doodle/pkg/doodads/fmt_readwrite.go
Noah Petherbridge 7093b102e3 Embeddable Doodads In Levels
* The Publisher is all hooked up. No native Save File dialogs yet, so
  uses the dev shell Prompt() to ask for output filename.
* Custom-only or builtin doodads too can be stored in the level's file
  data, at "assets/doodads/*.doodad"
* When loading the embedded level in the Editor: it gets its custom
  doodads out of its file, and you can drag and drop them elsehwere,
  link them, Play Mode can use them, etc. but they won't appear in the
  Doodad Dropper if they are not installed in your local doodads
  directory.
* Fleshed out serialization API for the Doodad files:
  - LoadFromEmbeddable() looks to load a doodad from embeddable file
    data in addition to the usual places.
  - Serialize() returns the doodad in bytes, for easy access to embed
    into level data.
  - Deserialize() to parse and return from bytes.
* When loading a level that references doodads not found in its embedded
  data or the filesystem: an Alert modal appears listing the missing
  doodads. The rest of the level loads fine, but the actors referenced
  by these doodads don't load.
2021-06-13 14:59:03 -07:00

221 lines
5.6 KiB
Go

package doodads
import (
"errors"
"fmt"
"io/ioutil"
"runtime"
"sort"
"strings"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/bindata"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/filesystem"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/userdir"
"git.kirsle.net/apps/doodle/pkg/wasm"
)
// Errors.
var (
ErrNotFound = errors.New("file not found")
)
// ListDoodads returns a listing of all available doodads between all locations,
// including user doodads.
func ListDoodads() ([]string, error) {
var names []string
// List doodads embedded into the binary.
if files, err := bindata.AssetDir("assets/doodads"); err == nil {
names = append(names, files...)
}
// WASM
if runtime.GOOS == "js" {
// Return the array of doodads embedded in the bindata.
// TODO: append user doodads to the list.
return names, nil
}
// Read system-level doodads first. Ignore errors, if the system path is
// empty we still go on to read the user directory.
files, _ := ioutil.ReadDir(filesystem.SystemDoodadsPath)
for _, file := range files {
name := file.Name()
if strings.HasSuffix(strings.ToLower(name), enum.DoodadExt) {
names = append(names, name)
}
}
// Append user doodads.
userFiles, err := userdir.ListDoodads()
names = append(names, userFiles...)
// Deduplicate names.
var uniq = map[string]interface{}{}
var result []string
for _, name := range names {
if _, ok := uniq[name]; !ok {
uniq[name] = nil
result = append(result, name)
}
}
sort.Strings(result)
return result, err
}
// ListBuiltin returns a listing of all built-in doodads.
// Exactly like ListDoodads() but doesn't return user home folder doodads.
func ListBuiltin() ([]string, error) {
var names []string
// List doodads embedded into the binary.
if files, err := bindata.AssetDir("assets/doodads"); err == nil {
names = append(names, files...)
}
// WASM
if runtime.GOOS == "js" {
// Return the array of doodads embedded in the bindata.
// TODO: append user doodads to the list.
return names, nil
}
// Read system-level doodads first. Ignore errors, if the system path is
// empty we still go on to read the user directory.
files, _ := ioutil.ReadDir(filesystem.SystemDoodadsPath)
for _, file := range files {
name := file.Name()
if strings.HasSuffix(strings.ToLower(name), enum.DoodadExt) {
names = append(names, name)
}
}
// Deduplicate names.
var uniq = map[string]interface{}{}
var result []string
for _, name := range names {
if _, ok := uniq[name]; !ok {
uniq[name] = nil
result = append(result, name)
}
}
sort.Strings(result)
return result, nil
}
// LoadFromEmbeddable reads a doodad file, checking a level's embeddable
// file data in addition to the usual places.
func LoadFromEmbeddable(filename string, fs filesystem.Embeddable) (*Doodad, error) {
if bin, err := fs.GetFile(balance.EmbeddedDoodadsBasePath + filename); err == nil {
log.Debug("doodads.LoadFromEmbeddable: found %s", filename)
return Deserialize(filename, bin)
}
return LoadFile(filename)
}
// LoadFile reads a doodad file from disk, checking a few locations.
//
// It checks for embedded bindata, system-level doodads on the filesystem,
// and then user-owned doodads in their profile folder.
func LoadFile(filename string) (*Doodad, error) {
if !strings.HasSuffix(filename, enum.DoodadExt) {
filename += enum.DoodadExt
}
// Search the system and user paths for this level.
filename, err := filesystem.FindFile(filename)
if err != nil {
return nil, fmt.Errorf("doodads.LoadFile(%s): %s", filename, err)
}
// Do we have the file in bindata?
if jsonData, err := bindata.Asset(filename); err == nil {
return FromJSON(filename, jsonData)
}
// WASM: try the file over HTTP ajax request.
if runtime.GOOS == "js" {
if result, ok := wasm.GetSession(filename); ok {
log.Info("recall doodad data from localStorage")
return FromJSON(filename, []byte(result))
}
// TODO: ajax load for doodads might not work, filesystem.FindFile returns
// the base file for WASM but for now force it to system doodads path
filename = "assets/doodads/" + filename
jsonData, err := wasm.HTTPGet(filename)
if err != nil {
return nil, err
}
return FromJSON(filename, jsonData)
}
// Load the JSON file from the filesystem.
return LoadJSON(filename)
}
// WriteFile saves a doodad to disk in the user's config directory.
func (d *Doodad) WriteFile(filename string) error {
if !strings.HasSuffix(filename, enum.DoodadExt) {
filename += enum.DoodadExt
}
// Set the version information.
d.Version = 1
d.GameVersion = branding.Version
bin, err := d.ToJSON()
if err != nil {
return err
}
// WASM: place in localStorage.
if runtime.GOOS == "js" {
log.Info("wasm: write %s to localStorage", filename)
wasm.SetSession(filename, string(bin))
return nil
}
// Desktop: write to disk.
filename = userdir.DoodadPath(filename)
log.Debug("Write Doodad: %s", filename)
err = ioutil.WriteFile(filename, bin, 0644)
if err != nil {
return fmt.Errorf("doodads.WriteFile: %s", err)
}
return nil
}
// Serialize encodes a doodad to bytes and returns them, instead
// of writing to a file.
// WriteFile saves a doodad to disk in the user's config directory.
func (d *Doodad) Serialize() ([]byte, error) {
// Set the version information.
d.Version = 1
d.GameVersion = branding.Version
bin, err := d.ToJSON()
if err != nil {
return []byte{}, err
}
return bin, nil
}
// Deserialize loads a doodad from its bytes format.
func Deserialize(filename string, bin []byte) (*Doodad, error) {
return FromJSON(filename, bin)
}