OpenDiablo2/d2app/app.go

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// Package d2app contains the OpenDiablo2 application shell
package d2app
import (
"bytes"
"container/ring"
"encoding/json"
"errors"
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"flag"
"fmt"
"image"
"image/gif"
"image/png"
"os"
"os/signal"
"path/filepath"
"runtime"
"runtime/pprof"
"strconv"
"strings"
"sync"
"syscall"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data"
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"github.com/pkg/profile"
"golang.org/x/image/colornames"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
ebiten2 "github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio/ebiten"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render/ebiten"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2term"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2gamescreen"
"github.com/OpenDiablo2/OpenDiablo2/d2networking"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
"github.com/OpenDiablo2/OpenDiablo2/d2script"
)
// these are used for debug print info
const (
fpsX, fpsY = 5, 565
memInfoX, memInfoY = 670, 5
debugLineHeight = 16
errMsgPadding = 20
)
// App represents the main application for the engine
type App struct {
lastTime float64
lastScreenAdvance float64
showFPS bool
timeScale float64
captureState captureState
capturePath string
captureFrames []*image.RGBA
gitBranch string
gitCommit string
language string
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charset string
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
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asset *d2asset.AssetManager
inputManager d2interface.InputManager
terminal d2interface.Terminal
scriptEngine *d2script.ScriptEngine
audio d2interface.AudioProvider
renderer d2interface.Renderer
screen *d2screen.ScreenManager
ui *d2ui.UIManager
tAllocSamples *ring.Ring
guiManager *d2gui.GuiManager
config *d2config.Configuration
*d2util.Logger
errorMessage error
*Options
}
// Options is used to store all of the app options that can be set with arguments
type Options struct {
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Debug *bool
profiler *string
Server *d2networking.ServerOptions
LogLevel *d2util.LogLevel
}
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const (
bytesToMegabyte = 1024 * 1024
nSamplesTAlloc = 100
debugPopN = 6
)
const (
appLoggerPrefix = "App"
)
// Create creates a new instance of the application
func Create(gitBranch, gitCommit string) *App {
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logger := d2util.NewLogger()
logger.SetPrefix(appLoggerPrefix)
app := &App{
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Logger: logger,
gitBranch: gitBranch,
gitCommit: gitCommit,
Options: &Options{
Server: &d2networking.ServerOptions{},
},
}
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app.Infof("OpenDiablo2 - Open source Diablo 2 engine")
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app.parseArguments()
app.SetLevel(*app.Options.LogLevel)
app.asset, app.errorMessage = d2asset.NewAssetManager(*app.Options.LogLevel)
return app
}
func updateNOOP() error {
return nil
}
func (a *App) startDedicatedServer() error {
min, max := d2networking.ServerMinPlayers, d2networking.ServerMaxPlayersDefault
maxPlayers := d2math.ClampInt(*a.Options.Server.MaxPlayers, min, max)
srvChanIn := make(chan int)
srvChanLog := make(chan string)
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srvErr := d2networking.StartDedicatedServer(a.asset, srvChanIn, srvChanLog, *a.Options.LogLevel, maxPlayers)
if srvErr != nil {
return srvErr
}
c := make(chan os.Signal)
signal.Notify(c, os.Interrupt, syscall.SIGTERM) // This traps Control-c to safely shut down the server
go func() {
<-c
srvChanIn <- d2networking.ServerEventStop
}()
for {
for data := range srvChanLog {
a.Info(data)
}
}
}
func (a *App) loadEngine() error {
// Create our renderer
renderer, err := ebiten.CreateRenderer(a.config)
if err != nil {
return err
}
a.renderer = renderer
if a.errorMessage != nil {
return a.renderer.Run(a.updateInitError, updateNOOP, 800, 600, "OpenDiablo2")
}
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audio := ebiten2.CreateAudio(*a.Options.LogLevel, a.asset)
