doodle/pkg/level/types.go
Noah Petherbridge 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

161 lines
4.0 KiB
Go

package level
import (
"archive/zip"
"encoding/json"
"fmt"
"os"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/go/render"
)
// Useful variables.
var (
DefaultWallpaper = "notebook.png"
)
// Base provides the common struct keys that are shared between Levels and
// Doodads.
type Base struct {
Version int `json:"version"` // File format version spec.
GameVersion string `json:"gameVersion"` // Game version that created the level.
Title string `json:"title"`
Author string `json:"author"`
Locked bool `json:"locked"`
// v2 level format: zip files with external chunks.
// (v0 was json text, v1 was gzip compressed json text).
// The game must load levels created using the previous
// formats, they will not have a Zipfile and will have
// Chunkers in memory from their (gz) json.
Zipfile *zip.Reader `json:"-"`
// Every drawing type is able to embed other files inside of itself.
Files FileSystem `json:"files"`
}
// Level is the container format for Doodle map drawings.
type Level struct {
Base
Password string `json:"passwd"`
GameRule GameRule `json:"rules"`
// Chunked pixel data.
Chunker *Chunker `json:"chunks"`
// The Palette holds the unique "colors" used in this map file, and their
// properties (solid, fire, slippery, etc.)
Palette *Palette `json:"palette"`
// Page boundaries and wallpaper settings.
PageType PageType `json:"pageType"`
MaxWidth int64 `json:"boundedWidth"` // only if bounded or bordered
MaxHeight int64 `json:"boundedHeight"`
Wallpaper string `json:"wallpaper"`
// Actors keep a list of the doodad instances in this map.
Actors ActorMap `json:"actors"`
// Publishing: attach any custom doodads the map uses on save.
SaveDoodads bool `json:"saveDoodads"`
SaveBuiltins bool `json:"saveBuiltins"`
// Undo history, temporary live data not persisted to the level file.
UndoHistory *drawtool.History `json:"-"`
}
// GameRule
type GameRule struct {
Difficulty enum.Difficulty `json:"difficulty"`
Survival bool `json:"survival,omitempty"`
}
// New creates a blank level object with all its members initialized.
func New() *Level {
return &Level{
Base: Base{
Version: 1,
Title: "Untitled",
Author: os.Getenv("USER"),
},
Chunker: NewChunker(balance.ChunkSize),
Palette: &Palette{},
Actors: ActorMap{},
PageType: NoNegativeSpace,
Wallpaper: DefaultWallpaper,
MaxWidth: 2550,
MaxHeight: 3300,
UndoHistory: drawtool.NewHistory(balance.UndoHistory),
}
}
// Teardown the level when the game is done with it. This frees up SDL2 cached
// texture chunks and reclaims memory in ways the Go garbage collector can not.
func (m *Level) Teardown() {
var (
chunks int
textures int
)
// Free any CACHED chunks' memory.
for chunk := range m.Chunker.IterCachedChunks() {
freed := chunk.Teardown()
chunks++
textures += freed
}
log.Debug("Teardown level (%s): Freed %d textures across %d level chunks", m.Title, textures, chunks)
}
// Pixel associates a coordinate with a palette index.
type Pixel struct {
X int `json:"x"`
Y int `json:"y"`
PaletteIndex int `json:"p"`
// Private runtime values.
Swatch *Swatch `json:"-"` // pointer to its swatch, for when rendered.
}
func (p Pixel) String() string {
return fmt.Sprintf("Pixel<%s '%s' (%d,%d)>", p.Swatch.Color, p.Swatch.Name, p.X, p.Y)
}
// Point returns the pixel's point.
func (p Pixel) Point() render.Point {
return render.Point{
X: p.X,
Y: p.Y,
}
}
// MarshalJSON serializes a Pixel compactly as a simple list.
func (p Pixel) MarshalJSON() ([]byte, error) {
return []byte(fmt.Sprintf(
`[%d, %d, %d]`,
p.X, p.Y, p.PaletteIndex,
)), nil
}
// UnmarshalJSON loads a Pixel from JSON again.
func (p *Pixel) UnmarshalJSON(text []byte) error {
var triplet []int
err := json.Unmarshal(text, &triplet)
if err != nil {
return err
}
p.X = triplet[0]
p.Y = triplet[1]
if len(triplet) > 2 {
p.PaletteIndex = triplet[2]
}
return nil
}