE compressed chunks: * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in their 2D grid form in your terminal window (VERY noisy for large levels! Use the --chunk option to narrow to one chunk). Bug fixes and misc changes: * Chunk.Usage() to return a better percentage of chunk utilization. * Chunker.ChunkFromZipfile() was split out into two functions: * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the file extension discovered (.bin or .json) so the caller can interpret the bytes correctly. * ChunkFromZipfile calls the former function and then depending on file extension, unmarshals from binary or json. * The Raw function enables the `doodad show` command to debug and visualize the raw contents of the RLE compressed chunks. * Updated the Visualize() function for the RLE encoder: instead of converting palette indexes to hex (0-F) which would begin causing problems for palette indexes above 16 (as they would use two+ characters), indexes are mapped to a wider range of symbols (0-9A-Z) and roll over if you have more than 36 colors on your level. This at least keeps the Visualize() grid an easy to read 128x128 characters in your terminal.
2024-05-24 20:54:41 +00:00
// Grab the chunk (bin or json) from the Zipfile.
ext, bin, err := c.RawChunkFromZipfile(coord)
if err != nil {
return nil, err
}
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
2022-04-30 03:34:59 +00:00
Fix RLE Encoding Off-by-One Errors [PTO] Levels can now be converted to RLE encoded chunk accessors and be re-saved continuously without any loss of information. Off-by-one errors resolved: * The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129 elements to a side for a 128 chunk size. * In rle.Decompress() the cursor value and translation to X,Y coordinates is fixed to avoid a pixel going missing at the end of the first row (128,0) * The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the chunks from scooting a pixel to the right on every save. Doodad tool updates: * Remove unused CLI flags in `doodad resave` (actors, chunks, script, attachment, verbose) and add a `--output` flag to save to a different file name to the original. * Update `doodad show` to allow debugging of RLE compressed chunks: * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in their 2D grid form in your terminal window (VERY noisy for large levels! Use the --chunk option to narrow to one chunk). Bug fixes and misc changes: * Chunk.Usage() to return a better percentage of chunk utilization. * Chunker.ChunkFromZipfile() was split out into two functions: * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the file extension discovered (.bin or .json) so the caller can interpret the bytes correctly. * ChunkFromZipfile calls the former function and then depending on file extension, unmarshals from binary or json. * The Raw function enables the `doodad show` command to debug and visualize the raw contents of the RLE compressed chunks. * Updated the Visualize() function for the RLE encoder: instead of converting palette indexes to hex (0-F) which would begin causing problems for palette indexes above 16 (as they would use two+ characters), indexes are mapped to a wider range of symbols (0-9A-Z) and roll over if you have more than 36 colors on your level. This at least keeps the Visualize() grid an easy to read 128x128 characters in your terminal.
2024-05-24 20:54:41 +00:00
var chunk = NewChunk()
(Experimental) Run Length Encoding for Levels Finally add a second option for Chunk MapAccessor implementation besides the MapAccessor. The RLEAccessor is basically a MapAccessor that will compress your drawing with Run Length Encoding (RLE) in the on-disk format in the ZIP file. This slashes the file sizes of most levels: * Shapeshifter: 21.8 MB -> 8.1 MB * Jungle: 10.4 MB -> 4.1 MB * Zoo: 2.8 MB -> 1.3 MB Implementation details: * The RLE binary format for Chunks is a stream of Uvarint pairs storing the palette index number and the number of pixels to repeat it (along the Y,X axis of the chunk). * Null colors are represented by a Uvarint that decodes to 0xFFFF or 65535 in decimal. * Gameplay logic currently limits maps to 256 colors. * The default for newly created chunks in-game will be RLE by default. * Its in-memory representation is still a MapAccessor (a map of absolute world coordinates to palette index). * The game can still open and play legacy MapAccessor maps. * On save in the editor, the game will upgrade/convert MapAccessor chunks over to RLEAccessors, improving on your level's file size with a simple re-save. Current Bugs * On every re-save to RLE, one pixel is lost in the bottom-right corner of each chunk. Each subsequent re-save loses one more pixel to the left, so what starts as a single pixel per chunk slowly evolves into a horizontal line. * Some pixels smear vertically as well. * Off-by-negative-one errors when some chunks Iter() their pixels but compute a relative coordinate of (-1,0)! Some mismatch between the stored world coords of a pixel inside the chunk vs. the chunk's assigned coordinate by the Chunker: certain combinations of chunk coord/abs coord. To Do * The `doodad touch` command should re-save existing levels to upgrade them.