inputManager := d2input.NewInputManager()
term, err := d2term.New(inputManager)
if err != nil {
return err
}
scriptEngine := d2script.CreateScriptEngine()
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uiManager := d2ui.NewUIManager(a.asset, renderer, inputManager, *a.Options.LogLevel, audio)
a.inputManager = inputManager
a.terminal = term
a.scriptEngine = scriptEngine
a.audio = audio
a.ui = uiManager
a.tAllocSamples = createZeroedRing(nSamplesTAlloc)
return nil
}
func (a *App) parseArguments() {
const (
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descProfile = "Profiles the program,\none of (cpu, mem, block, goroutine, trace, thread, mutex)"
descPlayers = "Sets the number of max players for the dedicated server"
descLogging = "Enables verbose logging. Log levels will include those below it.\n" +
" 0 disables log messages\n" +
" 1 shows fatal\n" +
" 2 shows error\n" +
" 3 shows warning\n" +
" 4 shows info\n" +
" 5 shows debug\n"
)
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a.Options.profiler = flag.String("profile", "", descProfile)
a.Options.Server.Dedicated = flag.Bool("dedicated", false, "Starts a dedicated server")
a.Options.Server.MaxPlayers = flag.Int("players", 0, descPlayers)
a.Options.LogLevel = flag.Int("l", d2util.LogLevelDefault, descLogging)
showVersion := flag.Bool("v", false, "Show version")
showHelp := flag.Bool("h", false, "Show help")
flag.Usage = func() {
fmt.Printf("usage: %s [<flags>]\n\nFlags:\n", os.Args[0])
flag.PrintDefaults()
}
flag.Parse()
if *a.Options.LogLevel >= d2util.LogLevelUnspecified {
*a.Options.LogLevel = d2util.LogLevelDefault
}
if *showVersion {
a.Infof("version: OpenDiablo2 (%s %s)", a.gitBranch, a.gitCommit)
os.Exit(0)
}
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if *showHelp {
flag.Usage()
os.Exit(0)
}
}
// LoadConfig loads the OpenDiablo2 config file
func (a *App) LoadConfig() (*d2config.Configuration, error) {
// by now the, the loader has initialized and added our config dirs as sources...
configBaseName := filepath.Base(d2config.DefaultConfigPath())
configAsset, _ := a.asset.LoadAsset(configBaseName)
config := &d2config.Configuration{}
// create the default if not found
if configAsset == nil {
config = d2config.DefaultConfig()
fullPath := filepath.Join(config.Dir(), config.Base())
config.SetPath(fullPath)
a.Infof("creating default configuration file at %s...", fullPath)
saveErr := config.Save()
return config, saveErr
}
if err := json.NewDecoder(configAsset).Decode(config); err != nil {
return nil, err
}
config.SetPath(filepath.Join(configAsset.Source().Path(), configAsset.Path()))
a.Infof("loaded configuration file from %s", config.Path())
return config, nil
}
// Run executes the application and kicks off the entire game process
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func (a *App) Run() (err error) {
// add our possible config directories
_, _ = a.asset.AddSource(filepath.Dir(d2config.LocalConfigPath()))
_, _ = a.asset.AddSource(filepath.Dir(d2config.DefaultConfigPath()))
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if a.config, err = a.LoadConfig(); err != nil {
return err
}
// start profiler if argument was supplied
if len(*a.Options.profiler) > 0 {
profiler := enableProfiler(*a.Options.profiler, a)
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if profiler != nil {
defer profiler.Stop()
}
}
// start the server if `--listen` option was supplied
if *a.Options.Server.Dedicated {
if err := a.startDedicatedServer(); err != nil {
return err
}
}
if err := a.loadEngine(); err != nil {
a.renderer.ShowPanicScreen(err.Error())
return err
}
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windowTitle := fmt.Sprintf("OpenDiablo2 (%s)", a.gitBranch)
// If we fail to initialize, we will show the error screen
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if err := a.initialize(); err != nil {
if a.errorMessage == nil {
a.errorMessage = err // if there was an error during init, don't clobber it
}
gameErr := a.renderer.Run(a.updateInitError, updateNOOP, 800, 600, windowTitle)
if gameErr != nil {
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return gameErr
}
