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.
673 lines
18 KiB
Go
673 lines
18 KiB
Go
package level
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import (
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"archive/zip"
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"encoding/json"
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"fmt"
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"math"
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"sync"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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)
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// Chunker is the data structure that manages the chunks of a level, and
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// provides the API to interact with the pixels using their absolute coordinates
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// while abstracting away the underlying details.
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type Chunker struct {
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// Layer is optional for the caller, levels use only 0 and
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// doodads use them for frames. When chunks are exported to
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// zipfile the Layer keeps them from overlapping.
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Layer int `json:"-"` // internal use only
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Size uint8 `json:"size"`
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// A Zipfile reference for new-style levels and doodads which
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// keep their chunks in external parts of a zip file.
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Zipfile *zip.Reader `json:"-"`
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// Chunks, oh boy.
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// The v1 drawing format had all the chunks in the JSON file.
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// New drawings write them to zips. Legacy drawings can be converted
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// simply by loading and resaving: their Chunks loads from JSON and
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// is committed to zipfile on save. This makes Chunks also a good
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// cache even when we have a zipfile to fall back on.
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Chunks ChunkMap `json:"chunks"`
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chunkMu sync.RWMutex
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// If we have a zipfile, only keep chunks warm in memory if they
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// are actively wanted by the game.
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lastTick uint64 // NOTE: tracks from shmem.Tick
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chunkRequestsThisTick map[render.Point]interface{}
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requestsN1 map[render.Point]interface{} // chunks accessed last tick
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requestsN2 map[render.Point]interface{} // 2 ticks ago (to free soon)
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chunksToFree map[render.Point]uint64 // chopping block (free after X ticks)
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ctfMu sync.Mutex // lock for chunksToFree
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requestMu sync.Mutex
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// The palette reference from first call to Inflate()
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pal *Palette
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}
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// NewChunker creates a new chunk manager with a given chunk size.
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func NewChunker(size uint8) *Chunker {
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return &Chunker{
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Size: size,
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Chunks: ChunkMap{},
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chunkRequestsThisTick: map[render.Point]interface{}{},
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requestsN1: map[render.Point]interface{}{},
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requestsN2: map[render.Point]interface{}{},
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chunksToFree: map[render.Point]uint64{},
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}
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}
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// Inflate iterates over the pixels in the (loaded) chunks and expands any
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// Sparse Swatches (which have only their palette index, from the file format
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// on disk) to connect references to the swatches in the palette.
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func (c *Chunker) Inflate(pal *Palette) error {
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c.pal = pal
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c.chunkMu.RLock()
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defer c.chunkMu.RUnlock()
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for coord, chunk := range c.Chunks {
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chunk.Point = coord
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chunk.Size = c.Size
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chunk.Inflate(pal)
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}
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return nil
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}
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// IterViewport returns a channel to iterate every point that exists within
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// the viewport rect.
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func (c *Chunker) IterViewport(viewport render.Rect) <-chan Pixel {
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pipe := make(chan Pixel)
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go func() {
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// Get the chunk box coordinates.
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var (
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topLeft = c.ChunkCoordinate(render.NewPoint(viewport.X, viewport.Y))
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bottomRight = c.ChunkCoordinate(render.Point{
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X: viewport.X + viewport.W,
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Y: viewport.Y + viewport.H,
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})
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)
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for cx := topLeft.X; cx <= bottomRight.X; cx++ {
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for cy := topLeft.Y; cy <= bottomRight.Y; cy++ {
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if chunk, ok := c.GetChunk(render.NewPoint(cx, cy)); ok {
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for px := range chunk.Iter() {
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// Verify this pixel is also in range.
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if px.Point().Inside(viewport) {
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pipe <- px
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}
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}
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}
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}
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}
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close(pipe)
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}()
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return pipe
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}
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// IterChunks returns a channel to iterate over all chunks in the drawing.
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func (c *Chunker) IterChunks() <-chan render.Point {
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var (
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pipe = make(chan render.Point)
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sent = map[render.Point]interface{}{}
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)
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go func() {
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c.chunkMu.RLock()
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// Send the chunk coords we have in working memory.
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// v1 levels: had all their chunks there in their JSON data
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// v2 levels: chunks are in zipfile, cached ones are here
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for point := range c.Chunks {
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sent[point] = nil
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pipe <- point
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}
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c.chunkMu.RUnlock()
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// If we have a zipfile, send any remaining chunks that are
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// in colder storage.
