Code cleanup for RLE compression

pull/95/head
Noah 2024-05-24 16:43:11 -07:00
parent c7a3c7a797
commit f35bc48c05
5 changed files with 33 additions and 56 deletions

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@ -1,5 +1,34 @@
# Changes
## v0.14.1 (TBD)
The file format for Levels and Doodads has been optimized to store drawing data
with Run Length Encoding (RLE) compression which nets a filesize savings upwards
of 90%, especially for levels featuring large areas of solid colors.
* For example, the Shapeshifter level from the First Quest has shrank from
22 MB to only 263 KB.
* The complete size of the First Quest levelpack from the previous release of
the game shrinks from 50 MB to only 1.8 MB!
* The game is still able to load levels and doodads created by previous releases
and will automatically convert them into the optimized RLE format when you
save them back to disk.
* The `doodad resave` command can also optimize your levels and doodads outside
of the game's editor.
Other miscellaneous changes:
* Command line option `sketchymaze --new` to open the game quickly to a new
level in the editor.
Cleanup of old features and unused code:
* The game can no longer save any Chunk files in their legacy JSON format: it
can still read JSON but all writes will be in the binary chunk format (usually
with the new RLE compression). Regular releases of the game have not been
writing in the JSON format for a while as it is controlled by hard-coded
feature flag constants.
## v0.14.0 (May 4 2024)
Level screenshots and thumbnails:

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@ -278,7 +278,7 @@ func (a *MapAccessor) UnmarshalBinary(compressed []byte) error {
defer a.mu.Unlock()
// New format: decompress the byte stream.
log.Debug("MapAccessor.Unmarshal: Reading %d bytes of compressed chunk data", len(compressed))
// log.Debug("MapAccessor.Unmarshal: Reading %d bytes of compressed chunk data", len(compressed))
var reader = bytes.NewBuffer(compressed)

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@ -2,7 +2,6 @@ package level
import (
"git.kirsle.net/SketchyMaze/doodle/pkg/level/rle"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/go/render"
)
@ -63,7 +62,7 @@ This accessor uses Run Length Encoding (RLE) in its binary format. Starting
with the top-left pixel of this chunk, the binary format is a stream of bytes
formatted as such:
- UVarint for the palette index number (0-255), with 0xFF meaning void
- UVarint for the palette index number (0-255), with 0xFFFF meaning void
- UVarint for the length of repetition of that palette index
*/
func (a *RLEAccessor) MarshalBinary() ([]byte, error) {
@ -103,7 +102,7 @@ func (a *RLEAccessor) UnmarshalBinary(compressed []byte) error {
defer a.acc.mu.Unlock()
// New format: decompress the byte stream.
log.Debug("RLEAccessor.Unmarshal: Reading %d bytes of compressed chunk data", len(compressed))
// log.Debug("RLEAccessor.Unmarshal: Reading %d bytes of compressed chunk data", len(compressed))
grid, err := rle.NewGrid(int(a.chunk.Size))
if err != nil {
@ -129,46 +128,3 @@ func (a *RLEAccessor) UnmarshalBinary(compressed []byte) error {
return nil
}
/*
// Prepare the 2D grid to decompress the RLE stream into.
var (
size = int(a.chunk.Size)
_, err = rle.NewGrid(size)
x, y, cursor int
)
if err != nil {
return err
}
var reader = bytes.NewBuffer(compressed)
for {
var (
paletteIndex, err1 = binary.ReadUvarint(reader)
repeatCount, err2 = binary.ReadUvarint(reader)
)
if err1 != nil || err2 != nil {
log.Error("reading Uvarints from compressed data: {%s, %s}", err1, err2)
break
}
log.Warn("RLE index %d for %dpx", paletteIndex, repeatCount)
for i := uint64(0); i < repeatCount; i++ {
cursor++
if cursor%size == 0 {
y++
x = 0
} else {
x++
}
point := render.NewPoint(int(x), int(y))
if paletteIndex != 0xFF {
a.acc.grid[point] = NewSparseSwatch(int(paletteIndex))
}
}
}
*/

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@ -627,11 +627,6 @@ func RelativeCoordinate(abs render.Point, chunkCoord render.Point, chunkSize uin
}
)
if point.X < 0 || point.Y < 0 {
log.Error("RelativeCoordinate: X < 0! abs=%s rel=%s chunk=%s size=%d", abs, point, chunkCoord, chunkSize)
log.Error("RelativeCoordinate(2): size=%d offset=%s point=%s", size, offset, point)
}
return point
}

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@ -14,9 +14,7 @@ import (
// and possibly migrate them to a different Accessor implementation when
// saving on disk.
func (c *Chunker) OptimizeChunkerAccessors() {
log.Info("Optimizing Chunker Accessors")
// TODO: parallelize this with goroutines
// Parallelize this with goroutines.
var (
chunks = make(chan *Chunk, len(c.Chunks))
wg sync.WaitGroup
@ -58,7 +56,6 @@ func (c *Chunker) OptimizeChunkerAccessors() {
close(chunks)
wg.Wait()
}
// FromMapAccessor migrates from a MapAccessor to RLE.