Noah Petherbridge
ffc2c6f69b
Previously: the Chunker tracks with chunks were gotten during the current game tick and the N-1 and N-2 ticks, and chunks not accessed in two ticks were freed immediately. Now: they go into a "garbage collection" pool with a minimum number of game ticks to free. So if they're needed again, they're saved from the gc pool. F3 overlay data shows the count of the gc pool.
222 lines
5.5 KiB
Go
222 lines
5.5 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/apps/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+)/(.+?)\.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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erasedChunks = map[render.Point]interface{}{}
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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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mLayer, _ := strconv.Atoi(m[1])
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coord := m[2]
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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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if chunk, err := ChunkFromZipfile(c.Zipfile, c.Layer, point); 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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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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} else {
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log.Warn("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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filename := fmt.Sprintf("chunks/%d/%s.json", c.Layer, coord.String())
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log.Debug("Flush in-memory chunks to %s", filename)
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chunk.ToZipfile(zf, filename)
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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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func (c *Chunk) ToZipfile(zf *zip.Writer, filename string) error {
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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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json, err := c.MarshalJSON()
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if err != nil {
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return err
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}
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n, err := writer.Write(json)
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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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filename := fmt.Sprintf("chunks/%d/%s.json", layer, coord)
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file, err := zf.Open(filename)
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if err != nil {
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return nil, err
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}
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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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var chunk = NewChunk()
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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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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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