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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-02 17:27:23 -04:00
OpenDiablo2/d2common/d2loader/loader.go
lord 7f6ae1b785
improve AssetManager implementation (#728)
* improve AssetManager implementation

Notable changes are:
 * removed the individual managers inside of d2asset, only one asset manager
 * AssetManager now has caches for the types of files it loads
 * created a type for TextDictionary (the txt file structs)
 * fixed a file path bug in d2loader Source
 * fixed a asset stream bug in d2loader Asset
 * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
 * updated the mpq file in d2asset test data, added test case for "sub-directory"
 * added a Data method to d2asset.Asset. The data is cached on first full read.
 * renamed ArchiveDataStream to DataStream in d2interface
 * moved palette utility func out of d2asset and into d2util
 * bugfix for MacOS mpq loader issue

* minor lint fixes

* removed obsolete interfaces from d2interface

* lint fixes, added data caching to filesystem asset

* adding comment for mpq asset close

* adding comment for mpq asset close
2020-09-14 14:47:11 -04:00

163 lines
4.1 KiB
Go

package d2loader
import (
"fmt"
"os"
"path/filepath"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2cache"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader/asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader/asset/types"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader/filesystem"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader/mpq"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
)
const (
defaultCacheBudget = 1024 * 1024 * 512
defaultCacheEntryWeight = 1
errFmtFileNotFound = "file not found: %s"
)
const (
defaultLanguage = "ENG"
)
const (
fontToken = d2resource.LanguageFontToken
tableToken = d2resource.LanguageTableToken
)
// NewLoader creates a new loader
func NewLoader(config *d2config.Configuration) *Loader {
loader := &Loader{
config: config,
}
loader.Cache = d2cache.CreateCache(defaultCacheBudget)
loader.initFromConfig()
return loader
}
// Loader represents the manager that handles loading and caching assets with the asset Sources
// that have been added
type Loader struct {
config *d2config.Configuration
d2interface.Cache
*d2util.Logger
Sources []asset.Source
}
func (l *Loader) initFromConfig() {
if l.config == nil {
return
}
for _, mpqName := range l.config.MpqLoadOrder {
cleanDir := filepath.Clean(l.config.MpqPath)
srcPath := filepath.Join(cleanDir, mpqName)
_, err := l.AddSource(srcPath)
if err != nil {
fmt.Println(err.Error())
}
}
}
// Load attempts to load an asset with the given sub-path. The sub-path is relative to the root
// of each asset source root (regardless of the type of asset source)
func (l *Loader) Load(subPath string) (asset.Asset, error) {
lang := defaultLanguage
if l.config != nil {
lang = l.config.Language
}
subPath = filepath.Clean(subPath)
subPath = strings.ReplaceAll(subPath, fontToken, "latin")
subPath = strings.ReplaceAll(subPath, tableToken, lang)
// first, we check the cache for an existing entry
if cached, found := l.Retrieve(subPath); found {
l.Debug(fmt.Sprintf("file `%s` exists in loader cache", subPath))
a := cached.(asset.Asset)
_, err := a.Seek(0, 0)
return a, err
}
// if it isn't in the cache, we check if each source can open the file
for idx := range l.Sources {
source := l.Sources[idx]
// if the source can open the file, then we cache it and return it
if loadedAsset, err := source.Open(subPath); err == nil {
err := l.Insert(subPath, loadedAsset, defaultCacheEntryWeight)
return loadedAsset, err
}
}
return nil, fmt.Errorf(errFmtFileNotFound, subPath)
}
// AddSource adds an asset source with the given path. The path will either resolve to a directory
// or a file on the host filesystem. In the case that it is a file, the file extension is used
// to determine the type of asset source. In the case that the path points to a directory, a
// FileSystemSource will be added.
func (l *Loader) AddSource(path string) (asset.Source, error) {
if l.Sources == nil {
l.Sources = make([]asset.Source, 0)
}
cleanPath := filepath.Clean(path)
info, err := os.Lstat(cleanPath)
if err != nil {
l.Warning(err.Error())
return nil, err
}
mode := info.Mode()
sourceType := types.AssetSourceUnknown
if mode.IsDir() {
sourceType = types.AssetSourceFileSystem
}
if mode.IsRegular() {
sourceType = types.CheckSourceType(cleanPath)
}
switch sourceType {
case types.AssetSourceMPQ:
source, err := mpq.NewSource(cleanPath)
if err == nil {
l.Debug(fmt.Sprintf("adding MPQ source `%s`", cleanPath))
l.Sources = append(l.Sources, source)
return source, nil
}
case types.AssetSourceFileSystem:
source := &filesystem.Source{
Root: cleanPath,
}
l.Debug(fmt.Sprintf("adding filesystem source `%s`", cleanPath))
l.Sources = append(l.Sources, source)
return source, nil
case types.AssetSourceUnknown:
l.Warning(fmt.Sprintf("unknown asset source `%s`", cleanPath))
}
return nil, fmt.Errorf("unknown asset source `%s`", cleanPath)
}