Files
OpenRA/OpenRA.Game/Map/MapCache.cs
2014-04-23 03:43:46 +03:00

191 lines
5.0 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Net;
using System.Text;
using System.Threading;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Primitives;
namespace OpenRA
{
public class MapCache : IEnumerable<MapPreview>
{
public static readonly MapPreview UnknownMap = new MapPreview(null, null);
readonly Cache<string, MapPreview> previews;
readonly Manifest manifest;
readonly SheetBuilder sheetBuilder;
Thread previewLoaderThread;
object syncRoot = new object();
Queue<MapPreview> generateMinimap = new Queue<MapPreview>();
public MapCache(Manifest m)
{
manifest = m;
previews = new Cache<string, MapPreview>(uid => new MapPreview(uid, this));
sheetBuilder = new SheetBuilder(SheetType.BGRA);
}
public void LoadMaps()
{
var paths = manifest.MapFolders.SelectMany(f => FindMapsIn(f));
foreach (var path in paths)
{
try
{
using (new Support.PerfTimer(path))
{
var map = new Map(path, manifest.Mod.Id);
if (manifest.MapCompatibility.Contains(map.RequiresMod))
previews[map.Uid].UpdateFromMap(map);
}
}
catch (Exception e)
{
Console.WriteLine("Failed to load map: {0}", path);
Console.WriteLine("Details: {0}", e);
}
}
}
public void QueryRemoteMapDetails(IEnumerable<string> uids)
{
var maps = uids.Distinct()
.Select(uid => previews[uid])
.Where(p => p.Status == MapStatus.Unavailable)
.ToDictionary(p => p.Uid, p => p);
if (!maps.Any())
return;
foreach (var p in maps.Values)
p.UpdateRemoteSearch(MapStatus.Searching, null);
var url = Game.Settings.Game.MapRepository + "hash/" + string.Join(",", maps.Keys.ToArray()) + "/yaml";
Action<DownloadDataCompletedEventArgs, bool> onInfoComplete = (i, cancelled) =>
{
if (cancelled || i.Error != null)
{
Log.Write("debug", "Remote map query failed with error: {0}", i.Error != null ? i.Error.Message : "cancelled");
Log.Write("debug", "URL was: {0}", url);
foreach (var p in maps.Values)
p.UpdateRemoteSearch(MapStatus.Unavailable, null);
return;
}
var data = Encoding.UTF8.GetString(i.Result);
var yaml = MiniYaml.FromString(data);
foreach (var kv in yaml)
maps[kv.Key].UpdateRemoteSearch(MapStatus.DownloadAvailable, kv.Value);
};
new Download(url, _ => { }, onInfoComplete);
}
public static IEnumerable<string> FindMapsIn(string dir)
{
string[] noMaps = { };
// Ignore optional flag
if (dir.StartsWith("~"))
dir = dir.Substring(1);
// Paths starting with ^ are relative to the user directory
if (dir.StartsWith("^"))
dir = Platform.SupportDir + dir.Substring(1);
if (!Directory.Exists(dir))
return noMaps;
var dirsWithMaps = Directory.GetDirectories(dir)
.Where(d => Directory.GetFiles(d, "map.yaml").Any() && Directory.GetFiles(d, "map.bin").Any());
return dirsWithMaps.Concat(Directory.GetFiles(dir, "*.oramap"));
}
void LoadAsyncInternal()
{
for (;;)
{
MapPreview p;
lock (syncRoot)
{
if (generateMinimap.Count == 0)
break;
p = generateMinimap.Peek();
// Preview already exists
if (p.Minimap != null)
{
generateMinimap.Dequeue();
continue;
}
}
// Render the minimap into the shared sheet
// Note: this is not generally thread-safe, but it works here because:
// (a) This worker is the only thread writing to this sheet
// (b) The main thread is the only thread reading this sheet
// (c) The sheet is marked dirty after the write is completed,
// which causes the main thread to copy this to the texture during
// the next render cycle.
// (d) Any partially written bytes from the next minimap is in an
// unallocated area, and will be committed in the next cycle.
var bitmap = p.CustomPreview ?? Minimap.RenderMapPreview(p.Map, true);
p.Minimap = sheetBuilder.Add(bitmap);
lock (syncRoot)
generateMinimap.Dequeue();
// Yuck... But this helps the UI Jank when opening the map selector significantly.
Thread.Sleep(50);
}
}
public void CacheMinimap(MapPreview preview)
{
lock (syncRoot)
generateMinimap.Enqueue(preview);
if (previewLoaderThread == null || !previewLoaderThread.IsAlive)
{
previewLoaderThread = new Thread(LoadAsyncInternal);
previewLoaderThread.Start();
}
}
public MapPreview this[string key]
{
get { return previews[key]; }
}
public IEnumerator<MapPreview> GetEnumerator()
{
return previews.Values.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}