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return err
}
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a.ToMainMenu()
if err := a.renderer.Run(a.update, a.advance, 800, 600, windowTitle); err != nil {
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return err
}
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return nil
}
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func (a *App) initialize() error {
if err := a.initConfig(a.config); err != nil {
return err
}
a.initLanguage()
if err := a.initDataDictionaries(); err != nil {
return err
}
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a.timeScale = 1.0
a.lastTime = d2util.Now()
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a.lastScreenAdvance = a.lastTime
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a.renderer.SetWindowIcon("d2logo.png")
a.terminal.BindLogger()
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terminalCommands := []struct {
name string
desc string
args []string
fn func(args []string) error
}{
{"dumpheap", "dumps the heap to pprof/heap.pprof", nil, a.dumpHeap},
{"fullscreen", "toggles fullscreen", nil, a.toggleFullScreen},
{"capframe", "captures a still frame", []string{"filename"}, a.setupCaptureFrame},
{"capgifstart", "captures an animation (start)", []string{"filename"}, a.startAnimationCapture},
{"capgifstop", "captures an animation (stop)", nil, a.stopAnimationCapture},
{"vsync", "toggles vsync", nil, a.toggleVsync},
{"fps", "toggle fps counter", nil, a.toggleFpsCounter},
{"timescale", "set scalar for elapsed time", []string{"float"}, a.setTimeScale},
{"quit", "exits the game", nil, a.quitGame},
{"screen-gui", "enters the gui playground screen", nil, a.enterGuiPlayground},
{"js", "eval JS scripts", []string{"code"}, a.evalJS},
}
for _, cmd := range terminalCommands {
if err := a.terminal.Bind(cmd.name, cmd.desc, cmd.args, cmd.fn); err != nil {
a.Fatalf("failed to bind action %q: %v", cmd.name, err.Error())
}
}
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gui, err := d2gui.CreateGuiManager(a.asset, *a.Options.LogLevel, a.inputManager)
if err != nil {
return err
}
a.guiManager = gui
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a.screen = d2screen.NewScreenManager(a.ui, *a.Options.LogLevel, a.guiManager)
a.audio.SetVolumes(a.config.BgmVolume, a.config.SfxVolume)
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if err := a.loadStrings(); err != nil {
return err
}
a.ui.Initialize()
return nil
}
const (
fmtErrSourceNotFound = `file not found: %s
Please check your config file at %s
Also, verify that the MPQ files exist at %s
Capitalization in the file name matters.
`
)
func (a *App) initConfig(config *d2config.Configuration) error {
a.config = config
for _, mpqName := range a.config.MpqLoadOrder {
cleanDir := filepath.Clean(a.config.MpqPath)
srcPath := filepath.Join(cleanDir, mpqName)
_, err := a.asset.AddSource(srcPath)
if err != nil {
// nolint:stylecheck // we want a multiline error message here..
return fmt.Errorf(fmtErrSourceNotFound, srcPath, a.config.Path(), a.config.MpqPath)
}
}
return nil
}
func (a *App) initLanguage() {
a.language = a.asset.LoadLanguage(d2resource.LocalLanguage)
a.asset.Loader.SetLanguage(&a.language)
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a.charset = d2resource.GetFontCharset(a.language)
a.asset.Loader.SetCharset(&a.charset)
}
func (a *App) initDataDictionaries() error {
dictPaths := []string{
d2resource.LevelType, d2resource.LevelPreset, d2resource.LevelWarp,
d2resource.ObjectType, d2resource.ObjectDetails, d2resource.Weapons,
d2resource.Armor, d2resource.Misc, d2resource.Books, d2resource.ItemTypes,
d2resource.UniqueItems, d2resource.Missiles, d2resource.SoundSettings,
d2resource.MonStats, d2resource.MonStats2, d2resource.MonPreset,
d2resource.MonProp, d2resource.MonType, d2resource.MonMode,
d2resource.MagicPrefix, d2resource.MagicSuffix, d2resource.ItemStatCost,
d2resource.ItemRatio, d2resource.StorePage, d2resource.Overlays,
d2resource.CharStats, d2resource.Hireling, d2resource.Experience,
d2resource.Gems, d2resource.QualityItems, d2resource.Runes,
d2resource.DifficultyLevels, d2resource.AutoMap, d2resource.LevelDetails,
d2resource.LevelMaze, d2resource.LevelSubstitutions, d2resource.CubeRecipes,
