Commit Graph

4 Commits (79996ccd346b)

Author SHA1 Message Date
Noah 31097881ff Finalize Non-square Doodads
* Fix display bug with rectangular doodads scrolling off screen.
* The default Author of new files will be your registration name, if available
  before using your $USER name.
2023-02-17 21:09:11 -08:00
Noah ec0b5ba6ca Rename Go module 2022-09-24 15:17:25 -07:00
Noah 402b5efa7e 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.
2022-04-30 12:50:00 -07:00
Noah 93623e4e8a 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
2022-04-29 20:34:59 -07:00