Noah Petherbridge
5654145fd8
Finally add a second option for Chunk MapAccessor implementation besides the MapAccessor. The RLEAccessor is basically a MapAccessor that will compress your drawing with Run Length Encoding (RLE) in the on-disk format in the ZIP file. This slashes the file sizes of most levels: * Shapeshifter: 21.8 MB -> 8.1 MB * Jungle: 10.4 MB -> 4.1 MB * Zoo: 2.8 MB -> 1.3 MB Implementation details: * The RLE binary format for Chunks is a stream of Uvarint pairs storing the palette index number and the number of pixels to repeat it (along the Y,X axis of the chunk). * Null colors are represented by a Uvarint that decodes to 0xFFFF or 65535 in decimal. * Gameplay logic currently limits maps to 256 colors. * The default for newly created chunks in-game will be RLE by default. * Its in-memory representation is still a MapAccessor (a map of absolute world coordinates to palette index). * The game can still open and play legacy MapAccessor maps. * On save in the editor, the game will upgrade/convert MapAccessor chunks over to RLEAccessors, improving on your level's file size with a simple re-save. Current Bugs * On every re-save to RLE, one pixel is lost in the bottom-right corner of each chunk. Each subsequent re-save loses one more pixel to the left, so what starts as a single pixel per chunk slowly evolves into a horizontal line. * Some pixels smear vertically as well. * Off-by-negative-one errors when some chunks Iter() their pixels but compute a relative coordinate of (-1,0)! Some mismatch between the stored world coords of a pixel inside the chunk vs. the chunk's assigned coordinate by the Chunker: certain combinations of chunk coord/abs coord. To Do * The `doodad touch` command should re-save existing levels to upgrade them.
128 lines
3.0 KiB
Go
128 lines
3.0 KiB
Go
package level
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import (
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"fmt"
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"io/ioutil"
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"os"
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"runtime"
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"strings"
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"git.kirsle.net/SketchyMaze/doodle/assets"
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"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
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"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
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"git.kirsle.net/SketchyMaze/doodle/pkg/filesystem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
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"git.kirsle.net/SketchyMaze/doodle/pkg/wasm"
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)
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// ListSystemLevels returns a list of built-in levels.
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func ListSystemLevels() ([]string, error) {
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var names = []string{}
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// Add the levels embedded inside the binary.
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if levels, err := assets.AssetDir("assets/levels"); err == nil {
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names = append(names, levels...)
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}
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// WASM
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if runtime.GOOS == "js" {
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// Return just the embedded ones, no filesystem access.
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return names, nil
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}
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// Read filesystem for system levels.
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files, err := ioutil.ReadDir(filesystem.SystemLevelsPath)
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for _, file := range files {
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name := file.Name()
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if strings.HasSuffix(strings.ToLower(name), enum.DoodadExt) {
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names = append(names, name)
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}
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}
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return names, err
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}
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// LoadFile reads a level file from disk, checking a few locations.
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func LoadFile(filename string) (*Level, error) {
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if !strings.HasSuffix(filename, enum.LevelExt) {
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filename += enum.LevelExt
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}
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// Search the system and user paths for this level.
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filename, err := filesystem.FindFile(filename)
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if err != nil {
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return nil, err
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}
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// Do we have the file in bindata?
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if jsonData, err := assets.Asset(filename); err == nil {
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log.Debug("Level %s: loaded from embedded bindata", filename)
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return FromJSON(filename, jsonData)
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}
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// WASM: try the file from localStorage or HTTP ajax request.
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if runtime.GOOS == "js" {
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if result, ok := wasm.GetSession(filename); ok {
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log.Info("recall level data from localStorage")
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return FromJSON(filename, []byte(result))
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}
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// Ajax request.
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jsonData, err := wasm.HTTPGet(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, jsonData)
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}
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// Load as JSON.
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if level, err := LoadJSON(filename); err == nil {
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return level, nil
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} else {
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log.Warn(err.Error())
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return nil, err
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}
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}
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// WriteFile saves a level to disk in the user's config directory.
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func (m *Level) WriteFile(filename string) error {
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if !strings.HasSuffix(filename, enum.LevelExt) {
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filename += enum.LevelExt
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}
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// Set the version information.
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m.Version = 1
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m.GameVersion = branding.Version
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// Maintenance functions, clean up cruft before save.
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if err := m.Vacuum(); err != nil {
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log.Error("Vacuum level %s: %s", filename, err)
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}
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bin, err := m.ToJSON()
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if err != nil {
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return err
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}
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// Save it to their profile directory.
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filename = userdir.LevelPath(filename)
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log.Info("Write Level: %s", filename)
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// WASM: place in localStorage.
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if runtime.GOOS == "js" {
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log.Info("wasm: write %s to localStorage", filename)
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wasm.SetSession(filename, string(bin))
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return nil
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}
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// Desktop: write to disk.
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err = os.WriteFile(filename, bin, 0644)
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if err != nil {
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return fmt.Errorf("level.WriteFile: %s", err)
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}
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return nil
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}
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