d2resource.SuperUniques, d2resource.Inventory, d2resource.Skills,
d2resource.SkillCalc, d2resource.MissileCalc, d2resource.Properties,
d2resource.SkillDesc, d2resource.BodyLocations, d2resource.Sets,
d2resource.SetItems, d2resource.AutoMagic, d2resource.TreasureClass,
d2resource.TreasureClassEx, d2resource.States, d2resource.SoundEnvirons,
d2resource.Shrines, d2resource.ElemType, d2resource.PlrMode,
d2resource.PetType, d2resource.NPC, d2resource.MonsterUniqueModifier,
d2resource.MonsterEquipment, d2resource.UniqueAppellation, d2resource.MonsterLevel,
d2resource.MonsterSound, d2resource.MonsterSequence, d2resource.PlayerClass,
d2resource.MonsterPlacement, d2resource.ObjectGroup, d2resource.CompCode,
d2resource.MonsterAI, d2resource.RarePrefix, d2resource.RareSuffix,
d2resource.Events, d2resource.Colors, d2resource.ArmorType,
d2resource.WeaponClass, d2resource.PlayerType, d2resource.Composite,
d2resource.HitClass, d2resource.UniquePrefix, d2resource.UniqueSuffix,
d2resource.CubeModifier, d2resource.CubeType, d2resource.HirelingDescription,
d2resource.LowQualityItems,
}
a.Info("Initializing asset manager")
for _, path := range dictPaths {
err := a.asset.LoadRecords(path)
if err != nil {
return err
}
}
err := a.initAnimationData(d2resource.AnimationData)
if err != nil {
return err
}
return nil
}
const (
fmtLoadAnimData = "loading animation data from: %s"
)
func (a *App) initAnimationData(path string) error {
animDataBytes, err := a.asset.LoadFile(path)
if err != nil {
return err
}
a.Debugf(fmtLoadAnimData, path)
animData := d2data.LoadAnimationData(animDataBytes)
a.Infof("Loaded %d animation data records", len(animData))
a.asset.Records.Animation.Data = animData
return nil
}
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func (a *App) loadStrings() error {
tablePaths := []string{
d2resource.PatchStringTable,
d2resource.ExpansionStringTable,
d2resource.StringTable,
}
for _, tablePath := range tablePaths {
_, err := a.asset.LoadStringTable(tablePath)
if err != nil {
return err
}
}
return nil
}
func (a *App) renderDebug(target d2interface.Surface) {
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if !a.showFPS {
return
}
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vsyncEnabled := a.renderer.GetVSyncEnabled()
fps := a.renderer.CurrentFPS()
cx, cy := a.renderer.GetCursorPos()
target.PushTranslation(fpsX, fpsY)
target.DrawTextf("vsync:" + strconv.FormatBool(vsyncEnabled) + "\nFPS:" + strconv.Itoa(int(fps)))
target.Pop()
var m runtime.MemStats
runtime.ReadMemStats(&m)
target.PushTranslation(memInfoX, memInfoY)
target.DrawTextf("Alloc " + strconv.FormatInt(int64(m.Alloc)/bytesToMegabyte, 10))
target.PushTranslation(0, debugLineHeight)
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target.DrawTextf("TAlloc/s " + strconv.FormatFloat(a.allocRate(m.TotalAlloc, fps), 'f', 2, 64))
target.PushTranslation(0, debugLineHeight)
target.DrawTextf("Pause " + strconv.FormatInt(int64(m.PauseTotalNs/bytesToMegabyte), 10))
target.PushTranslation(0, debugLineHeight)
target.DrawTextf("HeapSys " + strconv.FormatInt(int64(m.HeapSys/bytesToMegabyte), 10))
target.PushTranslation(0, debugLineHeight)
target.DrawTextf("NumGC " + strconv.FormatInt(int64(m.NumGC), 10))
target.PushTranslation(0, debugLineHeight)
target.DrawTextf("Coords " + strconv.FormatInt(int64(cx), 10) + "," + strconv.FormatInt(int64(cy), 10))
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target.PopN(debugPopN)
}
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func (a *App) renderCapture(target d2interface.Surface) error {
cleanupCapture := func() {
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a.captureState = captureStateNone
a.capturePath = ""
a.captureFrames = nil
}
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switch a.captureState {
case captureStateFrame:
defer cleanupCapture()
if err := a.doCaptureFrame(target); err != nil {
return err
}
case captureStateGif:
a.doCaptureGif(target)
case captureStateNone:
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if len(a.captureFrames) > 0 {
defer cleanupCapture()
if err := a.convertFramesToGif(); err != nil {
return err
}
}
}
return nil
}
func (a *App) render(target d2interface.Surface) {