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if c.Zipfile != nil {
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for _, point := range ChunksInZipfile(c.Zipfile, c.Layer) {
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if _, ok := sent[point]; ok {
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continue // Already sent from active memory
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}
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pipe <- point
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}
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}
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close(pipe)
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}()
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return pipe
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}
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/*
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IterChunksThemselves iterates all chunks in the drawing rather than coords.
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Note: this will mark every chunk as "touched" this frame, so in a zipfile
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level will load ALL chunks into memory.
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*/
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func (c *Chunker) IterChunksThemselves() <-chan *Chunk {
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pipe := make(chan *Chunk)
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go func() {
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for coord := range c.IterChunks() {
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if chunk, ok := c.GetChunk(coord); ok {
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pipe <- chunk
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}
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}
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close(pipe)
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}()
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return pipe
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}
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// IterCachedChunks iterates ONLY over the chunks currently cached in memory,
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// e.g. so they can be torn down without loading extra chunks by looping normally.
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func (c *Chunker) IterCachedChunks() <-chan *Chunk {
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pipe := make(chan *Chunk)
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go func() {
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c.chunkMu.RLock()
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defer c.chunkMu.RUnlock()
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for _, chunk := range c.Chunks {
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pipe <- chunk
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}
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close(pipe)
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}()
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return pipe
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}
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// IterViewportChunks returns a channel to iterate over the Chunk objects that
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// appear within the viewport rect, instead of the pixels in each chunk.
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func (c *Chunker) IterViewportChunks(viewport render.Rect) <-chan render.Point {
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pipe := make(chan render.Point)
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go func() {
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var (
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sent = make(map[render.Point]interface{})
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size = int(c.Size)
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)
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for x := viewport.X; x < viewport.W+size; x += (size / 4) {
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for y := viewport.Y; y < viewport.H+size; y += (size / 4) {
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// Constrain this chunksize step to a point within the bounds
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// of the viewport. This can yield partial chunks on the edges
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// of the viewport.
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point := render.NewPoint(x, y)
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if point.X < viewport.X {
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point.X = viewport.X
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} else if point.X > viewport.X+viewport.W {
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point.X = viewport.X + viewport.W
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}
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if point.Y < viewport.Y {
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point.Y = viewport.Y
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} else if point.Y > viewport.Y+viewport.H {
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point.Y = viewport.Y + viewport.H
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}
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// Translate to a chunk coordinate, dedupe and send it.
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coord := c.ChunkCoordinate(render.NewPoint(x, y))
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if _, ok := sent[coord]; ok {
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continue
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}
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sent[coord] = nil
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if _, ok := c.GetChunk(coord); ok {
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pipe <- coord
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}
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}
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}
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close(pipe)
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}()
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return pipe
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}
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// IterPixels returns a channel to iterate over every pixel in the entire
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// chunker.
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func (c *Chunker) IterPixels() <-chan Pixel {
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pipe := make(chan Pixel)
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go func() {
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for chunk := range c.IterChunksThemselves() {
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for px := range chunk.Iter() {
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pipe <- px
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}
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}
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close(pipe)
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}()
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return pipe
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}
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// WorldSize returns the bounding coordinates that the Chunker has chunks to
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// manage: the lowest pixels from the lowest chunks to the highest pixels of
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// the highest chunks.
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func (c *Chunker) WorldSize() render.Rect {
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var (
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size = int(c.Size)
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chunkLowest, chunkHighest = c.Bounds()
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)
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return render.Rect{
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X: chunkLowest.X * size,
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Y: chunkLowest.Y * size,
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W: (chunkHighest.X * size) + (size - 1),
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H: (chunkHighest.Y * size) + (size - 1),
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}
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}
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// WorldSizePositive returns the WorldSize anchored to 0,0 with only positive
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// coordinates.
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func (c *Chunker) WorldSizePositive() render.Rect {
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S := c.WorldSize()
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return render.Rect{
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X: 0,
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Y: 0,
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W: int(math.Abs(float64(S.X))) + S.W,
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H: int(math.Abs(float64(S.Y))) + S.H,
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}
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}
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// Bounds returns the boundary points of the lowest and highest chunk which
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// have any data in them.
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func (c *Chunker) Bounds() (low, high render.Point) {
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for coord := range c.IterChunks() {
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if coord.X < low.X {
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low.X = coord.X
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}
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if coord.Y < low.Y {
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low.Y = coord.Y
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}
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if coord.X > high.X {
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high.X = coord.X
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}
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if coord.Y > high.Y {
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high.Y = coord.Y
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}
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}
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return low, high
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}
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/*
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GetChunk gets a chunk at a certain position. Returns false if not found.
