OpenDiablo2/d2common/d2loader/loader.go

154 lines
4.1 KiB
Go

package d2loader
import (
"fmt"
"io"
"path/filepath"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader/mpq"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader/filesystem"
"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/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
)
const (
defaultCacheBudget = 1024 * 1024 * 512
errFmtFileNotFound = "file not found: %s"
)
const (
logPrefix = "File Loader"
)
const (
fontToken = d2resource.LanguageFontToken
tableToken = d2resource.LanguageTableToken
)
// NewLoader creates a new loader
func NewLoader(l d2util.LogLevel) (*Loader, error) {
loader := &Loader{
LoaderProviders: make(map[types.SourceType]func(path string) (asset.Source, error), 2),
}
loader.LoaderProviders[types.AssetSourceMPQ] = mpq.NewSource
loader.LoaderProviders[types.AssetSourceFileSystem] = filesystem.OnAddSource
loader.Cache = d2cache.CreateCache(defaultCacheBudget)
loader.Logger = d2util.NewLogger()
loader.Logger.SetPrefix(logPrefix)
loader.Logger.SetLevel(l)
return loader, nil
}
// Loader represents the manager that handles loading and caching assets with the asset Sources
// that have been added
type Loader struct {
language *string
charset *string
d2interface.Cache
*d2util.Logger
LoaderProviders map[types.SourceType]func(path string) (asset.Source, error)
Sources []asset.Source
}
// SetLanguage sets the language for loader
func (l *Loader) SetLanguage(language *string) {
l.language = language
}
// SetCharset sets the charset for loader
func (l *Loader) SetCharset(charset *string) {
l.charset = charset
}
// 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) (io.ReadSeeker, error) {
subPath = filepath.Clean(subPath)
if l.language != nil {
charset := l.charset
language := l.language
subPath = strings.ReplaceAll(subPath, fontToken, *charset)
subPath = strings.ReplaceAll(subPath, tableToken, *language)
}
// 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
loadedAsset, err := source.Open(subPath)
if err != nil {
l.Debug(fmt.Sprintf("Checked `%s`, file not found", source.Path()))
continue
}
srcBase, _ := filepath.Abs(source.Path())
l.Info(fmt.Sprintf("Loaded %s -> %s", srcBase, subPath))
return loadedAsset, nil
}
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, sourceType types.SourceType) error {
if l.Sources == nil {
l.Sources = make([]asset.Source, 0)
}
cleanPath := filepath.Clean(path)
source, err := l.LoaderProviders[sourceType](cleanPath)
if err != nil {
return err
}
l.Infof("Adding source: '%s'", cleanPath)
l.Sources = append(l.Sources, source)
return nil
}
// Exists checks if the given path exists in at least one source
func (l *Loader) Exists(subPath string) bool {
subPath = filepath.Clean(subPath)
if l.language != nil {
charset := l.charset
language := l.language
subPath = strings.ReplaceAll(subPath, fontToken, *charset)
subPath = strings.ReplaceAll(subPath, tableToken, *language)
}
// 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 source.Exists(subPath) {
return true
}
}
return false
}