474 lines
14 KiB
C#
474 lines
14 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Support;
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namespace OpenRA
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{
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public sealed class MapCache : IEnumerable<MapPreview>, IDisposable
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{
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public static readonly MapPreview UnknownMap = new(null, null, MapGridType.Rectangular, null);
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public IReadOnlyDictionary<IReadOnlyPackage, MapClassification> MapLocations => mapLocations;
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readonly Dictionary<IReadOnlyPackage, MapClassification> mapLocations = new();
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public bool LoadPreviewImages = true;
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readonly Cache<string, MapPreview> previews;
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readonly ModData modData;
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readonly SheetBuilder sheetBuilder;
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Thread previewLoaderThread;
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bool previewLoaderThreadShutDown = true;
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readonly object syncRoot = new();
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readonly Queue<MapPreview> generateMinimap = new();
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public HashSet<string> StringPool { get; } = new();
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readonly List<MapDirectoryTracker> mapDirectoryTrackers = new();
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/// <summary>
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/// The most recently modified or loaded map at runtime.
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/// </summary>
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public string LastModifiedMap { get; private set; } = null;
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readonly Dictionary<string, string> mapUpdates = new();
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string lastLoadedLastModifiedMap;
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/// <summary>
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/// If LastModifiedMap was picked already, returns a null.
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/// </summary>
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public string PickLastModifiedMap(MapVisibility visibility)
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{
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UpdateMaps();
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var map = string.IsNullOrEmpty(LastModifiedMap) ? null : this[LastModifiedMap];
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if (map != null && map.Status == MapStatus.Available && map.Visibility.HasFlag(visibility) && lastLoadedLastModifiedMap != LastModifiedMap)
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{
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lastLoadedLastModifiedMap = LastModifiedMap;
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return lastLoadedLastModifiedMap;
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}
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return null;
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}
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public MapCache(ModData modData)
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{
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this.modData = modData;
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var gridType = Exts.Lazy(() => modData.Manifest.Get<MapGrid>().Type);
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previews = new Cache<string, MapPreview>(uid => new MapPreview(modData, uid, gridType.Value, this));
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sheetBuilder = new SheetBuilder(SheetType.BGRA);
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}
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public void UpdateMaps()
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{
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foreach (var tracker in mapDirectoryTrackers)
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tracker.UpdateMaps(this);
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}
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public void LoadMaps()
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{
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// Utility mod that does not support maps
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if (!modData.Manifest.Contains<MapGrid>())
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return;
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var mapGrid = modData.Manifest.Get<MapGrid>();
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// Enumerate map directories
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foreach (var kv in modData.Manifest.MapFolders)
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{
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var name = kv.Key;
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var classification = string.IsNullOrEmpty(kv.Value)
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? MapClassification.Unknown : Enum<MapClassification>.Parse(kv.Value);
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IReadOnlyPackage package;
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var optional = name.StartsWith('~');
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if (optional)
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name = name[1..];
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try
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{
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// HACK: If the path is inside the support directory then we may need to create it
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// Assume that the path is a directory if there is not an existing file with the same name
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var resolved = Platform.ResolvePath(name);
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if (resolved.StartsWith(Platform.SupportDir, StringComparison.Ordinal) && !File.Exists(resolved))
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Directory.CreateDirectory(resolved);
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package = modData.ModFiles.OpenPackage(name);
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}
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catch
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{
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if (optional)
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continue;
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throw;
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}
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mapLocations.Add(package, classification);
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mapDirectoryTrackers.Add(new MapDirectoryTracker(mapGrid, package, classification));
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}
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// PERF: Load the mod YAML once outside the loop, and reuse it when resolving each maps custom YAML.
