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
102 lines
2.4 KiB
Go
102 lines
2.4 KiB
Go
package doodads
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import (
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"bytes"
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"encoding/json"
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"fmt"
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"io/ioutil"
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"net/http"
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"path/filepath"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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)
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// ToJSON serializes the doodad as JSON (gzip supported).
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//
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// If balance.CompressLevels=true the doodad will be gzip compressed
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// and the return value is gz bytes and not the raw JSON.
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func (d *Doodad) ToJSON() ([]byte, error) {
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// Gzip compressing?
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if balance.DrawingFormat == balance.FormatGZip {
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return d.ToGzip()
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}
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// Zipfile?
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if balance.DrawingFormat == balance.FormatZipfile {
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return d.ToZipfile()
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}
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return d.AsJSON()
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}
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// AsJSON returns it just as JSON without any fancy gzip/zip magic.
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func (d *Doodad) AsJSON() ([]byte, error) {
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out := bytes.NewBuffer([]byte{})
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encoder := json.NewEncoder(out)
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if usercfg.Current.JSONIndent {
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encoder.SetIndent("", "\t")
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}
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err := encoder.Encode(d)
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return out.Bytes(), err
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}
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// FromJSON loads a doodad from JSON string (gzip supported).
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func FromJSON(filename string, data []byte) (*Doodad, error) {
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var doodad = &Doodad{}
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// Inspect the headers of the file to see how it was encoded.
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if len(data) > 0 && data[0] == '{' {
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// Looks standard JSON.
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err := json.Unmarshal(data, doodad)
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if err != nil {
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return nil, err
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}
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} else if len(data) > 1 && data[0] == 0x1f && data[1] == 0x8b {
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// Gzip compressed. `1F8B` is gzip magic number.
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if gzd, err := FromGzip(data); err != nil {
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return nil, err
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} else {
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doodad = gzd
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}
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} else if http.DetectContentType(data) == "application/zip" {
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if zipdoodad, err := FromZipfile(data); err != nil {
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return nil, err
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} else {
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doodad = zipdoodad
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}
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}
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// Inflate the chunk metadata to map the pixels to their palette indexes.
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doodad.Filename = filepath.Base(filename)
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doodad.Inflate()
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return doodad, nil
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}
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// WriteJSON writes a Doodad to JSON on disk.
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func (d *Doodad) WriteJSON(filename string) error {
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json, err := d.ToJSON()
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if err != nil {
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return fmt.Errorf("Doodad.WriteJSON: JSON encode error: %s", err)
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}
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err = ioutil.WriteFile(filename, json, 0755)
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if err != nil {
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return fmt.Errorf("Doodad.WriteJSON: WriteFile error: %s", err)
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}
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d.Filename = filepath.Base(filename)
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return nil
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}
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// LoadJSON loads a map from JSON file.
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func LoadJSON(filename string) (*Doodad, error) {
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data, err := ioutil.ReadFile(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, data)
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}
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