a.screen.Render(target)
a.ui.Render(target)
if err := a.guiManager.Render(target); err != nil {
return
}
a.renderDebug(target)
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if err := a.renderCapture(target); err != nil {
return
}
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if err := a.terminal.Render(target); err != nil {
return
}
}
func (a *App) advance() error {
current := d2util.Now()
elapsedUnscaled := current - a.lastTime
elapsed := elapsedUnscaled * a.timeScale
a.lastTime = current
elapsedLastScreenAdvance := (current - a.lastScreenAdvance) * a.timeScale
a.lastScreenAdvance = current
if err := a.screen.Advance(elapsedLastScreenAdvance); err != nil {
return err
}
a.ui.Advance(elapsed)
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if err := a.inputManager.Advance(elapsed, current); err != nil {
return err
}
if err := a.guiManager.Advance(elapsed); err != nil {
return err
}
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if err := a.terminal.Advance(elapsedUnscaled); err != nil {
return err
}
return nil
}
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func (a *App) update(target d2interface.Surface) error {
a.render(target)
if target.GetDepth() > 0 {
return errors.New("detected surface stack leak")
}
return nil
}
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func (a *App) allocRate(totalAlloc uint64, fps float64) float64 {
a.tAllocSamples.Value = totalAlloc
a.tAllocSamples = a.tAllocSamples.Next()
deltaAllocPerFrame := float64(totalAlloc-a.tAllocSamples.Value.(uint64)) / nSamplesTAlloc
return deltaAllocPerFrame * fps / bytesToMegabyte
}
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func (a *App) dumpHeap([]string) error {
if _, err := os.Stat("./pprof/"); os.IsNotExist(err) {
if err := os.Mkdir("./pprof/", 0750); err != nil {
a.Fatal(err.Error())
}
}
fileOut, err := os.Create("./pprof/heap.pprof")
if err != nil {
a.Error(err.Error())
}
if err := pprof.WriteHeapProfile(fileOut); err != nil {
a.Fatal(err.Error())
}
if err := fileOut.Close(); err != nil {
a.Fatal(err.Error())
}
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return nil
}
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func (a *App) evalJS(args []string) error {
val, err := a.scriptEngine.Eval(args[0])
if err != nil {
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a.terminal.Errorf(err.Error())
return nil
}
a.Info("%s" + val)
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return nil
}
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func (a *App) toggleFullScreen([]string) error {
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fullscreen := !a.renderer.IsFullScreen()
a.renderer.SetFullScreen(fullscreen)
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a.terminal.Infof("fullscreen is now: %v", fullscreen)
return nil
}
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func (a *App) setupCaptureFrame(args []string) error {
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a.captureState = captureStateFrame
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a.capturePath = args[0]
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a.captureFrames = nil
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return nil
}
func (a *App) doCaptureFrame(target d2interface.Surface) error {
fp, err := os.Create(a.capturePath)
if err != nil {
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a.terminal.Errorf("failed to create %q", a.capturePath)
return err
}
screenshot := target.Screenshot()
if err := png.Encode(fp, screenshot); err != nil {
return err
}
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if err := fp.Close(); err != nil {
a.terminal.Errorf("failed to create %q", a.capturePath)
return nil
}
a.terminal.Infof("saved frame to %s", a.capturePath)
return nil
}
func (a *App) doCaptureGif(target d2interface.Surface) {
screenshot := target.Screenshot()
a.captureFrames = append(a.captureFrames, screenshot)
}
func (a *App) convertFramesToGif() error {
fp, err := os.Create(a.capturePath)
if err != nil {
return err
}
defer func() {
if err := fp.Close(); err != nil {
a.Fatal(err.Error())
}
}()
var (
framesTotal = len(a.captureFrames)
framesPal = make([]*image.Paletted, framesTotal)
