Noah Petherbridge
402b5efa7e
* 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.
253 lines
5.8 KiB
Go
253 lines
5.8 KiB
Go
package level
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import (
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"archive/zip"
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"bytes"
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"compress/gzip"
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"encoding/json"
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"fmt"
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"io/ioutil"
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"net/http"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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)
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// FromJSON loads a level from JSON string (gzip supported).
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func FromJSON(filename string, data []byte) (*Level, error) {
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var m = New()
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// Inspect if this file is JSON or gzip compressed.
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if len(data) > 0 && data[0] == '{' {
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// Looks standard JSON.
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err := json.Unmarshal(data, m)
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if err != nil {
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return nil, err
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}
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} else if len(data) > 1 && data[0] == 0x1f && data[1] == 0x8b {
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// Gzip compressed. `1F8B` is gzip magic number.
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log.Debug("Decompress level %s", filename)
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if gzmap, err := FromGzip(data); err != nil {
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return nil, err
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} else {
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m = gzmap
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}
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} else if http.DetectContentType(data) == "application/zip" {
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if zipmap, err := FromZipfile(data); err != nil {
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return nil, err
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} else {
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m = zipmap
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}
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} else {
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return nil, fmt.Errorf("invalid file format")
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}
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// Fill in defaults.
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if m.Wallpaper == "" {
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m.Wallpaper = DefaultWallpaper
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}
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// Inflate the chunk metadata to map the pixels to their palette indexes.
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m.Inflate()
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return m, nil
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}
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// ToJSON serializes the level as JSON (gzip supported).
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//
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// Notice about gzip: if the pkg/balance.CompressLevels boolean is true, this
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// function will apply gzip compression before returning the byte string.
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// This gzip-compressed level can be read back by any functions that say
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// "gzip supported" in their descriptions.
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func (m *Level) ToJSON() ([]byte, error) {
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// Gzip compressing?
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if balance.DrawingFormat == balance.FormatGZip {
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return m.ToGzip()
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}
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// Zipfile?
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if balance.DrawingFormat == balance.FormatZipfile {
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return m.ToZipfile()
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}
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return m.AsJSON()
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}
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// AsJSON returns it just as JSON without any fancy gzip/zip magic.
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func (m *Level) AsJSON() ([]byte, error) {
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out := bytes.NewBuffer([]byte{})
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encoder := json.NewEncoder(out)
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if usercfg.Current.JSONIndent {
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encoder.SetIndent("", "\t")
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}
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err := encoder.Encode(m)
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return out.Bytes(), err
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}
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// ToGzip serializes the level as gzip compressed JSON.
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func (m *Level) ToGzip() ([]byte, error) {
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var (
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handle = bytes.NewBuffer([]byte{})
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zipper = gzip.NewWriter(handle)
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encoder = json.NewEncoder(zipper)
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)
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if err := encoder.Encode(m); err != nil {
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return nil, err
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}
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err := zipper.Close()
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return handle.Bytes(), err
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}
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// ToZipfile serializes the level as a ZIP archive and also migrates
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// data loaded from an older save into the new zip format.
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func (m *Level) ToZipfile() ([]byte, error) {
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// If we do not have a Zipfile yet, migrate legacy data into one.
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// if m.Zipfile == nil {
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fh := bytes.NewBuffer([]byte{})
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zipper := zip.NewWriter(fh)
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defer zipper.Close()
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// Migrate any legacy Chunker data into external files in the zip.
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if err := m.Chunker.MigrateZipfile(zipper); err != nil {
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return nil, fmt.Errorf("MigrateZipfile: %s", err)
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}
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// Migrate attached files to ZIP.
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if err := m.Files.MigrateZipfile(zipper); err != nil {
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return nil, fmt.Errorf("FileSystem.MigrateZipfile: %s", err)
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}
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// Write the header json.
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{
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header, err := m.AsJSON()
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if err != nil {
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return nil, err
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}
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writer, err := zipper.Create("level.json")
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if err != nil {
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return nil, fmt.Errorf("zipping index.js: %s", err)
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}
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if n, err := writer.Write(header); err != nil {
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return nil, err
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} else {
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log.Debug("Written level.json to zipfile: %s bytes", n)
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}
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}
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zipper.Close()
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// Refresh our Zipfile reader from the zipper we just wrote.
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bin := fh.Bytes()
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if err := m.ReloadZipfile(bin); err != nil {
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log.Error("ReloadZipfile: %s", err)
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}
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return fh.Bytes(), nil
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}
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// FromGzip deserializes a gzip compressed level JSON.
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func FromGzip(data []byte) (*Level, error) {
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// This function works, do not touch.
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var (
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level = New()
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buf = bytes.NewBuffer(data)
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reader *gzip.Reader
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decoder *json.Decoder
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)
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reader, err := gzip.NewReader(buf)
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if err != nil {
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return nil, err
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}
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decoder = json.NewDecoder(reader)
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decoder.Decode(level)
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return level, nil
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}
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// FromZipfile reads a level in zipfile format.
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func FromZipfile(data []byte) (*Level, error) {
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var (
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level = New()
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err = level.populateFromZipfile(data)
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)
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return level, err
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}
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// ReloadZipfile re-reads the level's zipfile after a write.
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func (m *Level) ReloadZipfile(data []byte) error {
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return m.populateFromZipfile(data)
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}
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// Common function between FromZipfile and ReloadZipFile.
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func (m *Level) populateFromZipfile(data []byte) error {
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var (
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buf = bytes.NewReader(data)
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zf *zip.Reader
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decoder *json.Decoder
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)
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zf, err := zip.NewReader(buf, buf.Size())
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if err != nil {
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return err
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}
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// Read the level.json.
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file, err := zf.Open("level.json")
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if err != nil {
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return err
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}
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decoder = json.NewDecoder(file)
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err = decoder.Decode(m)
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// Keep the zipfile reader handy.
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m.Zipfile = zf
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m.Chunker.Zipfile = zf
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m.Files.Zipfile = zf
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// Re-inflate the level: ensures Actor instances get their IDs
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// and everything is reloaded after saving the level.
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m.Inflate()
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return err
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}
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// LoadJSON loads a map from JSON file (gzip supported).
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func LoadJSON(filename string) (*Level, error) {
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data, err := ioutil.ReadFile(filename)
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if err != nil {
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return nil, err
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}
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return FromJSON(filename, data)
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}
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// WriteJSON writes a level to JSON on disk.
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func (m *Level) WriteJSON(filename string) error {
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json, err := m.ToJSON()
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if err != nil {
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return fmt.Errorf("Level.WriteJSON: JSON encode error: %s", err)
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}
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err = ioutil.WriteFile(filename, json, 0755)
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if err != nil {
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return fmt.Errorf("Level.WriteJSON: WriteFile error: %s", err)
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}
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return nil
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}
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// Loop may be called each loop to allow the level to maintain its
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// memory usage, e.g., for chunks not requested recently from a zipfile
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// level to free those from RAM.
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func (m *Level) Loop() error {
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m.Chunker.FreeCaches()
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return nil
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}
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