doodle/cmd/doodad/commands/resave.go
Noah Petherbridge 6be2f86b58 RLE Encoding Code Cleanup [PTO]
* For the doodad tool: skip the assets embed folder, the doodad binary doesn't
  need to include all the game's doodads/levelpacks/etc. and can save on file
  size.
* In `doodad resave`, .doodad files with Vacuum() and upgrade their chunker from
  the MapAccessor to the RLEAccessor.
* Fix a rare concurrent map read/write error in OptimizeChunkerAccessors.
2024-05-24 15:03:32 -07:00

116 lines
2.8 KiB
Go

package commands
import (
"fmt"
"path/filepath"
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"github.com/urfave/cli/v2"
)
// Resave a Level or Doodad to adapt to file format upgrades.
var Resave *cli.Command
func init() {
Resave = &cli.Command{
Name: "resave",
Usage: "load and re-save a level or doodad file to migrate to newer file format versions",
ArgsUsage: "<.level or .doodad>",
Flags: []cli.Flag{
&cli.StringFlag{
Name: "output",
Aliases: []string{"o"},
Usage: "write to a different file than the input",
},
},
Action: func(c *cli.Context) error {
if c.NArg() < 1 {
return cli.Exit(
"Usage: doodad resave <.level .doodad ...>",
1,
)
}
filenames := c.Args().Slice()
for _, filename := range filenames {
switch strings.ToLower(filepath.Ext(filename)) {
case enum.LevelExt:
if err := resaveLevel(c, filename); err != nil {
log.Error(err.Error())
return cli.Exit("Error", 1)
}
case enum.DoodadExt:
if err := resaveDoodad(c, filename); err != nil {
log.Error(err.Error())
return cli.Exit("Error", 1)
}
default:
log.Error("File %s: not a level or doodad", filename)
}
}
return nil
},
}
}
// resaveLevel shows data about a level file.
func resaveLevel(c *cli.Context, filename string) error {
lvl, err := level.LoadJSON(filename)
if err != nil {
return err
}
log.Info("Loaded level from file: %s", filename)
log.Info("Last saved game version: %s", lvl.GameVersion)
// Different output filename?
if output := c.String("output"); output != "" {
log.Info("Output will be saved to: %s", output)
filename = output
}
if err := lvl.Vacuum(); err != nil {
log.Error("Vacuum error: %s", err)
} else {
log.Info("Run vacuum on level file.")
}
log.Info("Saving back to disk")
if err := lvl.WriteJSON(filename); err != nil {
return fmt.Errorf("couldn't write %s: %s", filename, err)
}
return showLevel(c, filename)
}
func resaveDoodad(c *cli.Context, filename string) error {
dd, err := doodads.LoadJSON(filename)
if err != nil {
return err
}
log.Info("Loaded doodad from file: %s", filename)
log.Info("Last saved game version: %s", dd.GameVersion)
// Different output filename?
if output := c.String("output"); output != "" {
log.Info("Output will be saved to: %s", output)
filename = output
}
if err := dd.Vacuum(); err != nil {
log.Error("Vacuum error: %s", err)
} else {
log.Info("Run vacuum on doodad file.")
}
log.Info("Saving back to disk")
if err := dd.WriteJSON(filename); err != nil {
return fmt.Errorf("couldn't write %s: %s", filename, err)
}
return showDoodad(c, filename)
}