Noah Petherbridge
93623e4e8a
Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
78 lines
2.0 KiB
Go
78 lines
2.0 KiB
Go
package balance
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import (
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"errors"
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"fmt"
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"sort"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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)
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/*
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Boolprop is a boolean setting that can be toggled in the game using the
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developer console. Many of these consist of usercfg settings that are
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not exposed to the Settings UI window, and secret testing functions.
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Where one points to usercfg, check usercfg.Settings for documentation
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about what that boolean does.
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*/
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type Boolprop struct {
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Name string
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Get func() bool
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Set func(bool)
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}
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// Boolprops are the map of available boolprops, shown in the dev
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// console when you type: "boolProp list"
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var Boolprops = map[string]Boolprop{
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"show-hidden-doodads": {
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Get: func() bool { return usercfg.Current.ShowHiddenDoodads },
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Set: func(v bool) { usercfg.Current.ShowHiddenDoodads = v },
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},
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"write-lock-override": {
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Get: func() bool { return usercfg.Current.WriteLockOverride },
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Set: func(v bool) { usercfg.Current.WriteLockOverride = v },
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},
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"pretty-json": {
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Get: func() bool { return usercfg.Current.JSONIndent },
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Set: func(v bool) { usercfg.Current.JSONIndent = v },
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},
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"horizontal-toolbars": {
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Get: func() bool { return usercfg.Current.HorizontalToolbars },
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Set: func(v bool) { usercfg.Current.HorizontalToolbars = v },
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},
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"eager-render": {
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Get: func() bool { return EagerRenderLevelChunks },
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Set: func(v bool) { EagerRenderLevelChunks = v },
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},
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}
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// GetBoolProp reads the current value of a boolProp.
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// Special value "list" will error out with a list of available props.
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func GetBoolProp(name string) (bool, error) {
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if name == "list" {
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var keys []string
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for k := range Boolprops {
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keys = append(keys, k)
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}
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sort.Strings(keys)
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return false, fmt.Errorf(
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"boolprops: %s",
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strings.Join(keys, ", "),
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)
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}
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if prop, ok := Boolprops[name]; ok {
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return prop.Get(), nil
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}
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return false, errors.New("no such boolProp")
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}
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// BoolProp allows easily setting a boolProp by name.
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func BoolProp(name string, v bool) error {
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if prop, ok := Boolprops[name]; ok {
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prop.Set(v)
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return nil
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}
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return errors.New("no such boolProp")
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}
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