Zipfiles for Attached Files Too
* The level.FileSystem type has updated to support ZIP files too. * Legacy levels loaded from gz/json have their old FileSystem as a simple map[filename]data and this parses from JSON OK. * On save to zip, the legacy loaded file data gets exported to ZIP. * Going forward: newly added or deleted files during runtime are kept in the legacy file map until the next save when the filemap is again flushed out to ZIP. * For regular read-access, the FileSystem reads from the ZIP file if the data is not in the hot map (legacy file or recently modified attachment). * Bugfix: be sure to Inflate() the Level/Doodad after loading from zipfile - it used to be that directly after a save, trying to play the level failed because the Level.Actors struct was missing their IDs, and similarly recently written chunks would error out (become black voids) on levels/doodads so we Inflate() both after save/replacing their zip handle.
This commit is contained in:
parent
302506eda9
commit
402b5efa7e
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@ -337,13 +337,14 @@ func (c Command) RunScript(d *Doodle, code string) (goja.Value, error) {
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}
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}()
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out, err := d.shell.js.RunString(code)
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// If we're in Play Mode, consider it cheating if the player is
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// messing with any in-game structures.
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if scene, ok := d.Scene.(*PlayScene); ok {
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scene.SetCheated()
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}
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out, err := d.shell.js.RunString(code)
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return out, err
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}
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@ -23,6 +23,13 @@ func (d *Doodad) ToZipfile() ([]byte, error) {
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}
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}
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// Migrate attached files to ZIP.
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if d.Files != nil {
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if err := d.Files.MigrateZipfile(zipper); err != nil {
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return nil, fmt.Errorf("FileSystem.MigrateZipfile: %s", err)
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}
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}
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// Write the header json.
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{
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header, err := d.AsJSON()
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@ -91,11 +98,17 @@ func (d *Doodad) populateFromZipfile(data []byte) error {
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// Keep the zipfile reader handy.
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d.Zipfile = zf
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if d.Files != nil {
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d.Files.Zipfile = zf
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}
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for i, layer := range d.Layers {
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layer.Chunker.Layer = i
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layer.Chunker.Zipfile = zf
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}
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// Re-inflate data after saving a new zipfile.
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d.Inflate()
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return err
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}
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@ -1,93 +1,281 @@
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package level
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import (
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"archive/zip"
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"encoding/json"
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"errors"
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"fmt"
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"io/ioutil"
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"sort"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/log"
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)
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// FileSystem embeds a map of files inside a parent drawing.
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type FileSystem map[string]File
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/*
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FileSystem embeds a map of files inside a parent drawing.
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Old-style drawings this was a map of filenames to their data in the JSON.
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New-style drawings this just holds the filenames and the data is read
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from the zipfile on demand.
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*/
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type FileSystem struct {
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filemap map[string]File `json:"-"` // Legacy JSON format
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Zipfile *zip.Reader `json:"-"` // New Zipfile format accessor
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}
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// File holds details about a file in the FileSystem.
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type File struct {
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Data []byte `json:"data"`
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Data []byte `json:"data,omitempty"`
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}
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// NewFileSystem initializes the FileSystem struct.
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func NewFileSystem() *FileSystem {
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return &FileSystem{
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filemap: map[string]File{},
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}
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}
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// Get a file from the FileSystem.
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func (fs *FileSystem) Get(filename string) ([]byte, error) {
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if fs.filemap == nil {
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fs.filemap = map[string]File{}
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}
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// Legacy file map.
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if file, ok := fs.filemap[filename]; ok {
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if len(file.Data) > 0 {
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return file.Data, nil
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}
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}
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// Check in the zipfile.
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if fs.Zipfile != nil {
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file, err := fs.Zipfile.Open(filename)
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if err != nil {
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return []byte{}, fmt.Errorf("%s: not in zipfile: %s", filename, err)
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}
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bin, err := ioutil.ReadAll(file)
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if err != nil {
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return bin, fmt.Errorf("%s: couldn't read zipfile member: %s", filename, err)
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}
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return bin, nil
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}
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return []byte{}, fmt.Errorf("no such file")
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}
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// Set a file into the FileSystem. Note: it will go into the legacy map
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// structure until the next save to disk, at which point queued files
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// are committed to ZIP.
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func (fs *FileSystem) Set(filename string, data []byte) {
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if fs.filemap == nil {
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fs.filemap = map[string]File{}
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}
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fs.filemap[filename] = File{
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Data: data,
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}
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}
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// Delete a file from the FileSystem. This will store zero bytes in the
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// legacy file map structure to mark it for deletion. On the next save,
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// filemap files with zero bytes skip the ZIP archive.
