Files
OpenRA/OpenRA.Game/Map/MapPreview.cs

291 lines
7.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Generic;
using System.ComponentModel;
using System.Diagnostics.CodeAnalysis;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Net;
using System.Threading;
using OpenRA.Graphics;
namespace OpenRA
{
public enum MapStatus { Available, Unavailable, Searching, DownloadAvailable, Downloading, DownloadError }
// Used for grouping maps in the UI
public enum MapClassification { Unknown, System, User, Remote }
// Used for verifying map availability in the lobby
public enum MapRuleStatus { Unknown, Cached, Invalid }
[SuppressMessage("StyleCop.CSharp.NamingRules",
"SA1307:AccessibleFieldsMustBeginWithUpperCaseLetter",
Justification = "Fields names must match the with the remote API.")]
[SuppressMessage("StyleCop.CSharp.NamingRules",
"SA1304:NonPrivateReadonlyFieldsMustBeginWithUpperCaseLetter",
Justification = "Fields names must match the with the remote API.")]
[SuppressMessage("StyleCop.CSharp.NamingRules",
"SA1310:FieldNamesMustNotContainUnderscore",
Justification = "Fields names must match the with the remote API.")]
public class RemoteMapData
{
public readonly string title;
public readonly string author;
public readonly string map_type;
public readonly int players;
public readonly Rectangle bounds;
public readonly int[] spawnpoints = { };
public readonly MapGridType map_grid_type;
public readonly string minimap;
public readonly bool downloading;
}
public class MapPreview
{
static readonly CPos[] NoSpawns = new CPos[] { };
MapCache cache;
public readonly string Uid;
public string Title { get; private set; }
public string Type { get; private set; }
public string Author { get; private set; }
public int PlayerCount { get; private set; }
public CPos[] SpawnPoints { get; private set; }
public MapGridType GridType { get; private set; }
public Rectangle Bounds { get; private set; }
public Bitmap CustomPreview { get; private set; }
public Map Map { get; private set; }
public MapStatus Status { get; private set; }
public MapClassification Class { get; private set; }
public bool SuitableForInitialMap { get; private set; }
public MapRuleStatus RuleStatus { get; private set; }
Download download;
public long DownloadBytes { get; private set; }
public int DownloadPercentage { get; private set; }
Sprite minimap;
bool generatingMinimap;
public Sprite GetMinimap()
{
if (minimap != null)
return minimap;
if (!generatingMinimap && Status == MapStatus.Available)
{
generatingMinimap = true;
cache.CacheMinimap(this);
}
return null;
}
public void SetMinimap(Sprite minimap)
{
this.minimap = minimap;
generatingMinimap = false;
}
public MapPreview(string uid, MapGridType gridType, MapCache cache)
{
this.cache = cache;
Uid = uid;
Title = "Unknown Map";
Type = "Unknown";
Author = "Unknown Author";
PlayerCount = 0;
Bounds = Rectangle.Empty;
SpawnPoints = NoSpawns;
GridType = gridType;
Status = MapStatus.Unavailable;
Class = MapClassification.Unknown;
}
public void UpdateFromMap(Map m, MapClassification classification)
{
Map = m;
Title = m.Title;
Type = m.Type;
Type = m.Type;
Author = m.Author;
Bounds = m.Bounds;
SpawnPoints = m.SpawnPoints.Value;
GridType = m.Grid.Type;
CustomPreview = m.CustomPreview;
Status = MapStatus.Available;
Class = classification;
var players = new MapPlayers(m.PlayerDefinitions).Players;
PlayerCount = players.Count(x => x.Value.Playable);
SuitableForInitialMap = EvaluateUserFriendliness(players);
}