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var modDataRules = modData.GetRulesYaml();
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foreach (var kv in MapLocations)
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{
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foreach (var map in kv.Key.Contents)
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LoadMapInternal(map, kv.Key, kv.Value, mapGrid, null, modDataRules);
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}
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// We only want to track maps in runtime, not at loadtime
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LastModifiedMap = null;
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}
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public void LoadMap(string map, IReadOnlyPackage package, MapClassification classification, MapGrid mapGrid, string oldMap)
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{
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LoadMapInternal(map, package, classification, mapGrid, oldMap, null);
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}
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void LoadMapInternal(string map, IReadOnlyPackage package, MapClassification classification, MapGrid mapGrid, string oldMap, IEnumerable<List<MiniYamlNode>> modDataRules)
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{
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IReadOnlyPackage mapPackage = null;
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try
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{
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using (new PerfTimer(map))
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{
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mapPackage = package.OpenPackage(map, modData.ModFiles);
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if (mapPackage != null)
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{
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var uid = Map.ComputeUID(mapPackage);
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previews[uid].UpdateFromMap(mapPackage, package, classification, modData.Manifest.MapCompatibility, mapGrid.Type, modDataRules);
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// Freeing the package to save memory if there is a lot of Maps
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previews[uid].DisposePackage();
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if (oldMap != uid)
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{
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LastModifiedMap = uid;
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if (oldMap != null)
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mapUpdates[oldMap] = uid;
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}
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}
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}
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}
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catch (Exception e)
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{
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mapPackage?.Dispose();
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Console.WriteLine($"Failed to load map: {map}");
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Console.WriteLine("Details:");
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Console.WriteLine(e);
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Log.Write("debug", $"Failed to load map: {map}");
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Log.Write("debug", "Details:");
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Log.Write("debug", e);
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}
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}
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public IEnumerable<IReadWritePackage> EnumerateMapDirPackages(MapClassification classification = MapClassification.System)
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{
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// Utility mod that does not support maps
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if (!modData.Manifest.Contains<MapGrid>())
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yield break;
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// Enumerate map directories
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foreach (var kv in modData.Manifest.MapFolders)
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{
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if (!Enum.TryParse(kv.Value, out MapClassification packageClassification))
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continue;
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if (!classification.HasFlag(packageClassification))
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continue;
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var name = kv.Key;
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var optional = name.StartsWith('~');
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if (optional)
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name = name[1..];
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// Don't try to open the map directory in the support directory if it doesn't exist
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var resolved = Platform.ResolvePath(name);
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if (resolved.StartsWith(Platform.SupportDir, StringComparison.Ordinal) && (!Directory.Exists(resolved) || !File.Exists(resolved)))
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continue;
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using (var package = (IReadWritePackage)modData.ModFiles.OpenPackage(name))
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yield return package;
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}
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}
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public IEnumerable<(IReadWritePackage Package, string Map)> EnumerateMapDirPackagesAndNames(MapClassification classification = MapClassification.System)
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{
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var mapDirPackages = EnumerateMapDirPackages(classification);
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foreach (var mapDirPackage in mapDirPackages)
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foreach (var map in mapDirPackage.Contents)
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yield return (mapDirPackage, map);
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}
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public IEnumerable<IReadWritePackage> EnumerateMapPackagesWithoutCaching(MapClassification classification = MapClassification.System)
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{
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var mapDirPackages = EnumerateMapDirPackages(classification);
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foreach (var mapDirPackage in mapDirPackages)
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foreach (var map in mapDirPackage.Contents)
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if (mapDirPackage.OpenPackage(map, modData.ModFiles) is IReadWritePackage mapPackage)
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yield return mapPackage;
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}
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public void QueryRemoteMapDetails(string repositoryUrl, IEnumerable<string> uids, Action<MapPreview> mapDetailsReceived = null, Action<MapPreview> mapQueryFailed = null)
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{
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var queryUids = uids.Distinct()
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.Where(uid => uid != null)
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.Select(uid => previews[uid])
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.Where(p => p.Status == MapStatus.Unavailable)
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.Select(p => p.Uid)
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.ToList();
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foreach (var uid in queryUids)
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previews[uid].UpdateRemoteSearch(MapStatus.Searching, null, null);
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Task.Run(async () =>
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{
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var client = HttpClientFactory.Create();
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var stringPool = new HashSet<string>(); // Reuse common strings in YAML
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// Limit each query to 50 maps at a time to avoid request size limits
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for (var i = 0; i < queryUids.Count; i += 50)
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{
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var batchUids = queryUids.Skip(i).Take(50).ToList();
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var url = repositoryUrl + "hash/" + string.Join(",", batchUids) + "/yaml";
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try
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{
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var httpResponseMessage = await client.GetAsync(url);
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var result = await httpResponseMessage.Content.ReadAsStreamAsync();
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var yaml = MiniYaml.FromStream(result, url, stringPool: stringPool);
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foreach (var kv in yaml)
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previews[kv.Key].UpdateRemoteSearch(MapStatus.DownloadAvailable, kv.Value, modData.Manifest.MapCompatibility, mapDetailsReceived);
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foreach (var uid in batchUids)
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{
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var p = previews[uid];
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if (p.Status != MapStatus.DownloadAvailable)
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p.UpdateRemoteSearch(MapStatus.Unavailable, null, null);
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}
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}
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catch (Exception e)
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{
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Log.Write("debug", "Remote map query failed with error:");
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Log.Write("debug", e);
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Log.Write("debug", $"URL was: {url}");
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foreach (var uid in batchUids)
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{
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var p = previews[uid];
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p.UpdateRemoteSearch(MapStatus.Unavailable, null, null);
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mapQueryFailed?.Invoke(p);
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}
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}
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}
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});
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}
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void LoadAsyncInternal()
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{
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Log.Write("debug", "MapCache.LoadAsyncInternal started");
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// Milliseconds to wait on one loop when nothing to do
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const int EmptyDelay = 50;
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// Keep the thread alive for at least 5 seconds after the last minimap generation
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const int MaxKeepAlive = 5000 / EmptyDelay;
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var keepAlive = MaxKeepAlive;
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while (true)
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{
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List<MapPreview> todo;
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lock (syncRoot)
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{
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todo = generateMinimap.Where(p => p.GetMinimap() == null).ToList();
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generateMinimap.Clear();
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if (keepAlive > 0)
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keepAlive--;
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if (keepAlive == 0 && todo.Count == 0)
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{
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previewLoaderThreadShutDown = true;
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break;
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}
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}
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if (todo.Count == 0)
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{
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Thread.Sleep(EmptyDelay);
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continue;
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}
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else
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keepAlive = MaxKeepAlive;
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// Render the minimap into the shared sheet
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foreach (var p in todo)
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{
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if (p.Preview != null)
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{
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Game.RunAfterTick(() =>
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{
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try
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{
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p.SetMinimap(sheetBuilder.Add(p.Preview));
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}
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catch (Exception e)
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{
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Log.Write("debug", "Failed to load minimap with exception:");
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Log.Write("debug", e);
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}
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});
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}
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// Yuck... But this helps the UI Jank when opening the map selector significantly.