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func (fs *FileSystem) Delete(filename string) {
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if fs.filemap == nil {
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fs.filemap = map[string]File{}
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}
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fs.filemap[filename] = File{
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Data: []byte{},
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}
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}
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// List files in the FileSystem, including the ZIP file.
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//
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// In the ZIP file, attachments are under the "assets/" prefix so this
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// function won't mistakenly return chunks or level.json/doodad.json.
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func (fs *FileSystem) List() []string {
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var (
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result = []string{}
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seen = map[string]interface{}{}
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)
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// List the legacy or recently modified files first.
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if fs.filemap != nil {
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for filename := range fs.filemap {
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result = append(result, filename)
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seen[filename] = nil
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}
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}
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// List the zipfile members.
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if fs.Zipfile != nil {
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for _, file := range fs.Zipfile.File {
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if !strings.HasPrefix(file.Name, "assets/") {
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continue
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}
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if _, ok := seen[file.Name]; !ok {
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result = append(result, file.Name)
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seen[file.Name] = nil
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}
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}
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}
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sort.Strings(result)
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return result
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}
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// ListPrefix returns a list of files starting with the prefix.
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func (fs *FileSystem) ListPrefix(prefix string) []string {
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var result = []string{}
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for _, name := range fs.List() {
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if strings.HasPrefix(name, prefix) {
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result = append(result, name)
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}
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}
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return result
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}
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// UnmarshalJSON reads in a FileSystem from its legacy JSON representation.
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func (fs *FileSystem) UnmarshalJSON(text []byte) error {
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// Legacy format was a simple map[string]File.
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var legacy map[string]File
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err := json.Unmarshal(text, &legacy)
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if err != nil {
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return err
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}
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fs.filemap = legacy
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return nil
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}
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// MigrateZipfile is called on save to write attached files to the ZIP
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// file format.
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func (fs *FileSystem) MigrateZipfile(zf *zip.Writer) error {
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// Identify the files that we have marked for deletion.
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var (
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filesDeleted = map[string]interface{}{}
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filesZipped = map[string]interface{}{}
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)
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if fs.filemap != nil {
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for filename, data := range fs.filemap {
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if len(data.Data) == 0 {
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log.Info("FileSystem.MigrateZipfile: %s has become empty, remove from zip", filename)
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filesDeleted[filename] = nil
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}
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}
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}
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// Copy all COLD STORED files from the old Zipfile into the new Zipfile
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// except for the ones marked for deletion OR the ones currently in the
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// warm cache which will be written next.
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if fs.Zipfile != nil {
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log.Info("FileSystem.MigrateZipfile: Copying files from old zip to new zip")
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for _, file := range fs.Zipfile.File {
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if !strings.HasPrefix(file.Name, "assets/") {
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continue
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}
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if _, ok := filesDeleted[file.Name]; ok {
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log.Debug("Skip copying attachment %s: was marked for deletion")
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continue
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}
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// Skip files currently in memory.
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if fs.filemap != nil {
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if _, ok := fs.filemap[file.Name]; ok {
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log.Debug("Skip copying attachment %s: one is loaded in memory")
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continue
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}
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}
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log.Debug("Copy zipfile attachment %s", file.Name)
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filesZipped[file.Name] = nil
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if err := zf.Copy(file); err != nil {
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return err
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}
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}
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}
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// Export currently warmed up files to ZIP, these will be ones that
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// were updated recently OR legacy files from an old level read.
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if fs.filemap != nil {
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log.Info("FileSystem.MigrateZipfile: has %d files in memory to write to ZIP", len(fs.filemap))
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for filename, file := range fs.filemap {
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if _, ok := filesZipped[filename]; ok {
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continue
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}
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writer, err := zf.Create(filename)
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if err != nil {
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return err
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}
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n, err := writer.Write(file.Data)
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if err != nil {
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return err
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}
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log.Debug("Exported file to zip: %s (%d bytes)", filename, n)
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}
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}
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return nil
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}
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////////////////
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// Level class methods for its filesystem access
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////////////////
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// SetFile sets a file's data in the level.
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func (l *Level) SetFile(filename string, data []byte) {
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if l.Files == nil {
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l.Files = map[string]File{}
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}
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l.Files[filename] = File{
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Data: data,
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}
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l.Files.Set(filename, data)
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}
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// GetFile looks up an embedded file.
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func (l *Level) GetFile(filename string) ([]byte, error) {
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if l.Files == nil {
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l.Files = map[string]File{}
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return []byte{}, errors.New("filesystem not initialized")
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}
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if result, ok := l.Files[filename]; ok {
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return result.Data, nil
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}
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return []byte{}, errors.New("not found")
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return l.Files.Get(filename)
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}
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// DeleteFile removes an embedded file.
