Noah Petherbridge
8603c43c58
* Levels and Doodad files will be written in gzip-compressed JSON format * `boolProp compress-drawings false` to disable compression and save as classic JSON format directly * The game can still read uncompressed JSON files The file size savings on some built-in assets: * Tutorial 2.level: 2.2M -> 414K (82% smaller) * warp-door-orange.doodad: 105K -> 17K (84% smaller)
224 lines
5.7 KiB
Go
224 lines
5.7 KiB
Go
package doodads
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import (
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"errors"
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"fmt"
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"io/ioutil"
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"runtime"
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"sort"
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"strings"
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"git.kirsle.net/apps/doodle/assets"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/filesystem"
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"git.kirsle.net/apps/doodle/pkg/license"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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"git.kirsle.net/apps/doodle/pkg/wasm"
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)
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// Errors.
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var (
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ErrNotFound = errors.New("file not found")
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)
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// ListDoodads returns a listing of all available doodads between all locations,
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// including user doodads.
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func ListDoodads() ([]string, error) {
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var names []string
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// List doodads embedded into the binary.
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if files, err := assets.AssetDir("assets/doodads"); err == nil {
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names = append(names, files...)
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}
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// WASM
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if runtime.GOOS == "js" {
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// Return the array of doodads embedded in the bindata.
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// TODO: append user doodads to the list.
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return names, nil
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}
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// Read system-level doodads first. Ignore errors, if the system path is
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// empty we still go on to read the user directory.
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files, _ := ioutil.ReadDir(filesystem.SystemDoodadsPath)
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for _, file := range files {
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name := file.Name()
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if strings.HasSuffix(strings.ToLower(name), enum.DoodadExt) {
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names = append(names, name)
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}
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}
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// Append user doodads.
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userFiles, err := userdir.ListDoodads()
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names = append(names, userFiles...)
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// Deduplicate names.
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var uniq = map[string]interface{}{}
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var result []string
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for _, name := range names {
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if _, ok := uniq[name]; !ok {
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uniq[name] = nil
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result = append(result, name)
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}
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}
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sort.Strings(result)
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return result, err
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}
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// ListBuiltin returns a listing of all built-in doodads.
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// Exactly like ListDoodads() but doesn't return user home folder doodads.
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func ListBuiltin() ([]string, error) {
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var names []string
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// List doodads embedded into the binary.
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if files, err := assets.AssetDir("assets/doodads"); err == nil {
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names = append(names, files...)
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}
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// WASM
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if runtime.GOOS == "js" {
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// Return the array of doodads embedded in the bindata.
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// TODO: append user doodads to the list.
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return names, nil
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}
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// Read system-level doodads first. Ignore errors, if the system path is
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// empty we still go on to read the user directory.
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files, _ := ioutil.ReadDir(filesystem.SystemDoodadsPath)
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for _, file := range files {
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name := file.Name()
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if strings.HasSuffix(strings.ToLower(name), enum.DoodadExt) {
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names = append(names, name)
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}
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}
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// Deduplicate names.
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var uniq = map[string]interface{}{}
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var result []string
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for _, name := range names {
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if _, ok := uniq[name]; !ok {
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uniq[name] = nil
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result = append(result, name)
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}
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}
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sort.Strings(result)
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return result, nil
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}
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// LoadFromEmbeddable reads a doodad file, checking a level's embeddable
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// file data in addition to the usual places.
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func LoadFromEmbeddable(filename string, fs filesystem.Embeddable) (*Doodad, error) {
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if bin, err := fs.GetFile(balance.EmbeddedDoodadsBasePath + filename); err == nil {
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log.Debug("doodads.LoadFromEmbeddable: found %s", filename)
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if !license.IsRegistered() {
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return nil, license.ErrRegisteredFeature
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}
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return Deserialize(filename, bin)
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}
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return LoadFile(filename)
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}
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// LoadFile reads a doodad file from disk, checking a few locations.
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//
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// It checks for embedded bindata, system-level doodads on the filesystem,
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// and then user-owned doodads in their profile folder.
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func LoadFile(filename string) (*Doodad, error) {
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if !strings.HasSuffix(filename, enum.DoodadExt) {
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filename += enum.DoodadExt
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}
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// Search the system and user paths for this level.
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filename, err := filesystem.FindFile(filename)
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if err != nil {
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return nil, fmt.Errorf("doodads.LoadFile(%s): %s", filename, err)
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}
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// Do we have the file in bindata?
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if jsonData, err := assets.Asset(filename); err == nil {
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return FromJSON(filename, jsonData)
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}
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// WASM: try the file over HTTP ajax request.
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if runtime.GOOS == "js" {
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if result, ok := wasm.GetSession(filename); ok {
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log.Info("recall doodad data from localStorage")
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return FromJSON(filename, []byte(result))
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}
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// TODO: ajax load for doodads might not work, filesystem.FindFile returns
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// the base file for WASM but for now force it to system doodads path
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filename = "assets/doodads/" + filename
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jsonData, err := wasm.HTTPGet(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, jsonData)
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}
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// Load the JSON file from the filesystem.
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return LoadJSON(filename)
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}
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// WriteFile saves a doodad to disk in the user's config directory.
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func (d *Doodad) WriteFile(filename string) error {
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if !strings.HasSuffix(filename, enum.DoodadExt) {
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filename += enum.DoodadExt
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}
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// Set the version information.
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d.Version = 1
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d.GameVersion = branding.Version
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bin, err := d.ToJSON()
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if err != nil {
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return err
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}
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// WASM: place in localStorage.
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if runtime.GOOS == "js" {
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log.Info("wasm: write %s to localStorage", filename)
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wasm.SetSession(filename, string(bin))
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return nil
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}
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// Desktop: write to disk.
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filename = userdir.DoodadPath(filename)
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log.Debug("Write Doodad: %s", filename)
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err = ioutil.WriteFile(filename, bin, 0644)
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if err != nil {
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return fmt.Errorf("doodads.WriteFile: %s", err)
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}
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return nil
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}
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// Serialize encodes a doodad to bytes and returns them, instead
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// of writing to a file.
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func (d *Doodad) Serialize() ([]byte, error) {
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// Set the version information.
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d.Version = 1
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d.GameVersion = branding.Version
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bin, err := d.ToJSON()
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if err != nil {
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return []byte{}, err
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}
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return bin, nil
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}
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// Deserialize loads a doodad from its bytes format.
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func Deserialize(filename string, bin []byte) (*Doodad, error) {
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return FromJSON(filename, bin)
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}
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