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Thread.Sleep(Environment.ProcessorCount == 1 ? 25 : 5);
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}
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}
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// Release the buffer by forcing changes to be written out to the texture, allowing the buffer to be reclaimed by GC.
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Game.RunAfterTick(sheetBuilder.Current.ReleaseBuffer);
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Log.Write("debug", "MapCache.LoadAsyncInternal ended");
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}
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public string GetUpdatedMap(string uid)
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{
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if (uid == null)
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return null;
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while (this[uid].Status != MapStatus.Available)
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{
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if (mapUpdates.TryGetValue(uid, out var newUid))
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uid = newUid;
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else
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return null;
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}
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return uid;
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}
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public void CacheMinimap(MapPreview preview)
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{
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bool launchPreviewLoaderThread;
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lock (syncRoot)
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{
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generateMinimap.Enqueue(preview);
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launchPreviewLoaderThread = previewLoaderThreadShutDown;
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previewLoaderThreadShutDown = false;
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}
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if (launchPreviewLoaderThread)
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Game.RunAfterTick(() =>
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{
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// Wait for any existing thread to exit before starting a new one.
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previewLoaderThread?.Join();
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previewLoaderThread = new Thread(LoadAsyncInternal)
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{
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Name = "Map Preview Loader",
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IsBackground = true
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};
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previewLoaderThread.Start();
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});
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}
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bool IsSuitableInitialMap(MapPreview map)
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{
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if (map.Status != MapStatus.Available || !map.Visibility.HasFlag(MapVisibility.Lobby))
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return false;
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// Other map types may have confusing settings or gameplay
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if (!map.Categories.Contains("Conquest"))
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return false;
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// Maps with bots disabled confuse new players
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if (map.Players.Players.Any(x => !x.Value.AllowBots))
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return false;
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// Large maps expose unfortunate performance problems
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if (map.Bounds.Width > 128 || map.Bounds.Height > 128)
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return false;
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return true;
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}
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public string ChooseInitialMap(string initialUid, MersenneTwister random)
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{
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UpdateMaps();
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var map = string.IsNullOrEmpty(initialUid) ? null : previews[initialUid];
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if (map == null ||
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map.Status != MapStatus.Available ||
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!map.Visibility.HasFlag(MapVisibility.Lobby) ||
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(map.Class != MapClassification.System && map.Class != MapClassification.User))
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{
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var selected = previews.Values.Where(IsSuitableInitialMap).RandomOrDefault(random) ??
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previews.Values.FirstOrDefault(m =>
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m.Status == MapStatus.Available &&
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m.Visibility.HasFlag(MapVisibility.Lobby) &&
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(m.Class == MapClassification.System || m.Class == MapClassification.User));
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return selected == null ? string.Empty : selected.Uid;
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}
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return initialUid;
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}
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public MapPreview this[string key]
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{
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get
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{
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UpdateMaps();
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return previews[key];
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}
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}
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public IEnumerator<MapPreview> GetEnumerator()
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{
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UpdateMaps();
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return previews.Values.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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public void Dispose()
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{
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if (previewLoaderThread == null)
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{
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sheetBuilder.Dispose();
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return;
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}
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foreach (var p in previews.Values)
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p.Dispose();
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foreach (var t in mapDirectoryTrackers)
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t.Dispose();
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// We need to let the loader thread exit before we can dispose our sheet builder.
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// Ideally we should dispose our resources before returning, but we don't to block waiting on the loader thread to exit.
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// Instead, we'll queue disposal to be run once it has exited.
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ThreadPool.QueueUserWorkItem(_ =>
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{
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previewLoaderThread.Join();
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Game.RunAfterTick(sheetBuilder.Dispose);
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});
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}
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}
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}
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