286 lines
8.0 KiB
C#
286 lines
8.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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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.Net;
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using System.Text;
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using System.Threading;
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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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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 MapPreview(null, MapGridType.Rectangular, null);
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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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object syncRoot = new object();
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Queue<MapPreview> generateMinimap = new Queue<MapPreview>();
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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(uid, gridType.Value, this));
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sheetBuilder = new SheetBuilder(SheetType.BGRA);
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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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// Expand the dictionary (dir path, dir type) to a dictionary of (map path, dir type)
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var mapPaths = modData.Manifest.MapFolders.SelectMany(kv =>
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FindMapsIn(modData.ModFiles, kv.Key).ToDictionary(p => p, p => string.IsNullOrEmpty(kv.Value)
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? MapClassification.Unknown : Enum<MapClassification>.Parse(kv.Value)));
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var mapGrid = modData.Manifest.Get<MapGrid>();
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foreach (var path in mapPaths)
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{
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try
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{
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using (new Support.PerfTimer(path.Key))
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{
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var package = modData.ModFiles.OpenPackage(path.Key);
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var uid = Map.ComputeUID(package);
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previews[uid].UpdateFromMap(package, path.Value, modData.Manifest.MapCompatibility, mapGrid.Type);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine("Failed to load map: {0}", path);
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Console.WriteLine("Details: {0}", e);
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Log.Write("debug", "Failed to load map: {0}", path);
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Log.Write("debug", "Details: {0}", e);
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}
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}
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}
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public void QueryRemoteMapDetails(IEnumerable<string> uids)
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{
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var maps = uids.Distinct()
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.Select(uid => previews[uid])
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.Where(p => p.Status == MapStatus.Unavailable)
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.ToDictionary(p => p.Uid, p => p);
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if (!maps.Any())
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return;
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foreach (var p in maps.Values)
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p.UpdateRemoteSearch(MapStatus.Searching, null);
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var url = Game.Settings.Game.MapRepository + "hash/" + string.Join(",", maps.Keys) + "/yaml";
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Action<DownloadDataCompletedEventArgs, bool> onInfoComplete = (i, cancelled) =>
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{
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if (cancelled || i.Error != null)
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{
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Log.Write("debug", "Remote map query failed with error: {0}", i.Error != null ? i.Error.Message : "cancelled");
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Log.Write("debug", "URL was: {0}", url);
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foreach (var p in maps.Values)
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p.UpdateRemoteSearch(MapStatus.Unavailable, null);
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return;
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}
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var data = Encoding.UTF8.GetString(i.Result);
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try
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{
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var yaml = MiniYaml.FromString(data);
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foreach (var kv in yaml)
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maps[kv.Key].UpdateRemoteSearch(MapStatus.DownloadAvailable, kv.Value);
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}
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catch
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{
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Log.Write("debug", "Can't parse remote map search data:\n{0}", data);
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}
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};
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new Download(url, _ => { }, onInfoComplete);
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}
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public static IEnumerable<string> FindMapsIn(FileSystem.FileSystem context, string dir)
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{
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string[] noMaps = { };
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// Ignore optional flag
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if (dir.StartsWith("~"))
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dir = dir.Substring(1);
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// HACK: We currently only support maps loaded from Folders
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// This is a temporary workaround that resolves the filesystem paths to a system directory
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IReadOnlyPackage package;
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string filename;
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if (context.TryGetPackageContaining(dir, out package, out filename))
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dir = Path.Combine(package.Name, filename);
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else if (Directory.Exists(Platform.ResolvePath(dir)))
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dir = Platform.ResolvePath(dir);
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else
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return noMaps;
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var dirsWithMaps = Directory.GetDirectories(dir)
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.Where(d => Directory.GetFiles(d, "map.yaml").Any() && Directory.GetFiles(d, "map.bin").Any());
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return dirsWithMaps.Concat(Directory.GetFiles(dir, "*.oramap"));
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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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var emptyDelay = 50;
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// Keep the thread alive for at least 5 seconds after the last minimap generation
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var maxKeepAlive = 5000 / emptyDelay;
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var keepAlive = maxKeepAlive;
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for (;;)
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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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// The rendering is thread safe because it only reads from the passed instances and writes to a new bitmap
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var createdPreview = false;
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var bitmap = p.CustomPreview;
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if (bitmap == null)
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{
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createdPreview = true;
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var map = new Map(modData, p.Package);
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bitmap = Minimap.RenderMapPreview(modData.DefaultRules.TileSets[map.Tileset], map, modData.DefaultRules, true);
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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(bitmap));
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}
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finally
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{
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if (createdPreview)
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bitmap.Dispose();
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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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// The buffer is not fully reclaimed until changes are written out to the texture.
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// We will access the texture in order to force changes to be written out, allowing the buffer to be freed.
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Game.RunAfterTick(() =>
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{
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sheetBuilder.Current.ReleaseBuffer();
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sheetBuilder.Current.GetTexture();
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});
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Log.Write("debug", "MapCache.LoadAsyncInternal ended");
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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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if (previewLoaderThread != null)
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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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public MapPreview this[string key]
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{
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get { return previews[key]; }
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}
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public IEnumerator<MapPreview> GetEnumerator()
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{
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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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// 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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