2024-05-24 06:02:01 +00:00
chunk.Point = coord
chunk.Size = c.Size
Fix RLE Encoding Off-by-One Errors [PTO] Levels can now be converted to RLE encoded chunk accessors and be re-saved continuously without any loss of information. Off-by-one errors resolved: * The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129 elements to a side for a 128 chunk size. * In rle.Decompress() the cursor value and translation to X,Y coordinates is fixed to avoid a pixel going missing at the end of the first row (128,0) * The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the chunks from scooting a pixel to the right on every save. Doodad tool updates: * Remove unused CLI flags in `doodad resave` (actors, chunks, script, attachment, verbose) and add a `--output` flag to save to a different file name to the original. * Update `doodad show` to allow debugging of RLE compressed chunks: * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in their 2D grid form in your terminal window (VERY noisy for large levels! Use the --chunk option to narrow to one chunk). Bug fixes and misc changes: * Chunk.Usage() to return a better percentage of chunk utilization. * Chunker.ChunkFromZipfile() was split out into two functions: * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the file extension discovered (.bin or .json) so the caller can interpret the bytes correctly. * ChunkFromZipfile calls the former function and then depending on file extension, unmarshals from binary or json. * The Raw function enables the `doodad show` command to debug and visualize the raw contents of the RLE compressed chunks. * Updated the Visualize() function for the RLE encoder: instead of converting palette indexes to hex (0-F) which would begin causing problems for palette indexes above 16 (as they would use two+ characters), indexes are mapped to a wider range of symbols (0-9A-Z) and roll over if you have more than 36 colors on your level. This at least keeps the Visualize() grid an easy to read 128x128 characters in your terminal.
2024-05-24 20:54:41 +00:00
switch ext {
case ".bin":
// New style .bin compressed format:
// Either a MapAccessor compressed bin, or RLE compressed.
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err = chunk.UnmarshalBinary(bin)
if err != nil {
2024-05-24 02:15:10 +00:00
log.Error("ChunkFromZipfile(%s): %s", coord, err)
2023-02-18 20:45:36 +00:00
return nil, err
}
Fix RLE Encoding Off-by-One Errors [PTO] Levels can now be converted to RLE encoded chunk accessors and be re-saved continuously without any loss of information. Off-by-one errors resolved: * The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129 elements to a side for a 128 chunk size. * In rle.Decompress() the cursor value and translation to X,Y coordinates is fixed to avoid a pixel going missing at the end of the first row (128,0) * The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the chunks from scooting a pixel to the right on every save. Doodad tool updates: * Remove unused CLI flags in `doodad resave` (actors, chunks, script, attachment, verbose) and add a `--output` flag to save to a different file name to the original. * Update `doodad show` to allow debugging of RLE compressed chunks: * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in their 2D grid form in your terminal window (VERY noisy for large levels! Use the --chunk option to narrow to one chunk). Bug fixes and misc changes: * Chunk.Usage() to return a better percentage of chunk utilization. * Chunker.ChunkFromZipfile() was split out into two functions: * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the file extension discovered (.bin or .json) so the caller can interpret the bytes correctly. * ChunkFromZipfile calls the former function and then depending on file extension, unmarshals from binary or json. * The Raw function enables the `doodad show` command to debug and visualize the raw contents of the RLE compressed chunks. * Updated the Visualize() function for the RLE encoder: instead of converting palette indexes to hex (0-F) which would begin causing problems for palette indexes above 16 (as they would use two+ characters), indexes are mapped to a wider range of symbols (0-9A-Z) and roll over if you have more than 36 colors on your level. This at least keeps the Visualize() grid an easy to read 128x128 characters in your terminal.
2024-05-24 20:54:41 +00:00
case ".json":
// Legacy style plain .json file (MapAccessor only).
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err = chunk.UnmarshalJSON(bin)
if err != nil {
return nil, err
}
Fix RLE Encoding Off-by-One Errors [PTO] Levels can now be converted to RLE encoded chunk accessors and be re-saved continuously without any loss of information. Off-by-one errors resolved: * The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129 elements to a side for a 128 chunk size. * In rle.Decompress() the cursor value and translation to X,Y coordinates is fixed to avoid a pixel going missing at the end of the first row (128,0) * The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the chunks from scooting a pixel to the right on every save. Doodad tool updates: * Remove unused CLI flags in `doodad resave` (actors, chunks, script, attachment, verbose) and add a `--output` flag to save to a different file name to the original. * Update `doodad show` to allow debugging of RLE compressed chunks: * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in their 2D grid form in your terminal window (VERY noisy for large levels! Use the --chunk option to narrow to one chunk). Bug fixes and misc changes: * Chunk.Usage() to return a better percentage of chunk utilization. * Chunker.ChunkFromZipfile() was split out into two functions: * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the file extension discovered (.bin or .json) so the caller can interpret the bytes correctly. * ChunkFromZipfile calls the former function and then depending on file extension, unmarshals from binary or json. * The Raw function enables the `doodad show` command to debug and visualize the raw contents of the RLE compressed chunks. * Updated the Visualize() function for the RLE encoder: instead of converting palette indexes to hex (0-F) which would begin causing problems for palette indexes above 16 (as they would use two+ characters), indexes are mapped to a wider range of symbols (0-9A-Z) and roll over if you have more than 36 colors on your level. This at least keeps the Visualize() grid an easy to read 128x128 characters in your terminal.