bool EvaluateUserFriendliness(Dictionary<string, PlayerReference> players)
{
if (Status != MapStatus.Available || !Map.Visibility.HasFlag(MapVisibility.Lobby))
return false;
// Other map types may have confusing settings or gameplay
if (Type != "Conquest")
return false;
// Maps with bots disabled confuse new players
if (players.Any(x => !x.Value.AllowBots))
return false;
// Large maps expose unfortunate performance problems
if (Bounds.Width > 128 || Bounds.Height > 128)
return false;
return true;
}
public void UpdateRemoteSearch(MapStatus status, MiniYaml yaml)
{
// Update on the main thread to ensure consistency
Game.RunAfterTick(() =>
{
if (status == MapStatus.DownloadAvailable)
{
try
{
var r = FieldLoader.Load<RemoteMapData>(yaml);
// Map download has been disabled server side
if (!r.downloading)
{
Status = MapStatus.Unavailable;
RuleStatus = MapRuleStatus.Invalid;
return;
}
Title = r.title;
Type = r.map_type;
Author = r.author;
PlayerCount = r.players;
Bounds = r.bounds;
var spawns = new CPos[r.spawnpoints.Length / 2];
for (var j = 0; j < r.spawnpoints.Length; j += 2)
spawns[j / 2] = new CPos(r.spawnpoints[j], r.spawnpoints[j + 1]);
SpawnPoints = spawns;
GridType = r.map_grid_type;
CustomPreview = new Bitmap(new MemoryStream(Convert.FromBase64String(r.minimap)));
}
catch (Exception) { }
if (CustomPreview != null)
cache.CacheMinimap(this);
}
Status = status;
Class = MapClassification.Remote;
});
}
public void Install()
{
if (Status != MapStatus.DownloadAvailable || !Game.Settings.Game.AllowDownloading)
return;
Status = MapStatus.Downloading;
var baseMapPath = Platform.ResolvePath("^", "maps", Game.ModData.Manifest.Mod.Id);
// Create the map directory if it doesn't exist
if (!Directory.Exists(baseMapPath))
Directory.CreateDirectory(baseMapPath);
new Thread(() =>
{
// Request the filename from the server
// Run in a worker thread to avoid network delays
var mapUrl = Game.Settings.Game.MapRepository + Uid;
var mapPath = string.Empty;
try
{
var request = WebRequest.Create(mapUrl);
request.Method = "HEAD";
using (var res = request.GetResponse())
{
// Map not found
if (res.Headers["Content-Disposition"] == null)
{
Status = MapStatus.DownloadError;
return;
}
mapPath = Path.Combine(baseMapPath, res.Headers["Content-Disposition"].Replace("attachment; filename = ", ""));
}
Action<DownloadProgressChangedEventArgs> onDownloadProgress = i => { DownloadBytes = i.BytesReceived; DownloadPercentage = i.ProgressPercentage; };
Action<AsyncCompletedEventArgs, bool> onDownloadComplete = (i, cancelled) =>
{
download = null;
if (cancelled || i.Error != null)
{
Log.Write("debug", "Remote map download failed with error: {0}", i.Error != null ? i.Error.Message : "cancelled");
Log.Write("debug", "URL was: {0}", mapUrl);
Status = MapStatus.DownloadError;
return;
}
Log.Write("debug", "Downloaded map to '{0}'", mapPath);
Game.RunAfterTick(() =>
{
UpdateFromMap(new Map(mapPath), MapClassification.User);
CacheRules();
});
};
download = new Download(mapUrl, mapPath, onDownloadProgress, onDownloadComplete);
}
catch (Exception e)
{
Console.WriteLine(e.Message);
Status = MapStatus.DownloadError;
}
}).Start();
}
public void CancelInstall()
{
if (download == null)
return;
download.Cancel();
download = null;
}
public void CacheRules()
{
if (RuleStatus != MapRuleStatus.Unknown)
return;
Map.PreloadRules();
RuleStatus = Map.InvalidCustomRules ? MapRuleStatus.Invalid : MapRuleStatus.Cached;
}
public void Invalidate()
{
Status = MapStatus.Unavailable;
RuleStatus = MapRuleStatus.Unknown;
}
}
}