doodle/pkg/doodads/fmt_readwrite.go
Noah Petherbridge 6be2f86b58 RLE Encoding Code Cleanup [PTO]
* For the doodad tool: skip the assets embed folder, the doodad binary doesn't
  need to include all the game's doodads/levelpacks/etc. and can save on file
  size.
* In `doodad resave`, .doodad files with Vacuum() and upgrade their chunker from
  the MapAccessor to the RLEAccessor.
* Fix a rare concurrent map read/write error in OptimizeChunkerAccessors.
2024-05-24 15:03:32 -07:00

214 lines
5.3 KiB
Go

package doodads
import (
"errors"
"fmt"
"io/ioutil"
"runtime"
"sort"
"strings"
"git.kirsle.net/SketchyMaze/doodle/assets"
"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
"git.kirsle.net/SketchyMaze/doodle/pkg/filesystem"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
"git.kirsle.net/SketchyMaze/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 := assets.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 := assets.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
}
// 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 := assets.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
// Maintenance functions, clean up cruft before save.
if err := d.Vacuum(); err != nil {
log.Error("Vacuum level %s: %s", filename, err)
}
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.
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)
}