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This should be the centralized function to request a Chunk from the Chunker
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(or IterChunksThemselves). On old-style levels all of the chunks were just
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in memory as part of the JSON struct, in Zip files we can load/unload them
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at will from external files.
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*/
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func (c *Chunker) GetChunk(p render.Point) (*Chunk, bool) {
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// It's currently cached in memory?
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c.chunkMu.RLock()
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chunk, ok := c.Chunks[p]
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c.chunkMu.RUnlock()
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// Was it on the chopping block for garbage collection?
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c.ctfMu.Lock()
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delete(c.chunksToFree, p)
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c.ctfMu.Unlock()
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if ok {
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// An empty chunk? We hang onto these until save time to commit
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// the empty chunk to ZIP.
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if chunk.Len() == 0 {
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return nil, false
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}
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c.logChunkAccess(p, chunk) // for the LRU cache
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return chunk, ok
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}
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// Hit the zipfile for it.
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if c.Zipfile != nil {
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if chunk, err := c.ChunkFromZipfile(p); err == nil {
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// log.Debug("GetChunk(%s) cache miss, read from zip", p)
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c.SetChunk(p, chunk) // cache it
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c.logChunkAccess(p, chunk) // for the LRU cache
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if c.pal != nil {
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chunk.Point = p
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chunk.Size = c.Size
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chunk.Inflate(c.pal)
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}
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return chunk, true
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}
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}
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// Is our chunk cache getting too full? e.g. on full level
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// sweeps where a whole zip file's worth of chunks are scanned.
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if balance.ChunkerLRUCacheMax > 0 && len(c.Chunks) > balance.ChunkerLRUCacheMax {
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log.Error("Chunks in memory (%d) exceeds LRU cache cap of %d, freeing random chunks", len(c.Chunks), balance.ChunkerLRUCacheMax)
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c.chunkMu.Lock()
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defer c.chunkMu.Unlock()
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var (
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i = 0
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limit = len(c.Chunks) - balance.ChunkerLRUCacheMax
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)
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for coord := range c.Chunks {
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if i < limit {
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delete(c.Chunks, coord)
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}
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i++
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}
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}
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return nil, false
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}
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// LRU cache for chunks from zipfiles: log which chunks were accessed
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// this tick, so they can be compared to the tick prior, and then freed
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// up after that.
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func (c *Chunker) logChunkAccess(p render.Point, chunk *Chunk) {
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// Record this point.
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c.requestMu.Lock()
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if c.chunkRequestsThisTick == nil {
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c.chunkRequestsThisTick = map[render.Point]interface{}{}
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}
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c.chunkRequestsThisTick[p] = nil
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c.requestMu.Unlock()
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}
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// FreeCaches unloads chunks that have not been requested in 2 frames.
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//
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// Only on chunkers that have zipfiles, old-style levels without zips
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// wouldn't be able to restore their chunks otherwise! Returns -1 if
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// no Zipfile, otherwise number of chunks freed.
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func (c *Chunker) FreeCaches() int {
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if c.Zipfile == nil {
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return -1
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}
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var thisTick = shmem.Tick
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// Very first tick this chunker has seen?
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if c.lastTick == 0 {
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c.lastTick = thisTick
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}
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// A new tick?
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if (thisTick-c.lastTick)%4 == 0 {
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c.requestMu.Lock()
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c.chunkMu.Lock()
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defer c.requestMu.Unlock()
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defer c.chunkMu.Unlock()
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var (
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requestsThisTick = c.chunkRequestsThisTick
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requestsN2 = c.requestsN2
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delete_coords = []render.Point{}
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)
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// Chunks requested 2 ticks ago but not this tick, put on the chopping
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// block to free them later.
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c.ctfMu.Lock()
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for coord := range requestsN2 {
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// Old point not requested recently?
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if _, ok := requestsThisTick[coord]; !ok {
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c.chunksToFree[coord] = shmem.Tick + balance.CanvasChunkFreeChoppingBlockTicks
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}
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}
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// From the chopping block, see if scheduled chunks to free are ready.
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for coord, expireAt := range c.chunksToFree {
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if shmem.Tick > expireAt {
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delete_coords = append(delete_coords, coord)
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}
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}
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// Free any eligible chunks NOW.
