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tobspr_shapez.io/src/js/core/loader.js

235 lines
7.1 KiB

import { makeOffscreenBuffer } from "./buffer_utils";
import { AtlasSprite, BaseSprite, RegularSprite, SpriteAtlasLink } from "./sprites";
import { cachebust } from "./cachebust";
import { createLogger } from "./logging";
/**
* @typedef {import("../application").Application} Application
* @typedef {import("./atlas_definitions").AtlasDefinition} AtlasDefinition;
*/
const logger = createLogger("loader");
const missingSpriteIds = {};
class LoaderImpl {
constructor() {
this.app = null;
/** @type {Map<string, BaseSprite>} */
this.sprites = new Map();
this.rawImages = [];
}
/**
* @param {Application} app
*/
linkAppAfterBoot(app) {
this.app = app;
this.makeSpriteNotFoundCanvas();
}
/**
* Fetches a given sprite from the cache
* @param {string} key
* @returns {BaseSprite}
*/
getSpriteInternal(key) {
const sprite = this.sprites.get(key);
if (!sprite) {
if (!missingSpriteIds[key]) {
// Only show error once
missingSpriteIds[key] = true;
logger.error("Sprite '" + key + "' not found!");
}
return this.spriteNotFoundSprite;
}
return sprite;
}
/**
* Returns an atlas sprite from the cache
* @param {string} key
* @returns {AtlasSprite}
*/
getSprite(key) {
const sprite = this.getSpriteInternal(key);
assert(sprite instanceof AtlasSprite || sprite === this.spriteNotFoundSprite, "Not an atlas sprite");
return /** @type {AtlasSprite} */ (sprite);
}
/**
* Returns a regular sprite from the cache
* @param {string} key
* @returns {RegularSprite}
*/
getRegularSprite(key) {
const sprite = this.getSpriteInternal(key);
assert(
sprite instanceof RegularSprite || sprite === this.spriteNotFoundSprite,
"Not a regular sprite"
);
return /** @type {RegularSprite} */ (sprite);
}
/**
*
* @param {string} key
* @returns {Promise<HTMLImageElement|null>}
*/
internalPreloadImage(key) {
const url = cachebust("res/" + key);
const image = new Image();
let triesSoFar = 0;
return Promise.race([
new Promise((resolve, reject) => {
setTimeout(reject, G_IS_DEV ? 500 : 10000);
}),
new Promise(resolve => {
image.onload = () => {
image.onerror = null;
image.onload = null;
if (typeof image.decode === "function") {
// SAFARI: Image.decode() fails on safari with svgs -> we dont want to fail
// on that
// FIREFOX: Decode never returns if the image is in cache, so call it in background
image.decode().then(
() => null,
() => null
);
}
resolve(image);
};
image.onerror = reason => {
logger.warn("Failed to load '" + url + "':", reason);
if (++triesSoFar < 4) {
logger.log("Retrying to load image from", url);
image.src = url + "?try=" + triesSoFar;
} else {
logger.warn("Failed to load", url, "after", triesSoFar, "tries with reason", reason);
image.onerror = null;
image.onload = null;
resolve(null);
}
};
image.src = url;
}),
]);
}
/**
* Preloads a sprite
* @param {string} key
* @returns {Promise<void>}
*/
preloadCSSSprite(key) {
return this.internalPreloadImage(key).then(image => {
if (key.indexOf("game_misc") >= 0) {
// Allow access to regular sprites
this.sprites.set(key, new RegularSprite(image, image.width, image.height));
}
this.rawImages.push(image);
});
}
/**
* Preloads an atlas
* @param {AtlasDefinition} atlas
* @returns {Promise<void>}
*/
preloadAtlas(atlas) {
return this.internalPreloadImage(atlas.getFullSourcePath()).then(image => {
// @ts-ignore
image.label = atlas.sourceFileName;
return this.internalParseAtlas(atlas, image);
});
}
/**
*
* @param {AtlasDefinition} atlas
* @param {HTMLImageElement} loadedImage
*/
internalParseAtlas({ meta: { scale }, sourceData }, loadedImage) {
this.rawImages.push(loadedImage);
for (const spriteName in sourceData) {
const { frame, sourceSize, spriteSourceSize } = sourceData[spriteName];
let sprite = /** @type {AtlasSprite} */ (this.sprites.get(spriteName));
if (!sprite) {
sprite = new AtlasSprite(spriteName);
this.sprites.set(spriteName, sprite);
}
Mod Support - 1.5.0 Update (#1361) * initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
if (sprite.frozen) {
continue;
}
const link = new SpriteAtlasLink({
packedX: frame.x,
packedY: frame.y,
packedW: frame.w,
packedH: frame.h,
packOffsetX: spriteSourceSize.x,
packOffsetY: spriteSourceSize.y,
atlas: loadedImage,
w: sourceSize.w,
h: sourceSize.h,
});
Mod Support - 1.5.0 Update (#1361) * initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
sprite.linksByResolution[scale] = link;
}
}
/**
* Makes the canvas which shows the question mark, shown when a sprite was not found
*/
makeSpriteNotFoundCanvas() {
const dims = 128;
const [canvas, context] = makeOffscreenBuffer(dims, dims, {
smooth: false,
label: "not-found-sprite",
});
context.fillStyle = "#f77";
context.fillRect(0, 0, dims, dims);
context.textAlign = "center";
context.textBaseline = "middle";
context.fillStyle = "#eee";
context.font = "25px Arial";
context.fillText("???", dims / 2, dims / 2);
// TODO: Not sure why this is set here
// @ts-ignore
canvas.src = "not-found";
const sprite = new AtlasSprite("not-found");
["0.1", "0.25", "0.5", "0.75", "1"].forEach(resolution => {
sprite.linksByResolution[resolution] = new SpriteAtlasLink({
packedX: 0,
packedY: 0,
w: dims,
h: dims,
packOffsetX: 0,
packOffsetY: 0,
packedW: dims,
packedH: dims,
atlas: canvas,
});
});
this.spriteNotFoundSprite = sprite;
}
}
export const Loader = new LoaderImpl();