doodle/pkg/level/giant_screenshot/giant_screenshot.go
Noah Petherbridge 82884c79ae Signed Levels and Levelpacks
Add the ability for the free version of the game to allow loading levels that
use embedded custom doodads if those levels are signed.

* Uses the same signing keys as the JWT token for license registrations.
* Levels and Levelpacks can both be signed. So individual levels with embedded
  doodads can work in free versions of the game.
* Levelpacks now support embedded doodads properly: the individual levels in
  the pack don't need to embed a custom doodad, but if the doodad exists in
  the levelpack's doodads/ folder it will load from there instead - for full
  versions of the game OR when the levelpack is signed.

Signatures are computed by getting a listing of embedded assets inside the
zipfile (the assets/ folder in levels, and the doodads/ + levels/ folders
in levelpacks). Thus for individual signed levels, the level geometry and
metadata may be changed without breaking the signature but if custom doodads
are changed the signature will break.

The doodle-admin command adds subcommands to `sign-level` and `verify-level`
to manage signatures on levels and levelpacks.

When using the `doodad levelpack create` command, any custom doodads the
levels mention that are found in your profile directory get embedded into
the zipfile by default (with --doodads custom).
2023-02-18 17:37:54 -08:00

206 lines
5.6 KiB
Go

package giant_screenshot
import (
"errors"
"image"
"image/draw"
"image/png"
"os"
"path/filepath"
"time"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
"git.kirsle.net/SketchyMaze/doodle/pkg/wallpaper"
"git.kirsle.net/go/render"
)
/*
Giant Screenshot functionality for the Level Editor.
*/
var locked bool
// GiantScreenshot returns a rendered RGBA image of the entire level.
//
// Only one thread should be doing this at a time. A sync.Mutex will cause
// an error to return if another goroutine is already in the process of
// generating a screenshot, and you'll have to wait and try later.
func GiantScreenshot(lvl *level.Level) (image.Image, error) {
// Lock this to one user at a time.
if locked {
return nil, errors.New("a giant screenshot is still being processed; try later...")
}
locked = true
defer func() {
locked = false
}()
shmem.Flash("Saving a giant screenshot (this takes a moment)...")
// How big will our image be?
var (
size = lvl.Chunker.WorldSizePositive()
chunkSize = int(lvl.Chunker.Size)
chunkLow, chunkHigh = lvl.Chunker.Bounds()
worldSize = render.Rect{
X: chunkLow.X,
Y: chunkLow.Y,
W: chunkHigh.X,
H: chunkHigh.Y,
}
x int
y int
)
// Bounded levels: set the image output size precisely.
if lvl.PageType == level.Bounded || lvl.PageType == level.Bordered {
size = render.NewRect(int(lvl.MaxWidth), int(lvl.MaxHeight))
}
// Levels without negative space: set the lower chunk coord to 0,0
if lvl.PageType > level.Unbounded {
worldSize.X = 0
worldSize.Y = 0
}
// Create the image.
img := image.NewRGBA(image.Rect(0, 0, size.W, size.H))
// Render the wallpaper onto it.
log.Debug("GiantScreenshot: Render wallpaper to image (%s)...", size)
img = WallpaperToImage(lvl, img, size.W, size.H)
// Render the chunks.
log.Debug("GiantScreenshot: Render level chunks...")
for chunkX := worldSize.X; chunkX <= worldSize.W; chunkX++ {
y = 0
for chunkY := worldSize.Y; chunkY <= worldSize.H; chunkY++ {
if chunk, ok := lvl.Chunker.GetChunk(render.NewPoint(chunkX, chunkY)); ok {
// TODO: we always use RGBA but is risky:
rgba, ok := chunk.CachedBitmap(render.Invisible).(*image.RGBA)
if !ok {
log.Error("GiantScreenshot: couldn't turn chunk to RGBA")
}
img = blotImage(img, rgba, image.Pt(x, y))
}
y += chunkSize
}
x += chunkSize
}
// Render the doodads.
log.Debug("GiantScreenshot: Render actors...")
for _, actor := range lvl.Actors {
doodad, err := doodads.LoadFromEmbeddable(actor.Filename, lvl, false)
if err != nil {
log.Error("GiantScreenshot: Load doodad: %s", err)
continue
}
// Offset the doodad position if the image is displaying
// negative coordinates.
drawAt := render.NewPoint(actor.Point.X, actor.Point.Y)
if worldSize.X < 0 {
var offset = render.AbsInt(worldSize.X) * chunkSize
drawAt.X += offset
}
if worldSize.Y < 0 {
var offset = render.AbsInt(worldSize.Y) * chunkSize
drawAt.Y += offset
}
// TODO: usually doodad sprites start at 0,0 and the chunkSize
// is the same as their sprite size.
if len(doodad.Layers) > 0 && doodad.Layers[0].Chunker != nil {
var chunker = doodad.Layers[0].Chunker
chunk, ok := chunker.GetChunk(render.Origin)
if !ok {
continue
}
// TODO: we always use RGBA but is risky:
rgba, ok := chunk.CachedBitmap(render.Invisible).(*image.RGBA)
if !ok {
log.Error("GiantScreenshot: couldn't turn chunk to RGBA")
}
img = blotImage(img, rgba, image.Pt(drawAt.X, drawAt.Y))
}
}
return img, nil
}
// SaveGiantScreenshot will take a screenshot and write it to a file on disk,
// returning the filename relative to ~/.config/doodle/screenshots
func SaveGiantScreenshot(level *level.Level) (string, error) {
var filename = time.Now().Format("2006-01-02_15-04-05.png")
img, err := GiantScreenshot(level)
if err != nil {
return "", err
}
fh, err := os.Create(filepath.Join(userdir.ScreenshotDirectory, filename))
if err != nil {
return "", err
}
png.Encode(fh, img)
return filename, nil
}
// WallpaperToImage accurately draws the wallpaper into an Image.
//
// The image is assumed to have a rect of (0,0,width,height) and that
// width and height are positive. Used for the Giant Screenshot feature.
func WallpaperToImage(lvl *level.Level, target *image.RGBA, width, height int) *image.RGBA {
wp, err := wallpaper.FromFile("assets/wallpapers/"+lvl.Wallpaper, lvl)
if err != nil {
log.Error("GiantScreenshot: wallpaper load: %s", err)
}
var size = wp.QuarterRect()
var resultImage = target
// Tile the repeat texture.
for x := 0; x < width; x += size.W {
for y := 0; y < height; y += size.H {
offset := image.Pt(x, y)
resultImage = blotImage(resultImage, wp.Repeat(), offset)
}
}
// Tile the left edge for bounded lvls.
if lvl.PageType > level.Unbounded {
// The left edge.
for y := 0; y < height; y += size.H {
offset := image.Pt(0, y)
resultImage = blotImage(resultImage, wp.Left(), offset)
}
// The top edge.
for x := 0; x < width; x += size.W {
offset := image.Pt(x, 0)
resultImage = blotImage(resultImage, wp.Top(), offset)
}
// The top left corner.
resultImage = blotImage(resultImage, wp.Corner(), image.Point{})
}
return resultImage
}
func blotImage(target, source *image.RGBA, offset image.Point) *image.RGBA {
b := target.Bounds()
newImg := image.NewRGBA(b)
draw.Draw(newImg, b, target, image.Point{}, draw.Src)
draw.Draw(newImg, source.Bounds().Add(offset), source, image.Point{}, draw.Over)
return newImg
}