Noah Petherbridge
f76ba6fbb7
* Add some encoding/decoding functions for binary msgpack format for levels and doodads. Currently it writes msgpack files that can be decoded and printed by Python (mp2json.py) but it can't re-read from the binary format. For now, levels will continue to write in JSON format. * Add filesystem abstraction functions to the balance/ package to search multiple paths to find Levels and Doodads, to make way for system-level doodads.
119 lines
3.0 KiB
Go
119 lines
3.0 KiB
Go
package balance
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import (
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"errors"
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"fmt"
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"io"
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"os"
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"path/filepath"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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)
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// Binary file format headers for Levels and Doodads.
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//
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// The header is 8 bytes long: "DOODLE" + file format version + file type number.
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const (
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BinMagic = "DOODLE"
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BinVersion uint8 = 1 // version of the file format we support
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BinLevelType uint8 = 1
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BinDoodadType uint8 = 2
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)
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// MakeHeader creates the binary file header.
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func MakeHeader(filetype uint8) []byte {
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header := make([]byte, len(BinMagic)+2)
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for i := 0; i < len(BinMagic); i++ {
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header[i] = BinMagic[i]
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}
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header[len(header)-2] = BinVersion
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header[len(header)-1] = filetype
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return header
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}
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// ReadHeader reads and verifies a header from a filehandle.
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func ReadHeader(filetype uint8, fh io.Reader) error {
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header := make([]byte, len(BinMagic)+2)
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_, err := fh.Read(header)
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if err != nil {
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return fmt.Errorf("ReadHeader: %s", err)
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}
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if string(header[:len(BinMagic)]) != BinMagic {
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return errors.New("not a doodle drawing (no magic number in header)")
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}
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// Verify the file format version and type.
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var (
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fileVersion = header[len(header)-2]
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fileType = header[len(header)-1]
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)
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if fileVersion == 0 || fileVersion > BinVersion {
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return errors.New("binary format was created using a newer version of the game")
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} else if fileType != filetype {
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return errors.New("drawing type is not the type we expected")
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}
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return nil
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}
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/*
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FindFile looks for a file (level or doodad) in a few places.
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The filename should already have a ".level" or ".doodad" file extension. If
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neither is given, the exact filename will be searched in all places.
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1. Check in the files built into the program binary.
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2. Check for system files in the binary's assets/ folder.
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3. Check the user folders.
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Returns the file path and an error if not found anywhere.
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*/
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func FindFile(filename string) (string, error) {
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var filetype string
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// Any hint on what type of file we're looking for?
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if strings.HasSuffix(filename, enum.LevelExt) {
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filetype = enum.LevelExt
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} else if strings.HasSuffix(filename, enum.DoodadExt) {
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filetype = enum.DoodadExt
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}
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// Search level directories.
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if filetype == enum.LevelExt || filetype == "" {
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// system levels
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candidate := filepath.Join(".", "assets", "levels", filename)
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if _, err := os.Stat(candidate); !os.IsNotExist(err) {
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return candidate, nil
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}
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// user levels
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candidate = userdir.LevelPath(filename)
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if _, err := os.Stat(candidate); !os.IsNotExist(err) {
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return candidate, nil
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}
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}
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// Search doodad directories.
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if filetype == enum.DoodadExt || filetype == "" {
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// system doodads
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candidate := filepath.Join(".", "assets", "doodads", filename)
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if _, err := os.Stat(candidate); !os.IsNotExist(err) {
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return candidate, nil
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}
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// user doodads
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candidate = userdir.DoodadPath(filename)
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if _, err := os.Stat(candidate); !os.IsNotExist(err) {
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return candidate, nil
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}
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}
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return "", errors.New("file not found")
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}
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