289 lines
7.4 KiB
Go
289 lines
7.4 KiB
Go
package level
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import (
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"archive/zip"
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"fmt"
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"io/ioutil"
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"regexp"
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"strconv"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/go/render"
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)
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// Zipfile interactions for the Chunker to cache and manage which
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// chunks of large levels need be in active memory.
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var (
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zipChunkfileRegexp = regexp.MustCompile(`^chunks/(\d+)/(.+?)\.(bin|json)$`)
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)
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// MigrateZipfile is called on save to migrate old-style ChunkMap
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// chunks into external zipfile members and free up space in the
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// master Level or Doodad struct.
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func (c *Chunker) MigrateZipfile(zf *zip.Writer) error {
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// Identify if any chunks in active memory had been completely erased.
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var (
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// Chunks that have become empty and are to be REMOVED from zip.
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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.
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chunksZipped = map[render.Point]interface{}{}
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)
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for coord, chunk := range c.Chunks {
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if chunk.Len() == 0 {
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log.Info("Chunker.MigrateZipfile: %s has become empty, remove from zip", coord)
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erasedChunks[coord] = nil
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}
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}
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// Copy all COLD STORED chunks from our original zipfile into the new one.
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// These are chunks that are NOT actively loaded (those are written next),
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// and erasedChunks are not written to the zipfile at all.
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if c.Zipfile != nil {
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log.Info("MigrateZipfile: Copying chunk files from old zip to new zip")
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for _, file := range c.Zipfile.File {
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m := zipChunkfileRegexp.FindStringSubmatch(file.Name)
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if len(m) > 0 {
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var (
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mLayer, _ = strconv.Atoi(m[1])
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coord = m[2]
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ext = m[3]
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)
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// Will we need to do a format conversion now?
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var reencode bool
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if ext == "json" && balance.BinaryChunkerEnabled {
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reencode = true
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} else if ext == "bin" && !balance.BinaryChunkerEnabled {
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reencode = true
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}
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// Not our layer, not our problem.
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if mLayer != c.Layer {
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continue
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}
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point, err := render.ParsePoint(coord)
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if err != nil {
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return err
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}
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// Don't create zip files for empty (0 pixel) chunks.
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if _, ok := erasedChunks[point]; ok {
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log.Debug("Skip copying %s: chunk is empty", coord)
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continue
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}
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// Don't ever write duplicate files.
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if _, ok := chunksZipped[point]; ok {
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log.Debug("Skip copying duplicate chunk %s", coord)
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continue
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}
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chunksZipped[point] = nil
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// Don't copy the chunks we have currently in memory: those
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// are written next. Apparently zip files are allowed to
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// have duplicate named members!
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if _, ok := c.Chunks[point]; ok {
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log.Debug("Skip chunk %s (in memory)", coord)
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continue
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}
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// Verify that this chunk file in the old ZIP was not empty.
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chunk, err := ChunkFromZipfile(c.Zipfile, c.Layer, point)
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if err == nil && chunk.Len() == 0 {
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log.Debug("Skip chunk %s (old zipfile chunk was empty)", coord)
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continue
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}
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// Are we simply copying the existing chunk, or re-encoding it too?
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if reencode {
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log.Debug("Re-encoding existing chunk %s into target format", file.Name)
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if err := chunk.Inflate(c.pal); err != nil {
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return fmt.Errorf("couldn't inflate cold storage chunk for reencode: %s", err)
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}
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if err := chunk.ToZipfile(zf, mLayer, point); err != nil {
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return err
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}
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} else {
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log.Debug("Copy existing chunk %s", file.Name)
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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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}
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} else {
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log.Debug("Chunker.MigrateZipfile: the drawing did not give me a zipfile!")
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}
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if len(c.Chunks) == 0 {
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return nil
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}
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log.Info("MigrateZipfile: chunker has %d in memory, exporting to zipfile", len(c.Chunks))
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// Flush in-memory chunks out to zipfile.
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for coord, chunk := range c.Chunks {
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if _, ok := erasedChunks[coord]; ok {
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continue
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}
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// Are we encoding chunks as JSON?
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log.Debug("Flush in-memory chunks %s to zip", coord)
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chunk.ToZipfile(zf, c.Layer, coord)
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}
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// Flush the chunkmap out.