frameDelays = make([]int, framesTotal)
framesPerCPU = framesTotal / runtime.NumCPU()
)
var waitGroup sync.WaitGroup
for i := 0; i < framesTotal; i += framesPerCPU {
waitGroup.Add(1)
go func(start, end int) {
defer waitGroup.Done()
for j := start; j < end; j++ {
var buffer bytes.Buffer
if err := gif.Encode(&buffer, a.captureFrames[j], nil); err != nil {
panic(err)
}
framePal, err := gif.Decode(&buffer)
if err != nil {
panic(err)
}
framesPal[j] = framePal.(*image.Paletted)
frameDelays[j] = 5
}
}(i, d2math.MinInt(i+framesPerCPU, framesTotal))
}
waitGroup.Wait()
if err := gif.EncodeAll(fp, &gif.GIF{Image: framesPal, Delay: frameDelays}); err != nil {
return err
}
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a.Infof("saved animation to %s", a.capturePath)
return nil
}
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func (a *App) startAnimationCapture(args []string) error {
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a.captureState = captureStateGif
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a.capturePath = args[0]
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a.captureFrames = nil
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return nil
}
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func (a *App) stopAnimationCapture([]string) error {
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a.captureState = captureStateNone
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return nil
}
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func (a *App) toggleVsync([]string) error {
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vsync := !a.renderer.GetVSyncEnabled()
a.renderer.SetVSyncEnabled(vsync)
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a.terminal.Infof("vsync is now: %v", vsync)
return nil
}
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func (a *App) toggleFpsCounter([]string) error {
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a.showFPS = !a.showFPS
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a.terminal.Infof("fps counter is now: %v", a.showFPS)
return nil
}
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func (a *App) setTimeScale(args []string) error {
timeScale, err := strconv.ParseFloat(args[0], 64)
if err != nil || timeScale <= 0 {
a.terminal.Errorf("invalid time scale value")
return nil
}
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a.terminal.Infof("timescale changed from %f to %f", a.timeScale, timeScale)
a.timeScale = timeScale
return nil
}
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func (a *App) quitGame([]string) error {
os.Exit(0)
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return nil
}
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func (a *App) enterGuiPlayground([]string) error {
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a.screen.SetNextScreen(d2gamescreen.CreateGuiTestMain(a.renderer, a.guiManager, *a.Options.LogLevel, a.asset))
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return nil
}
func createZeroedRing(n int) *ring.Ring {
r := ring.New(n)
for i := 0; i < n; i++ {
r.Value = uint64(0)
r = r.Next()
}
return r
}
func enableProfiler(profileOption string, a *App) interface{ Stop() } {
var options []func(*profile.Profile)
switch strings.ToLower(strings.Trim(profileOption, " ")) {
case "cpu":
a.Logger.Debug("CPU profiling is enabled.")
options = append(options, profile.CPUProfile)
case "mem":
a.Logger.Debug("Memory profiling is enabled.")
options = append(options, profile.MemProfile)
case "block":
a.Logger.Debug("Block profiling is enabled.")
options = append(options, profile.BlockProfile)
case "goroutine":
a.Logger.Debug("Goroutine profiling is enabled.")
options = append(options, profile.GoroutineProfile)
case "trace":
a.Logger.Debug("Trace profiling is enabled.")
options = append(options, profile.TraceProfile)
case "thread":
a.Logger.Debug("Thread creation profiling is enabled.")
options = append(options, profile.ThreadcreationProfile)
case "mutex":
a.Logger.Debug("Mutex profiling is enabled.")
options = append(options, profile.MutexProfile)
}
options = append(options, profile.ProfilePath("./pprof/"))
if len(options) > 1 {
return profile.Start(options...)
