package level import ( "fmt" "io/ioutil" "runtime" "strings" "git.kirsle.net/SketchyMaze/doodle/assets" "git.kirsle.net/SketchyMaze/doodle/pkg/branding" "git.kirsle.net/SketchyMaze/doodle/pkg/enum" "git.kirsle.net/SketchyMaze/doodle/pkg/filesystem" "git.kirsle.net/SketchyMaze/doodle/pkg/log" "git.kirsle.net/SketchyMaze/doodle/pkg/userdir" "git.kirsle.net/SketchyMaze/doodle/pkg/wasm" ) // ListSystemLevels returns a list of built-in levels. func ListSystemLevels() ([]string, error) { var names = []string{} // Add the levels embedded inside the binary. if levels, err := assets.AssetDir("assets/levels"); err == nil { names = append(names, levels...) } // WASM if runtime.GOOS == "js" { // Return just the embedded ones, no filesystem access. return names, nil } // Read filesystem for system levels. files, err := ioutil.ReadDir(filesystem.SystemLevelsPath) for _, file := range files { name := file.Name() if strings.HasSuffix(strings.ToLower(name), enum.DoodadExt) { names = append(names, name) } } return names, err } // LoadFile reads a level file from disk, checking a few locations. func LoadFile(filename string) (*Level, error) { if !strings.HasSuffix(filename, enum.LevelExt) { filename += enum.LevelExt } // Search the system and user paths for this level. filename, err := filesystem.FindFile(filename) if err != nil { return nil, err } // Do we have the file in bindata? if jsonData, err := assets.Asset(filename); err == nil { log.Debug("Level %s: loaded from embedded bindata", filename) return FromJSON(filename, jsonData) } // WASM: try the file from localStorage or HTTP ajax request. if runtime.GOOS == "js" { if result, ok := wasm.GetSession(filename); ok { log.Info("recall level data from localStorage") return FromJSON(filename, []byte(result)) } // Ajax request. jsonData, err := wasm.HTTPGet(filename) if err != nil { return nil, err } return FromJSON(filename, jsonData) } // Load as JSON. if level, err := LoadJSON(filename); err == nil { return level, nil } else { log.Warn(err.Error()) return nil, err } } // WriteFile saves a level to disk in the user's config directory. func (m *Level) WriteFile(filename string) error { if !strings.HasSuffix(filename, enum.LevelExt) { filename += enum.LevelExt } // Set the version information. m.Version = 1 m.GameVersion = branding.Version // Maintenance functions, clean up cruft before save. m.PruneLinks() bin, err := m.ToJSON() if err != nil { return err } // Save it to their profile directory. filename = userdir.LevelPath(filename) log.Info("Write Level: %s", filename) // WASM: place in localStorage. if runtime.GOOS == "js" { log.Info("wasm: write %s to localStorage", filename) wasm.SetSession(filename, string(bin)) return nil } // Desktop: write to disk. err = ioutil.WriteFile(filename, bin, 0644) if err != nil { return fmt.Errorf("level.WriteFile: %s", err) } return nil }