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// TODO: do similar to move old attached files (wallpapers) too
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c.Chunks = ChunkMap{}
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return nil
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}
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// ClearChunkCache completely flushes the ChunkMap from memory. BE CAREFUL.
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// If the level is a Zipfile the chunks will reload as needed, but old style
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// levels this will nuke the whole drawing!
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func (c *Chunker) ClearChunkCache() {
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c.chunkMu.Lock()
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c.Chunks = ChunkMap{}
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c.chunkMu.Unlock()
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}
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// CacheSize returns the number of chunks in memory.
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func (c *Chunker) CacheSize() int {
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return len(c.Chunks)
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}
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// GCSize returns the number of chunks pending free (not accessed in 2+ ticks)
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func (c *Chunker) GCSize() int {
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return len(c.chunksToFree)
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}
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// ToZipfile writes just a chunk's data into a zipfile.
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//
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// It will write a file like "chunks/{layer}/{coord}.json" if using JSON
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// format or a .bin file for binary format based on the BinaryChunkerEnabled
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// game config constant.
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func (c *Chunk) ToZipfile(zf *zip.Writer, layer int, coord render.Point) error {
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// File name?
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ext := ".json"
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if balance.BinaryChunkerEnabled {
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ext = ".bin"
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}
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filename := fmt.Sprintf("chunks/%d/%s%s", layer, coord, ext)
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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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// Are we writing it as binary format?
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var data []byte
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if balance.BinaryChunkerEnabled {
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if bytes, err := c.MarshalBinary(); err != nil {
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return err
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} else {
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data = bytes
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}
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} else {
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if json, err := c.MarshalJSON(); err != nil {
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return err
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} else {
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data = json
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}
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}
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// Write the file contents to zip whether binary or json.
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n, err := writer.Write(data)
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if err != nil {
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return err
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}
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log.Debug("Written chunk to zipfile: %s (%d bytes)", filename, n)
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return nil
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}
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// ChunkFromZipfile loads a chunk from a zipfile.
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func ChunkFromZipfile(zf *zip.Reader, layer int, coord render.Point) (*Chunk, error) {
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// File names?
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var (
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binfile = fmt.Sprintf("chunks/%d/%s.bin", layer, coord)
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jsonfile = fmt.Sprintf("chunks/%d/%s.json", layer, coord)
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chunk = NewChunk()
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)
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// Read from the new binary format.
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if file, err := zf.Open(binfile); err == nil {
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log.Debug("Reading binary compressed chunk from %s", binfile)
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bin, err := ioutil.ReadAll(file)
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if err != nil {
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return nil, err
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}
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err = chunk.UnmarshalBinary(bin)
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if err != nil {
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return nil, err
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}
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} else if file, err := zf.Open(jsonfile); err == nil {
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log.Debug("Reading JSON encoded chunk from %s", jsonfile)
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bin, err := ioutil.ReadAll(file)
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if err != nil {
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return nil, err
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}
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err = chunk.UnmarshalJSON(bin)
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if err != nil {
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return nil, err
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}
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} else {
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return nil, err
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}
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return chunk, nil
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}
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// ChunksInZipfile returns the list of chunk coordinates in a zipfile.
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func ChunksInZipfile(zf *zip.Reader, layer int) []render.Point {
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var (
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result = []render.Point{}
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sLayer = fmt.Sprintf("%d", layer)
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)
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for _, file := range zf.File {
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m := zipChunkfileRegexp.FindStringSubmatch(file.Name)
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if len(m) > 0 {
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var (
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mLayer = m[1]
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mPoint = m[2]
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)
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// Not our layer?
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if mLayer != sLayer {
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continue
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}
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if point, err := render.ParsePoint(mPoint); err == nil {
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result = append(result, point)
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} else {
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log.Error("ChunksInZipfile: file '%s' didn't parse as a point: %s", file.Name, err)
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}
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}
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}
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return result
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}
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// ChunkInZipfile tests whether the chunk exists in the zipfile.
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func ChunkInZipfile(zf *zip.Reader, layer int, coord render.Point) bool {
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for _, chunk := range ChunksInZipfile(zf, layer) {
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if chunk == coord {
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return true
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}
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}
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return false
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}
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