}
return nil
}
func (a *App) updateInitError(target d2interface.Surface) error {
target.Clear(colornames.Darkred)
target.PushTranslation(errMsgPadding, errMsgPadding)
target.DrawTextf(a.errorMessage.Error())
return nil
}
// ToMainMenu forces the game to transition to the Main Menu
func (a *App) ToMainMenu(errorMessageOptional ...string) {
buildInfo := d2gamescreen.BuildInfo{Branch: a.gitBranch, Commit: a.gitCommit}
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 20:51:30 +00:00
mainMenu, err := d2gamescreen.CreateMainMenu(a, a.asset, a.renderer, a.inputManager, a.audio, a.ui, buildInfo,
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*a.Options.LogLevel, errorMessageOptional...)
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 21:52:01 +00:00
if err != nil {
a.Error(err.Error())
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 21:52:01 +00:00
return
}
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 20:51:30 +00:00
a.screen.SetNextScreen(mainMenu)
}
// ToSelectHero forces the game to transition to the Select Hero (create character) screen
func (a *App) ToSelectHero(connType d2clientconnectiontype.ClientConnectionType, host string) {
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selectHero, err := d2gamescreen.CreateSelectHeroClass(a, a.asset, a.renderer, a.audio, a.ui, connType, *a.Options.LogLevel, host)
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 21:52:01 +00:00
if err != nil {
a.Error(err.Error())
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 21:52:01 +00:00
return
}
a.screen.SetNextScreen(selectHero)
}
// ToCreateGame forces the game to transition to the Create Game screen
func (a *App) ToCreateGame(filePath string, connType d2clientconnectiontype.ClientConnectionType, host string) {
2020-12-16 07:11:28 +00:00
gameClient, err := d2client.Create(connType, a.asset, *a.Options.LogLevel, a.scriptEngine)
if err != nil {
a.Error(err.Error())
}
if err = gameClient.Open(host, filePath); err != nil {
errorMessage := fmt.Sprintf("can not connect to the host: %s", host)
2020-12-15 08:16:40 +00:00
a.Error(errorMessage)
a.ToMainMenu(errorMessage)
} else {
game, err := d2gamescreen.CreateGame(
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a, a.asset, a.ui, a.renderer, a.inputManager, a.audio, gameClient, a.terminal, *a.Options.LogLevel, a.guiManager,
)
if err != nil {
a.Error(err.Error())
}
a.screen.SetNextScreen(game)
}
}
// ToCharacterSelect forces the game to transition to the Character Select (load character) screen
func (a *App) ToCharacterSelect(connType d2clientconnectiontype.ClientConnectionType, connHost string) {
characterSelect, err := d2gamescreen.CreateCharacterSelect(a, a.asset, a.renderer, a.inputManager,
2020-12-16 07:11:28 +00:00
a.audio, a.ui, connType, *a.Options.LogLevel, connHost)
if err != nil {
2020-12-15 08:16:40 +00:00
a.Errorf("unable to create character select screen: %s", err)
}
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 20:51:30 +00:00
a.screen.SetNextScreen(characterSelect)
}
// ToMapEngineTest forces the game to transition to the map engine test screen
func (a *App) ToMapEngineTest(region, level int) {
met, err := d2gamescreen.CreateMapEngineTest(region, level, a.asset, a.terminal, a.renderer, a.inputManager, a.audio,
2020-12-16 07:11:28 +00:00
*a.Options.LogLevel, a.screen)
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 21:52:01 +00:00
if err != nil {
a.Error(err.Error())
return
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 21:52:01 +00:00
}
a.screen.SetNextScreen(met)
}
// ToCredits forces the game to transition to the credits screen
func (a *App) ToCredits() {
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a.screen.SetNextScreen(d2gamescreen.CreateCredits(a, a.asset, a.renderer, *a.Options.LogLevel, a.ui))
}
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// ToCinematics forces the game to transition to the cinematics menu
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func (a *App) ToCinematics() {
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a.screen.SetNextScreen(d2gamescreen.CreateCinematics(a, a.asset, a.renderer, a.audio, *a.Options.LogLevel, a.ui))
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}