Noah Petherbridge
93623e4e8a
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
158 lines
3.4 KiB
Go
158 lines
3.4 KiB
Go
package level
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import (
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"encoding/json"
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"errors"
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"fmt"
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"sync"
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"git.kirsle.net/go/render"
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)
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// MapAccessor implements a chunk accessor by using a map of points to their
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// palette indexes. This is the simplest accessor and is best for sparse chunks.
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type MapAccessor struct {
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grid map[render.Point]*Swatch
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mu sync.RWMutex
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}
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// NewMapAccessor initializes a MapAccessor.
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func NewMapAccessor() *MapAccessor {
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return &MapAccessor{
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grid: map[render.Point]*Swatch{},
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}
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}
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// Inflate the sparse swatches from their palette indexes.
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func (a *MapAccessor) Inflate(pal *Palette) error {
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for point, swatch := range a.grid {
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if swatch.IsSparse() {
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// Replace this with the correct swatch from the palette.
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if swatch.paletteIndex >= len(pal.Swatches) {
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return fmt.Errorf("MapAccessor.Inflate: swatch for point %s has paletteIndex %d but palette has only %d colors",
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point,
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swatch.paletteIndex,
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len(pal.Swatches),
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)
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}
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a.mu.Lock()
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a.grid[point] = pal.Swatches[swatch.paletteIndex] // <- concurrent write
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a.mu.Unlock()
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}
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}
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return nil
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}
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// Len returns the current size of the map, or number of pixels registered.
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func (a *MapAccessor) Len() int {
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a.mu.RLock()
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defer a.mu.RUnlock()
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return len(a.grid)
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}
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// IterViewport returns a channel to loop over pixels in the viewport.
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func (a *MapAccessor) IterViewport(viewport render.Rect) <-chan Pixel {
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pipe := make(chan Pixel)
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go func() {
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for px := range a.Iter() {
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if px.Point().Inside(viewport) {
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pipe <- px
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}
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}
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close(pipe)
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}()
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return pipe
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}
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// Iter returns a channel to loop over all points in this chunk.
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func (a *MapAccessor) Iter() <-chan Pixel {
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pipe := make(chan Pixel)
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go func() {
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a.mu.Lock()
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for point, swatch := range a.grid {
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pipe <- Pixel{
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X: point.X,
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Y: point.Y,
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Swatch: swatch,
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}
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}
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a.mu.Unlock()
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close(pipe)
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}()
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return pipe
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}
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// Get a pixel from the map.
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func (a *MapAccessor) Get(p render.Point) (*Swatch, error) {
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a.mu.Lock()
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defer a.mu.Unlock()
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pixel, ok := a.grid[p] // <- concurrent read and write
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if !ok {
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return nil, errors.New("no pixel")
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}
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return pixel, nil
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}
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// Set a pixel on the map.
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func (a *MapAccessor) Set(p render.Point, sw *Swatch) error {
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a.mu.Lock()
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defer a.mu.Unlock()
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a.grid[p] = sw
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return nil
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}
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// Delete a pixel from the map.
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func (a *MapAccessor) Delete(p render.Point) error {
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a.mu.Lock()
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defer a.mu.Unlock()
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if _, ok := a.grid[p]; ok {
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delete(a.grid, p)
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return nil
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}
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return errors.New("pixel was not there")
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}
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// MarshalJSON to convert the chunk map to JSON.
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//
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// When serialized, the key is the "X,Y" coordinate and the value is the
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// swatch index of the Palette, rather than redundantly serializing out the
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// Swatch object for every pixel.
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func (a *MapAccessor) MarshalJSON() ([]byte, error) {
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a.mu.Lock()
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defer a.mu.Unlock()
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dict := map[string]int{}
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for point, sw := range a.grid {
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dict[point.String()] = sw.Index()
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}
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out, err := json.Marshal(dict)
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return out, err
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}
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// UnmarshalJSON to convert the chunk map back from JSON.
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func (a *MapAccessor) UnmarshalJSON(b []byte) error {
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a.mu.Lock()
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defer a.mu.Unlock()
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var dict map[string]int
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err := json.Unmarshal(b, &dict)
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if err != nil {
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return err
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}
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for coord, index := range dict {
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point, err := render.ParsePoint(coord)
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if err != nil {
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return fmt.Errorf("MapAccessor.UnmarshalJSON: %s", err)
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}
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a.grid[point] = NewSparseSwatch(index)
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}
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return nil
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}
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