Improve (rendering-) performance in DEV mode

pull/670/head
tobspr 4 years ago
parent 0238de1260
commit bba29b8a8b

@ -1,252 +1,243 @@
import { arrayDeleteValue, newEmptyMap, fastArrayDeleteValue } from "../core/utils";
import { Component } from "./component";
import { GameRoot } from "./root";
import { Entity } from "./entity";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { createLogger } from "../core/logging";
const logger = createLogger("entity_manager");
// Manages all entities
// NOTICE: We use arrayDeleteValue instead of fastArrayDeleteValue since that does not preserve the order
// This is slower but we need it for the street path generation
export class EntityManager extends BasicSerializableObject {
constructor(root) {
super();
/** @type {GameRoot} */
this.root = root;
/** @type {Array<Entity>} */
this.entities = [];
// We store a seperate list with entities to destroy, since we don't destroy
// them instantly
/** @type {Array<Entity>} */
this.destroyList = [];
// Store a map from componentid to entities - This is used by the game system
// for faster processing
/** @type {Object.<string, Array<Entity>>} */
this.componentToEntity = newEmptyMap();
// Store the next uid to use
this.nextUid = 10000;
}
static getId() {
return "EntityManager";
}
static getSchema() {
return {
nextUid: types.uint,
};
}
getStatsText() {
return this.entities.length + " entities [" + this.destroyList.length + " to kill]";
}
// Main update
update() {
this.processDestroyList();
}
/**
* Registers a new entity
* @param {Entity} entity
* @param {number=} uid Optional predefined uid
*/
registerEntity(entity, uid = null) {
assert(this.entities.indexOf(entity) < 0, `RegisterEntity() called twice for entity ${entity}`);
assert(!entity.destroyed, `Attempting to register destroyed entity ${entity}`);
if (G_IS_DEV && uid !== null) {
assert(!this.findByUid(uid, false), "Entity uid already taken: " + uid);
}
if (uid !== null) {
assert(uid >= 0 && uid < Number.MAX_SAFE_INTEGER, "Invalid uid passed: " + uid);
}
this.entities.push(entity);
// Register into the componentToEntity map
for (const componentId in entity.components) {
if (entity.components[componentId]) {
if (this.componentToEntity[componentId]) {
this.componentToEntity[componentId].push(entity);
} else {
this.componentToEntity[componentId] = [entity];
}
}
}
// Give each entity a unique id
entity.uid = uid ? uid : this.generateUid();
entity.registered = true;
this.root.signals.entityAdded.dispatch(entity);
}
/**
* Sorts all entitiy lists after a resync
*/
sortEntityLists() {
this.entities.sort((a, b) => a.uid - b.uid);
this.destroyList.sort((a, b) => a.uid - b.uid);
for (const key in this.componentToEntity) {
this.componentToEntity[key].sort((a, b) => a.uid - b.uid);
}
}
/**
* Generates a new uid
* @returns {number}
*/
generateUid() {
return this.nextUid++;
}
/**
* Call to attach a new component after the creation of the entity
* @param {Entity} entity
* @param {Component} component
*/
attachDynamicComponent(entity, component) {
entity.addComponent(component, true);
const componentId = /** @type {typeof Component} */ (component.constructor).getId();
if (this.componentToEntity[componentId]) {
this.componentToEntity[componentId].push(entity);
} else {
this.componentToEntity[componentId] = [entity];
}
this.root.signals.entityGotNewComponent.dispatch(entity);
}
/**
* Call to remove a component after the creation of the entity
* @param {Entity} entity
* @param {typeof Component} component
*/
removeDynamicComponent(entity, component) {
entity.removeComponent(component, true);
const componentId = /** @type {typeof Component} */ (component.constructor).getId();
fastArrayDeleteValue(this.componentToEntity[componentId], entity);
this.root.signals.entityComponentRemoved.dispatch(entity);
}
/**
* Finds an entity buy its uid, kinda slow since it loops over all entities
* @param {number} uid
* @param {boolean=} errorWhenNotFound
* @returns {Entity}
*/
findByUid(uid, errorWhenNotFound = true) {
const arr = this.entities;
for (let i = 0, len = arr.length; i < len; ++i) {
const entity = arr[i];
if (entity.uid === uid) {
if (entity.queuedForDestroy || entity.destroyed) {
if (errorWhenNotFound) {
logger.warn("Entity with UID", uid, "not found (destroyed)");
}
return null;
}
return entity;
}
}
if (errorWhenNotFound) {
logger.warn("Entity with UID", uid, "not found");
}
return null;
}
/**
* Returns all entities having the given component
* @param {typeof Component} componentHandle
* @returns {Array<Entity>} entities
*/
getAllWithComponent(componentHandle) {
return this.componentToEntity[componentHandle.getId()] || [];
}
/**
* Return all of a given class. This is SLOW!
