Files
OpenRA/OpenRA.Game/Map/MapCache.cs
2024-07-29 21:56:36 +02:00

474 lines
14 KiB
C#

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