Files
OpenRA/OpenRA.Game/Map/MapCache.cs
RoosterDragon 300281695a Deserialize mod rules only once when loading all maps.
This avoids loading, parsing and merging YAML rules for the mod during loading of each individual map. This saves significant time resolving custom rules on each map loaded.
2023-06-01 12:59:53 +02:00

464 lines
13 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 Dictionary<string, string> StringPool { get; } = new Dictionary<string, string>();
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("~", StringComparison.Ordinal);
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) && !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);
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("~", StringComparison.Ordinal);
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) && (!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);
Task.Run(async () =>
{
var client = HttpClientFactory.Create();
// 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);
foreach (var kv in yaml)
previews[kv.Key].UpdateRemoteSearch(MapStatus.DownloadAvailable, kv.Value, mapDetailsReceived);
foreach (var uid in batchUids)
{
var p = previews[uid];
if (p.Status != MapStatus.DownloadAvailable)
p.UpdateRemoteSearch(MapStatus.Unavailable, 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);
mapQueryFailed?.Invoke(p);
}
}
}
});
}
void LoadAsyncInternal()
{
Log.Write("debug", "MapCache.LoadAsyncInternal started");
// Milliseconds to wait on one loop when nothing to do
var emptyDelay = 50;
// Keep the thread alive for at least 5 seconds after the last minimap generation
var 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.ContainsKey(uid))
uid = mapUpdates[uid];
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);
});
}
}
}