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package d2systems
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import (
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"encoding/json"
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"os"
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"path"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/gravestench/akara"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2components"
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)
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2020-10-12 17:35:11 -04:00
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const (
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configDirectoryName = "OpenDiablo2"
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configFileName = "config.json"
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)
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// static check that the game config system implements the system interface
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var _ akara.System = &GameConfigSystem{}
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func NewGameConfigSystem() *GameConfigSystem {
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// we are going to check entities that dont yet have loaded asset types
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thingsToCheck := akara.NewFilter().
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Require(d2components.FilePath).
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Require(d2components.FileType).
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Require(d2components.FileHandle).
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Forbid(d2components.GameConfig).
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Forbid(d2components.StringTable).
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Forbid(d2components.DataDictionary).
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Forbid(d2components.Palette).
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Forbid(d2components.PaletteTransform).
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Forbid(d2components.Cof).
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Forbid(d2components.Dc6).
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Forbid(d2components.Dcc).
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Forbid(d2components.Ds1).
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Forbid(d2components.Dt1).
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Forbid(d2components.Wav).
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Forbid(d2components.AnimData).
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Build()
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//the fabled singleton component. the game config will be added once.
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gameConfigs := akara.NewFilter().Require(d2components.GameConfig).Build()
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gcs := &GameConfigSystem{
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SubscriberSystem: akara.NewSubscriberSystem(thingsToCheck, gameConfigs),
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maps: struct {
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gameConfigs *d2components.GameConfigMap
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filePaths *d2components.FilePathMap
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fileTypes *d2components.FileTypeMap
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fileHandles *d2components.FileHandleMap
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fileSources *d2components.FileSourceMap
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dirty *d2components.DirtyMap
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}{},
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}
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return gcs
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}
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// GameConfigSystem is responsible for game config bootstrap procedure, as well as
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// clearing the `Dirty` component of game configs. In the `bootstrap` method of this system
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// you can see that this system will add entities for the directories it expects config files
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// to be found in, and it also adds an entity for the initial config file to be loaded.
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//
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// This system is dependant on the FileTypeResolver, FileSourceResolver, and
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// FileHandleResolver systems because this system subscribes to entities
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// with components created by these other systems. Nothing will break if these
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// other systems are not present in the world, but no config files will be loaded by
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// this system either...
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type GameConfigSystem struct {
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*akara.SubscriberSystem
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filesToCheck *akara.Subscription
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gameConfigs *akara.Subscription
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maps struct {
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gameConfigs *d2components.GameConfigMap
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filePaths *d2components.FilePathMap
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fileTypes *d2components.FileTypeMap
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fileHandles *d2components.FileHandleMap
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fileSources *d2components.FileSourceMap
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dirty *d2components.DirtyMap
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}
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}
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func (m *GameConfigSystem) Init(world *akara.World) {
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m.World = world
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if world == nil {
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m.SetActive(false)
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return
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}
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for subIdx := range m.Subscriptions {
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m.AddSubscription(m.Subscriptions[subIdx])
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}
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m.filesToCheck = m.Subscriptions[0]
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m.gameConfigs = m.Subscriptions[1]
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// try to inject the components we require, then cast the returned
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// abstract ComponentMap back to the concrete implementation
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m.maps.filePaths = world.InjectMap(d2components.FilePath).(*d2components.FilePathMap)
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m.maps.fileTypes = world.InjectMap(d2components.FileType).(*d2components.FileTypeMap)
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m.maps.fileHandles = world.InjectMap(d2components.FileHandle).(*d2components.FileHandleMap)
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m.maps.fileSources = world.InjectMap(d2components.FileSource).(*d2components.FileSourceMap)
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m.maps.gameConfigs = world.InjectMap(d2components.GameConfig).(*d2components.GameConfigMap)
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m.maps.dirty = world.InjectMap(d2components.Dirty).(*d2components.DirtyMap)
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m.bootstrap()
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}
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// bootstrap sets up the config directories, which will get turned into file sources,
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// as well as the config file it is looking for, which will eventually get added as
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// an entity in the subscription for this system. After it loads
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func (m *GameConfigSystem) bootstrap() {
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// we make two entities and assign file paths for the two directories that
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// we assume a config file may be inside of.
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e1, e2 := m.NewEntity(), m.NewEntity()
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fp1, fp2 := m.maps.filePaths.AddFilePath(e1), m.maps.filePaths.AddFilePath(e2)
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// we'll add a filepath for user config dir, like `~/.config/OpenDiablo2/`
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configDir, err := os.UserConfigDir()
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if err == nil {
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fp1.Path = path.Join(configDir, configDirectoryName)
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} else {
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// we can safely remove the entity and it's components
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// if we cant find the user config dir, no biggie
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m.RemoveEntity(e1)
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}
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// our second directory is the dir where od2 is located
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fp2.Path = path.Dir(os.Args[0])
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// Now, we add another entity which will be for loading our config file.
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// Assuming that the FileTypeResolver and FileHandleResolver systems are active,
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// this entity should eventually get the components required by our subscription
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// for files to check. Once that happens, we will process the file into a GameConfig.
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e3 := m.NewEntity()
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fp3 := m.maps.filePaths.AddFilePath(e3)
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fp3.Path = configFileName
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}
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func (m *GameConfigSystem) Process() {
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m.clearDirty(m.gameConfigs.GetEntities())
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m.checkForNewConfig(m.filesToCheck.GetEntities())
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}
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func (m *GameConfigSystem) clearDirty(entities []akara.EID) {
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for _, eid := range entities {
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dc, found := m.maps.dirty.GetDirty(eid)
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if !found {
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m.maps.dirty.AddDirty(eid) // adds it, but it's false
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continue
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}
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dc.IsDirty = false
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}
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}
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func (m *GameConfigSystem) checkForNewConfig(entities []akara.EID) {
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for _, eid := range entities {
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fp, found := m.maps.filePaths.GetFilePath(eid)
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if !found {
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continue
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}
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ft, found := m.maps.fileTypes.GetFileType(eid)
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if !found {
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continue
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}
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if fp.Path != configFileName || ft.Type != d2enum.FileTypeJSON {
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continue
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}
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m.loadConfig(eid)
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}
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}
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func (m *GameConfigSystem) loadConfig(eid akara.EID) {
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fh, found := m.maps.fileHandles.GetFileHandle(eid)
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if !found {
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return
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}
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gameConfig := m.maps.gameConfigs.AddGameConfig(eid)
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if err := json.NewDecoder(fh.Data).Decode(gameConfig); err != nil {
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m.maps.gameConfigs.Remove(eid)
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return
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}
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for _, mpqFileName := range gameConfig.MpqLoadOrder {
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fullMpqFilePath := path.Join(gameConfig.MpqPath, mpqFileName)
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// make a new entity for the mpq file source
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mpqSource := m.maps.filePaths.AddFilePath(m.NewEntity())
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mpqSource.Path = fullMpqFilePath
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}
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}
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