Noah Petherbridge
82884c79ae
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).
168 lines
4.4 KiB
Go
168 lines
4.4 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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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
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"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/native"
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"git.kirsle.net/go/render"
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)
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// Useful variables.
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var (
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DefaultWallpaper = "notebook.png"
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)
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// Base provides the common struct keys that are shared between Levels and
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// Doodads.
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type Base struct {
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Version int `json:"version"` // File format version spec.
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GameVersion string `json:"gameVersion"` // Game version that created the level.
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Title string `json:"title"`
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Author string `json:"author"`
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Locked bool `json:"locked"`
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// v2 level format: zip files with external chunks.
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// (v0 was json text, v1 was gzip compressed json text).
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// The game must load levels created using the previous
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// formats, they will not have a Zipfile and will have
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// Chunkers in memory from their (gz) json.
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Zipfile *zip.Reader `json:"-"`
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// Every drawing type is able to embed other files inside of itself.
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Files *FileSystem `json:"files,omitempty"`
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}
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// Level is the container format for Doodle map drawings.
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type Level struct {
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Base
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Password string `json:"passwd"`
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GameRule GameRule `json:"rules"`
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// Chunked pixel data.
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Chunker *Chunker `json:"chunks"`
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// The Palette holds the unique "colors" used in this map file, and their
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// properties (solid, fire, slippery, etc.)
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Palette *Palette `json:"palette"`
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// Page boundaries and wallpaper settings.
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PageType PageType `json:"pageType"`
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MaxWidth int64 `json:"boundedWidth"` // only if bounded or bordered
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MaxHeight int64 `json:"boundedHeight"`
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Wallpaper string `json:"wallpaper"`
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// The last scrolled position in the editor.
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ScrollPosition render.Point `json:"scroll"`
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// Actors keep a list of the doodad instances in this map.
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Actors ActorMap `json:"actors"`
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// Publishing: attach any custom doodads the map uses on save.
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SaveDoodads bool `json:"saveDoodads"`
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SaveBuiltins bool `json:"saveBuiltins"`
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// Signature for a level with embedded doodads to still play in free mode.
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Signature []byte `json:"signature,omitempty"`
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// Undo history, temporary live data not persisted to the level file.
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UndoHistory *drawtool.History `json:"-"`
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}
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// GameRule
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type GameRule struct {
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Difficulty enum.Difficulty `json:"difficulty"`
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Survival bool `json:"survival,omitempty"`
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}
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// New creates a blank level object with all its members initialized.
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func New() *Level {
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return &Level{
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Base: Base{
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Version: 1,
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Title: "Untitled",
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Author: native.DefaultAuthor(),
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Files: NewFileSystem(),
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},
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Chunker: NewChunker(balance.ChunkSize),
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Palette: &Palette{},
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Actors: ActorMap{},
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PageType: NoNegativeSpace,
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Wallpaper: DefaultWallpaper,
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MaxWidth: 2550,
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MaxHeight: 3300,
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UndoHistory: drawtool.NewHistory(balance.UndoHistory),
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}
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}
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// Teardown the level when the game is done with it. This frees up SDL2 cached
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// texture chunks and reclaims memory in ways the Go garbage collector can not.
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func (m *Level) Teardown() {
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var (
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chunks int
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textures int
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)
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// Free any CACHED chunks' memory.
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for chunk := range m.Chunker.IterCachedChunks() {
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freed := chunk.Teardown()
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chunks++
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textures += freed
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}
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log.Debug("Teardown level (%s): Freed %d textures across %d level chunks", m.Title, textures, chunks)
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}
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// Pixel associates a coordinate with a palette index.
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type Pixel struct {
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X int `json:"x"`
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Y int `json:"y"`
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PaletteIndex int `json:"p"`
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// Private runtime values.
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Swatch *Swatch `json:"-"` // pointer to its swatch, for when rendered.
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}
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func (p Pixel) String() string {
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return fmt.Sprintf("Pixel<%s '%s' (%d,%d)>", p.Swatch.Color, p.Swatch.Name, p.X, p.Y)
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}
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// Point returns the pixel's point.
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func (p Pixel) Point() render.Point {
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return render.Point{
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X: p.X,
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Y: p.Y,
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}
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}
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// MarshalJSON serializes a Pixel compactly as a simple list.
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func (p Pixel) MarshalJSON() ([]byte, error) {
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return []byte(fmt.Sprintf(
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`[%d, %d, %d]`,
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p.X, p.Y, p.PaletteIndex,
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)), nil
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}
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// UnmarshalJSON loads a Pixel from JSON again.
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func (p *Pixel) UnmarshalJSON(text []byte) error {
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var triplet []int
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err := json.Unmarshal(text, &triplet)
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if err != nil {
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return err
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}
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p.X = triplet[0]
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p.Y = triplet[1]
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if len(triplet) > 2 {
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p.PaletteIndex = triplet[2]
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}
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return nil
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}
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