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for _, coord := range delete_coords {
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delete(c.chunksToFree, coord)
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c.FreeChunk(coord)
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}
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c.ctfMu.Unlock()
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// Rotate the cached ticks and clean the slate.
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c.requestsN2 = c.requestsN1
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c.requestsN1 = requestsThisTick
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c.chunkRequestsThisTick = map[render.Point]interface{}{}
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c.lastTick = thisTick
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return len(delete_coords)
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}
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return 0
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}
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// SetChunk writes the chunk into the cache dict and nothing more.
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//
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// This function should be the singular writer to the chunk cache.
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func (c *Chunker) SetChunk(p render.Point, chunk *Chunk) {
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c.chunkMu.Lock()
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c.Chunks[p] = chunk
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c.chunkMu.Unlock()
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c.logChunkAccess(p, chunk)
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}
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// FreeChunk unloads a chunk from active memory for zipfile-backed levels.
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//
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// Not thread safe: it is assumed the caller has the lock on c.Chunks.
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func (c *Chunker) FreeChunk(p render.Point) bool {
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if c.Zipfile == nil {
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return false
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}
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// If this chunk has been modified since it was last loaded from ZIP, hang onto it
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// in memory until the next save so we don't lose it.
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if chunk, ok := c.Chunks[p]; ok {
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if chunk.IsModified() {
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return false
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}
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// Don't delete empty chunks, hang on until next zipfile save.
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if chunk, ok := c.Chunks[p]; ok && chunk.Len() == 0 {
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return false
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}
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}
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delete(c.Chunks, p)
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return true
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}
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// Redraw marks every chunk as dirty and invalidates all their texture caches,
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// forcing the drawing to re-generate from scratch.
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func (c *Chunker) Redraw() {
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for chunk := range c.IterChunksThemselves() {
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chunk.SetDirty()
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}
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}
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// Prerender visits every chunk and fetches its texture, in order to pre-load
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// the whole drawing for smooth gameplay rather than chunks lazy rendering as
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// they enter the screen.
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func (c *Chunker) Prerender() {
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for chunk := range c.IterChunksThemselves() {
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_ = chunk.CachedBitmap(render.Invisible)
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}
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}
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// PrerenderN will pre-render the texture for N number of chunks and then
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// yield back to the caller. Returns the number of chunks that still need
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// textures rendered; zero when the last chunk has been prerendered.
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func (c *Chunker) PrerenderN(n int) (remaining int) {
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var (
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total int // total no. of chunks available
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totalRendered int // no. of chunks with textures
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modified int // number modified this call
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)
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for chunk := range c.IterChunksThemselves() {
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total++
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if chunk.bitmap != nil {
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totalRendered++
|
|
continue
|
|
}
|
|
|
|
if modified < n {
|
|
_ = chunk.CachedBitmap(render.Invisible)
|
|
totalRendered++
|
|
modified++
|
|
}
|
|
}
|
|
|
|
remaining = total - totalRendered
|
|
return
|
|
}
|
|
|
|
// Get a pixel at the given coordinate. Returns the Palette entry for that
|
|
// pixel or else returns an error if not found.
|
|
func (c *Chunker) Get(p render.Point) (*Swatch, error) {
|
|
// Compute the chunk coordinate.
|
|
coord := c.ChunkCoordinate(p)
|
|
if chunk, ok := c.GetChunk(coord); ok {
|
|
return chunk.Get(p)
|
|
}
|
|
return nil, fmt.Errorf("no chunk %s exists for point %s", coord, p)
|
|
}
|
|
|
|
// Set a pixel at the given coordinate.
|
|
func (c *Chunker) Set(p render.Point, sw *Swatch) error {
|
|
coord := c.ChunkCoordinate(p)
|
|
chunk, ok := c.GetChunk(coord)
|
|
if !ok {
|
|
chunk = NewChunk()
|
|
chunk.Point = coord
|
|
chunk.Size = c.Size
|
|
c.SetChunk(coord, chunk)
|
|
}
|
|
|
|
return chunk.Set(p, sw)
|
|
}
|
|
|
|
// SetRect sets a rectangle of pixels to a color all at once.
|
|
func (c *Chunker) SetRect(r render.Rect, sw *Swatch) error {
|
|
var (
|
|
xMin = r.X
|
|
yMin = r.Y
|
|
xMax = r.X + r.W
|
|
yMax = r.Y + r.H
|
|
)
|
|
for x := xMin; x < xMax; x++ {
|
|
for y := yMin; y < yMax; y++ {
|
|
c.Set(render.NewPoint(x, y), sw)
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// Delete a pixel at the given coordinate.
