Files
OpenRA/OpenRA.Game/Map/MapCache.cs
2016-02-28 10:18:50 +00:00

290 lines
8.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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, 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.Net;
using System.Text;
using System.Threading;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Primitives;
namespace OpenRA
{
public sealed class MapCache : IEnumerable<MapPreview>, IDisposable
{
public static readonly MapPreview UnknownMap = new MapPreview(null, MapGridType.Rectangular, null);
readonly Cache<string, MapPreview> previews;
readonly ModData modData;
readonly SheetBuilder sheetBuilder;
Thread previewLoaderThread;
bool previewLoaderThreadShutDown = true;
object syncRoot = new object();
Queue<MapPreview> generateMinimap = new Queue<MapPreview>();
public MapCache(ModData modData)
{
this.modData = modData;
var gridType = Exts.Lazy(() => modData.Manifest.Get<MapGrid>().Type);
previews = new Cache<string, MapPreview>(uid => new MapPreview(uid, gridType.Value, this));
sheetBuilder = new SheetBuilder(SheetType.BGRA);
}
public void LoadMaps()
{
// Utility mod that does not support maps
if (!modData.Manifest.Contains<MapGrid>())
return;
// Expand the dictionary (dir path, dir type) to a dictionary of (map path, dir type)
var mapPaths = modData.Manifest.MapFolders.SelectMany(kv =>
FindMapsIn(modData.ModFiles, kv.Key).ToDictionary(p => p, p => string.IsNullOrEmpty(kv.Value)
? MapClassification.Unknown : Enum<MapClassification>.Parse(kv.Value)));
var mapGrid = modData.Manifest.Get<MapGrid>();
foreach (var path in mapPaths)
{
IReadOnlyPackage package;
try
{
using (new Support.PerfTimer(path.Key))
{
package = modData.ModFiles.OpenPackage(path.Key);
var uid = Map.ComputeUID(package);
previews[uid].UpdateFromMap(package, path.Value, modData.Manifest.MapCompatibility, mapGrid.Type);
}
}
catch (Exception e)
{
if (package != null)
package.Dispose();
Console.WriteLine("Failed to load map: {0}", path);
Console.WriteLine("Details: {0}", e);
Log.Write("debug", "Failed to load map: {0}", path);
Log.Write("debug", "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) + "/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);
try
{
var yaml = MiniYaml.FromString(data);
foreach (var kv in yaml)
maps[kv.Key].UpdateRemoteSearch(MapStatus.DownloadAvailable, kv.Value);
}
catch
{
Log.Write("debug", "Can't parse remote map search data:\n{0}", data);
}
};
new Download(url, _ => { }, onInfoComplete);
}
public static IEnumerable<string> FindMapsIn(FileSystem.FileSystem context, string dir)
{
string[] noMaps = { };
// Ignore optional flag
if (dir.StartsWith("~"))
dir = dir.Substring(1);
// HACK: We currently only support maps loaded from Folders
// This is a temporary workaround that resolves the filesystem paths to a system directory
IReadOnlyPackage package;
string filename;
if (context.TryGetPackageContaining(dir, out package, out filename))
dir = Path.Combine(package.Name, filename);
else if (Directory.Exists(Platform.ResolvePath(dir)))
dir = Platform.ResolvePath(dir);
else
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()
{
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;
for (;;)
{
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)
{
// The rendering is thread safe because it only reads from the passed instances and writes to a new bitmap
var createdPreview = false;
var bitmap = p.CustomPreview;
if (bitmap == null)
{
createdPreview = true;
var map = new Map(modData, p.Package);
bitmap = Minimap.RenderMapPreview(modData.DefaultRules.TileSets[map.Tileset], map, modData.DefaultRules, true);
}
Game.RunAfterTick(() =>
{
try
{
p.SetMinimap(sheetBuilder.Add(bitmap));
}
finally
{
if (createdPreview)
bitmap.Dispose();
}
});
// Yuck... But this helps the UI Jank when opening the map selector significantly.
Thread.Sleep(Environment.ProcessorCount == 1 ? 25 : 5);
}
}
// The buffer is not fully reclaimed until changes are written out to the texture.
// We will access the texture in order to force changes to be written out, allowing the buffer to be freed.
Game.RunAfterTick(() =>
{
sheetBuilder.Current.ReleaseBuffer();
sheetBuilder.Current.GetTexture();
});
Log.Write("debug", "MapCache.LoadAsyncInternal ended");
}
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.
if (previewLoaderThread != null)
previewLoaderThread.Join();
previewLoaderThread = new Thread(LoadAsyncInternal)
{
Name = "Map Preview Loader",
IsBackground = true
};
previewLoaderThread.Start();
});
}
public MapPreview this[string key]
{
get { return previews[key]; }
}
public IEnumerator<MapPreview> GetEnumerator()
{
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();
// 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);
});
}
}
}