277 lines
7.3 KiB
C#
277 lines
7.3 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, null, MapGridType.Rectangular, null);
|
|
public readonly IReadOnlyDictionary<IReadOnlyPackage, MapClassification> MapLocations;
|
|
|
|
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(modData, uid, gridType.Value, this));
|
|
sheetBuilder = new SheetBuilder(SheetType.BGRA);
|
|
|
|
// Enumerate map directories
|
|
var mapLocations = new Dictionary<IReadOnlyPackage, MapClassification>();
|
|
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.Substring(1);
|
|
|
|
try
|
|
{
|
|
package = modData.ModFiles.OpenPackage(name);
|
|
}
|
|
catch
|
|
{
|
|
if (optional)
|
|
continue;
|
|
|
|
throw;
|
|
}
|
|
|
|
mapLocations.Add(package, classification);
|
|
}
|
|
|
|
MapLocations = new ReadOnlyDictionary<IReadOnlyPackage, MapClassification>(mapLocations);
|
|
}
|
|
|
|
public void LoadMaps()
|
|
{
|
|
// Utility mod that does not support maps
|
|
if (!modData.Manifest.Contains<MapGrid>())
|
|
return;
|
|
|
|
var mapGrid = Game.ModData.Manifest.Get<MapGrid>();
|
|
foreach (var kv in MapLocations)
|
|
{
|
|
foreach (var map in kv.Key.Contents)
|
|
{
|
|
IReadOnlyPackage mapPackage = null;
|
|
try
|
|
{
|
|
using (new Support.PerfTimer(map))
|
|
{
|
|
mapPackage = modData.ModFiles.OpenPackage(map, kv.Key);
|
|
if (mapPackage == null)
|
|
continue;
|
|
|
|
var uid = Map.ComputeUID(mapPackage);
|
|
previews[uid].UpdateFromMap(mapPackage, kv.Key, kv.Value, modData.Manifest.MapCompatibility, mapGrid.Type);
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
if (mapPackage != null)
|
|
mapPackage.Dispose();
|
|
Console.WriteLine("Failed to load map: {0}", map);
|
|
Console.WriteLine("Details: {0}", e);
|
|
Log.Write("debug", "Failed to load map: {0}", map);
|
|
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);
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (p.Preview != null)
|
|
Game.RunAfterTick(() => p.SetMinimap(sheetBuilder.Add(p.Preview)));
|
|
|
|
// 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);
|
|
});
|
|
}
|
|
}
|
|
}
|