|
|
func (c *Chunker) Delete(p render.Point) error {
|
|
coord := c.ChunkCoordinate(p)
|
|
|
|
if chunk, ok := c.GetChunk(coord); ok {
|
|
return chunk.Delete(p)
|
|
}
|
|
return fmt.Errorf("no chunk %s exists for point %s", coord, p)
|
|
}
|
|
|
|
// DeleteRect deletes a rectangle of pixels between two points.
|
|
// The rect is a relative one with a width and height, and the X,Y values are
|
|
// an absolute world coordinate.
|
|
func (c *Chunker) DeleteRect(r render.Rect) error {
|
|
var (
|
|
xMin = r.X
|
|
yMin = r.Y
|
|
xMax = r.X + r.W
|
|
yMax = r.Y + r.H
|
|
)
|
|
for x := xMin; x < xMax; x++ {
|
|
for y := yMin; y < yMax; y++ {
|
|
c.Delete(render.NewPoint(x, y))
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// ChunkCoordinate computes a chunk coordinate from an absolute coordinate.
|
|
func (c *Chunker) ChunkCoordinate(abs render.Point) render.Point {
|
|
if c.Size == 0 {
|
|
return render.Point{}
|
|
}
|
|
|
|
size := float64(c.Size)
|
|
return render.NewPoint(
|
|
int(math.Floor(float64(abs.X)/size)),
|
|
int(math.Floor(float64(abs.Y)/size)),
|
|
)
|
|
}
|
|
|
|
// RelativeCoordinate will translate from an absolute world coordinate, into one that
|
|
// is relative to fit inside of the chunk with the given chunk coordinate and size.
|
|
//
|
|
// Example:
|
|
//
|
|
// - With 128x128 chunks and a world coordinate of (280,-600)
|
|
// - The ChunkCoordinate would be (2,-4) which encompasses (256,-512) to (383,-639)
|
|
// - And relative inside that chunk, the pixel is at (24,)
|
|
func RelativeCoordinate(abs render.Point, chunkCoord render.Point, chunkSize uint8) render.Point {
|
|
// Pixel coordinate offset.
|
|
var (
|
|
size = int(chunkSize)
|
|
offset = render.Point{
|
|
X: chunkCoord.X * size,
|
|
Y: chunkCoord.Y * size,
|
|
}
|
|
point = render.Point{
|
|
X: abs.X - offset.X,
|
|
Y: abs.Y - offset.Y,
|
|
}
|
|
)
|
|
|
|
if point.X < 0 || point.Y < 0 {
|
|
log.Error("RelativeCoordinate: X < 0! abs=%s rel=%s chunk=%s size=%d", abs, point, chunkCoord, chunkSize)
|
|
log.Error("RelativeCoordinate(2): size=%d offset=%s point=%s", size, offset, point)
|
|
}
|
|
|
|
return point
|
|
}
|
|
|
|
// FromRelativeCoordinate is the inverse of RelativeCoordinate.
|
|
//
|
|
// With a chunk size of 128 and a relative coordinate like (8, 12),
|
|
// this function will return the absolute world coordinates based
|
|
// on your chunk.Point's placement in the level.
|
|
func FromRelativeCoordinate(rel render.Point, chunkCoord render.Point, chunkSize uint8) render.Point {
|
|
var (
|
|
size = int(chunkSize)
|
|
offset = render.Point{
|
|
X: chunkCoord.X * size,
|
|
Y: chunkCoord.Y * size,
|
|
}
|
|
)
|
|
|
|
return render.Point{
|
|
X: rel.X + offset.X,
|
|
Y: rel.Y + offset.Y,
|
|
}
|
|
}
|
|
|
|
// ChunkMap maps a chunk coordinate to its chunk data.
|
|
type ChunkMap map[render.Point]*Chunk
|
|
|
|
// MarshalJSON to convert the chunk map to JSON. This is needed for writing so
|
|
// the JSON encoder knows how to serializes a `map[Point]*Chunk` but the inverse
|
|
// is not necessary to implement.
|
|
func (c ChunkMap) MarshalJSON() ([]byte, error) {
|
|
dict := map[string]*Chunk{}
|
|
for point, chunk := range c {
|
|
dict[point.String()] = chunk
|
|
}
|
|
|
|
out, err := json.Marshal(dict)
|
|
return out, err
|
|
}
|