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func (l *Level) DeleteFile(filename string) bool {
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if l.Files == nil {
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l.Files = map[string]File{}
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}
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if _, ok := l.Files[filename]; ok {
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delete(l.Files, filename)
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l.Files.Delete(filename)
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return true
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}
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return false
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}
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// DeleteFiles removes all files beginning with the prefix.
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func (l *Level) DeleteFiles(prefix string) int {
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var count int
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for filename := range l.Files {
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if strings.HasPrefix(filename, prefix) {
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delete(l.Files, filename)
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for _, filename := range l.Files.ListPrefix(prefix) {
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l.Files.Delete(filename)
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count++
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}
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}
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return count
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}
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// ListFiles returns the list of all embedded file names, alphabetically.
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func (l *Level) ListFiles() []string {
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var files []string
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if l == nil || l.Files == nil {
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return files
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if l == nil {
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log.Error("Level.ListFiles() was called on a nil Level??")
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return []string{}
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}
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for name := range l.Files {
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files = append(files, name)
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if l.Files == nil {
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log.Error("Level(%s).ListFiles: FileSystem not initialized", l.Title)
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return []string{}
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}
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sort.Strings(files)
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return files
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return l.Files.List()
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}
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// ListFilesAt returns the list of files having a common prefix.
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func (l *Level) ListFilesAt(prefix string) []string {
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var (
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files = l.ListFiles()
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match = []string{}
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)
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for _, name := range files {
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if strings.HasPrefix(name, prefix) {
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match = append(match, name)
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}
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}
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return match
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return l.Files.ListPrefix(prefix)
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}
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@ -114,6 +114,11 @@ func (m *Level) ToZipfile() ([]byte, error) {
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return nil, fmt.Errorf("MigrateZipfile: %s", err)
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}
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// Migrate attached files to ZIP.
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if err := m.Files.MigrateZipfile(zipper); err != nil {
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return nil, fmt.Errorf("FileSystem.MigrateZipfile: %s", err)
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}
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// Write the header json.
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{
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header, err := m.AsJSON()
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@ -204,6 +209,11 @@ func (m *Level) populateFromZipfile(data []byte) error {
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// Keep the zipfile reader handy.
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m.Zipfile = zf
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m.Chunker.Zipfile = zf
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m.Files.Zipfile = zf
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// Re-inflate the level: ensures Actor instances get their IDs
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// and everything is reloaded after saving the level.
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m.Inflate()
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return err
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}
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@ -35,7 +35,7 @@ type Base struct {
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Zipfile *zip.Reader `json:"-"`
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// Every drawing type is able to embed other files inside of itself.
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Files FileSystem `json:"files"`
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Files *FileSystem `json:"files,omitempty"`
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}
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// Level is the container format for Doodle map drawings.
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@ -81,6 +81,7 @@ func New() *Level {
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Version: 1,
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Title: "Untitled",
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Author: os.Getenv("USER"),
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Files: NewFileSystem(),
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},
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Chunker: NewChunker(balance.ChunkSize),
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Palette: &Palette{},
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@ -403,7 +403,7 @@ func (s *PlayScene) setupPlayer(playerCharacterFilename string) {
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// centerIn is optional, ignored if zero.
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func (s *PlayScene) installPlayerDoodad(filename string, spawn render.Point, centerIn render.Rect) {
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// Load in the player character.
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player, err := doodads.LoadFile(filename)
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player, err := doodads.LoadFromEmbeddable(filename, s.Level)
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if err != nil {
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log.Error("PlayScene.Setup: failed to load player doodad: %s", err)
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player = doodads.NewDummy(32)
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@ -569,6 +569,12 @@ func (s *PlayScene) SetCheated() {
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}
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}
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// GetCheated gives read-only access to tell if you have been cheating. However, by
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// querying this in the dev console during gameplay, you would be marked as cheating. ;)
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func (s *PlayScene) GetCheated() bool {
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return s.cheated
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}
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// ShowEndLevelModal centralizes the EndLevel modal config.
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// This is the common handler function between easy methods such as
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// BeatLevel, FailLevel, and DieByFire.
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|
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@ -83,7 +83,7 @@ func (s *Supervisor) InstallScripts(level *level.Level) error {
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// The `name` is used to name the VM for debug logging.
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func (s *Supervisor) AddLevelScript(id string, name string) error {
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if _, ok := s.scripts[id]; ok {
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return fmt.Errorf("duplicate actor ID %s in level", id)
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return fmt.Errorf("AddLevelScript: duplicate actor ID '%s' in level", id)
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}
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s.scripts[id] = NewVM(fmt.Sprintf("%s#%s", name, id))
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Loading…
Reference in New Issue
Block a user