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
128 lines
3.2 KiB
Go
128 lines
3.2 KiB
Go
package doodads
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import (
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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)
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// Doodad is a reusable component for Levels that have scripts and graphics.
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type Doodad struct {
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level.Base
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Filename string `json:"-"` // used internally, not saved in json
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Hidden bool `json:"hidden,omitempty"`
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Palette *level.Palette `json:"palette"`
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Script string `json:"script"`
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Hitbox render.Rect `json:"hitbox"`
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Layers []Layer `json:"layers"`
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Tags map[string]string `json:"data"` // arbitrary key/value data storage
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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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// Layer holds a layer of drawing data for a Doodad.
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type Layer struct {
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Name string `json:"name"`
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Chunker *level.Chunker `json:"chunks"`
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}
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// New creates a new Doodad.
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func New(size int) *Doodad {
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if size == 0 {
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size = balance.DoodadSize
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}
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return &Doodad{
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Base: level.Base{
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Version: 1,
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},
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Palette: level.DefaultPalette(),
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Hitbox: render.NewRect(size, size),
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Layers: []Layer{
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{
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Name: "main",
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Chunker: level.NewChunker(size),
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},
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},
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Tags: map[string]string{},
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UndoHistory: drawtool.NewHistory(balance.UndoHistory),
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}
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}
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// AddLayer adds a new layer to the doodad. Call this rather than appending
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// your own layer so it points the Zipfile and layer number in. The chunker
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// is optional - pass nil and a new blank chunker is created.
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func (d *Doodad) AddLayer(name string, chunker *level.Chunker) Layer {
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if chunker == nil {
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chunker = level.NewChunker(d.ChunkSize())
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}
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layer := Layer{
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Name: name,
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Chunker: chunker,
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}
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layer.Chunker.Layer = len(d.Layers)
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d.Layers = append(d.Layers, layer)
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d.Inflate()
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return layer
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}
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// Teardown cleans up texture cache memory when the doodad is no longer needed by the game.
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func (d *Doodad) 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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for _, layer := range d.Layers {
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for coord := range layer.Chunker.IterChunks() {
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if chunk, ok := layer.Chunker.GetChunk(coord); ok {
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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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}
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}
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// Debug log if any textures were actually freed.
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if textures > 0 {
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log.Debug("Teardown doodad (%s): Freed %d textures across %d chunks", d.Title, textures, chunks)
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}
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}
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// Tag gets a value from the doodad's tags.
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func (d *Doodad) Tag(name string) string {
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if v, ok := d.Tags[name]; ok {
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return v
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}
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log.Warn("Doodad(%s).Tag(%s): tag not defined", d.Title, name)
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return ""
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}
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// ChunkSize returns the chunk size of the Doodad's first layer.
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func (d *Doodad) ChunkSize() int {
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return d.Layers[0].Chunker.Size
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}
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// Rect returns a rect of the ChunkSize for scaling a Canvas widget.
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func (d *Doodad) Rect() render.Rect {
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var size = d.ChunkSize()
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return render.Rect{
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W: size,
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H: size,
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}
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}
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// Inflate attaches the pixels to their swatches after loading from disk.
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func (d *Doodad) Inflate() {
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d.Palette.Inflate()
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for i, layer := range d.Layers {
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layer.Chunker.Layer = i
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layer.Chunker.Inflate(d.Palette)
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}
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}
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