286 lines
7.2 KiB
Go
286 lines
7.2 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/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
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"github.com/google/uuid"
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)
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/*
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FromJSON loads a level from "JSON string" (gzip supported).
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This is the primary "load level from file on disk" method. It can read
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levels of all historical file formats the game supported:
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- If the data begins with a `{` it is parsed in the legacy (v1) JSON format.
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- If the level begins with a Gzip header (hex `1F8B“) it is taken to be
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a gzip compressed (v2) level JSON file.
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- If the file is identified by `net/http#DetectContentType()` to be an
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application/zip file (v3) it is loaded from zipfile format.
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*/
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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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/*
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ToJSON serializes the level as JSON (gzip supported).
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This is the primary "write level to disk" function and can output in a
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vairety of historical formats controlled by pkg/balance#DrawingFormat:
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- balance.FormatJSON (the default): writes the level as an original-style
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single JSON document that contains all chunk data directly. These levels
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take a long time to load from disk for any non-trivial level design. (v1)
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- balance.FormatGzip: writes as a gzip compressed JSON file (v2)
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- balance.FormatZipfile: creates a zip file where most of the level JSON
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is stored as "index.json" and chunks and attached doodads are separate
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members of the zipfile.
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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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*/
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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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// Always write the game version and ensure levels have a UUID set.
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m.GameVersion = branding.Version
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if m.UUID == "" {
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m.UUID = uuid.New().String()
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log.Info("Note: assigned new level UUID %s", m.UUID)
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}
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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: %d 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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