2024-05-24 20:54:41 +00:00
default:
return nil, fmt.Errorf("unexpected filetype found for this chunk: %s", ext)
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
2022-04-30 03:34:59 +00:00
}
return chunk, nil
}
Fix RLE Encoding Off-by-One Errors [PTO] Levels can now be converted to RLE encoded chunk accessors and be re-saved continuously without any loss of information. Off-by-one errors resolved: * The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129 elements to a side for a 128 chunk size. * In rle.Decompress() the cursor value and translation to X,Y coordinates is fixed to avoid a pixel going missing at the end of the first row (128,0) * The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the chunks from scooting a pixel to the right on every save. Doodad tool updates: * Remove unused CLI flags in `doodad resave` (actors, chunks, script, attachment, verbose) and add a `--output` flag to save to a different file name to the original. * Update `doodad show` to allow debugging of RLE compressed chunks: * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in their 2D grid form in your terminal window (VERY noisy for large levels! Use the --chunk option to narrow to one chunk). Bug fixes and misc changes: * Chunk.Usage() to return a better percentage of chunk utilization. * Chunker.ChunkFromZipfile() was split out into two functions: * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the file extension discovered (.bin or .json) so the caller can interpret the bytes correctly. * ChunkFromZipfile calls the former function and then depending on file extension, unmarshals from binary or json. * The Raw function enables the `doodad show` command to debug and visualize the raw contents of the RLE compressed chunks. * Updated the Visualize() function for the RLE encoder: instead of converting palette indexes to hex (0-F) which would begin causing problems for palette indexes above 16 (as they would use two+ characters), indexes are mapped to a wider range of symbols (0-9A-Z) and roll over if you have more than 36 colors on your level. This at least keeps the Visualize() grid an easy to read 128x128 characters in your terminal.
2024-05-24 20:54:41 +00:00
// RawChunkFromZipfile loads a chunk from a zipfile and returns its raw binary content.
//
// Returns the file extension (".bin" or ".json"), raw bytes, and an error.
func (c *Chunker) RawChunkFromZipfile(coord render.Point) (string, []byte, error) {
// File names?
var (
zf = c.Zipfile
layer = c.Layer
binfile = fmt.Sprintf("chunks/%d/%s.bin", layer, coord)
jsonfile = fmt.Sprintf("chunks/%d/%s.json", layer, coord)
)
// Read from the new binary format.
if file, err := zf.Open(binfile); err == nil {
data, err := io.ReadAll(file)
return ".bin", data, err
} else if file, err := zf.Open(jsonfile); err == nil {
data, err := io.ReadAll(file)
return ".json", data, err
}
return "", nil, errors.New("not found in zipfile")
}
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
2022-04-30 03:34:59 +00:00
// ChunksInZipfile returns the list of chunk coordinates in a zipfile.
func ChunksInZipfile(zf *zip.Reader, layer int) []render.Point {
var (
result = []render.Point{}
sLayer = fmt.Sprintf("%d", layer)
)
for _, file := range zf.File {
m := zipChunkfileRegexp.FindStringSubmatch(file.Name)
if len(m) > 0 {
var (
mLayer = m[1]
mPoint = m[2]
)
// Not our layer?
if mLayer != sLayer {
continue
}
if point, err := render.ParsePoint(mPoint); err == nil {
result = append(result, point)
} else {
log.Error("ChunksInZipfile: file '%s' didn't parse as a point: %s", file.Name, err)
}
}
}
return result
}
// ChunkInZipfile tests whether the chunk exists in the zipfile.
func ChunkInZipfile(zf *zip.Reader, layer int, coord render.Point) bool {
for _, chunk := range ChunksInZipfile(zf, layer) {
if chunk == coord {
return true
}
}
return false
}