* @param {object} entityClass
* @returns {Array<Entity>} entities
*/
getAllOfClass(entityClass) {
// FIXME: Slow
const result = [];
for (let i = 0; i < this.entities.length; ++i) {
const entity = this.entities[i];
if (entity instanceof entityClass) {
result.push(entity);
}
}
return result;
}
/**
* Unregisters all components of an entity from the component to entity mapping
* @param {Entity} entity
*/
unregisterEntityComponents(entity) {
for (const componentId in entity.components) {
if (entity.components[componentId]) {
arrayDeleteValue(this.componentToEntity[componentId], entity);
}
}
}
// Processes the entities to destroy and actually destroys them
/* eslint-disable max-statements */
processDestroyList() {
for (let i = 0; i < this.destroyList.length; ++i) {
const entity = this.destroyList[i];
// Remove from entities list
arrayDeleteValue(this.entities, entity);
// Remove from componentToEntity list
this.unregisterEntityComponents(entity);
entity.registered = false;
entity.internalDestroyCallback();
this.root.signals.entityDestroyed.dispatch(entity);
}
this.destroyList = [];
}
/**
* Queues an entity for destruction
* @param {Entity} entity
*/
destroyEntity(entity) {
if (entity.destroyed) {
logger.error("Tried to destroy already destroyed entity:", entity.uid);
return;
}
if (entity.queuedForDestroy) {
logger.error("Trying to destroy entity which is already queued for destroy!", entity.uid);
return;
}
if (this.destroyList.indexOf(entity) < 0) {
this.destroyList.push(entity);
entity.queuedForDestroy = true;
this.root.signals.entityQueuedForDestroy.dispatch(entity);
} else {
assert(false, "Trying to destroy entity twice");
}
}
}
import { arrayDeleteValue, newEmptyMap, fastArrayDeleteValue } from "../core/utils";
import { Component } from "./component";
import { GameRoot } from "./root";
import { Entity } from "./entity";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { createLogger } from "../core/logging";
import { globalConfig } from "../core/config";
const logger = createLogger("entity_manager");
// Manages all entities
// NOTICE: We use arrayDeleteValue instead of fastArrayDeleteValue since that does not preserve the order
// This is slower but we need it for the street path generation
export class EntityManager extends BasicSerializableObject {
constructor(root) {
super();
/** @type {GameRoot} */
this.root = root;
/** @type {Array<Entity>} */
this.entities = [];
// We store a seperate list with entities to destroy, since we don't destroy
// them instantly
/** @type {Array<Entity>} */
this.destroyList = [];
// Store a map from componentid to entities - This is used by the game system
// for faster processing
/** @type {Object.<string, Array<Entity>>} */
this.componentToEntity = newEmptyMap();
// Store the next uid to use
this.nextUid = 10000;
}
static getId() {
return "EntityManager";
}
static getSchema() {
return {
nextUid: types.uint,
};
}
getStatsText() {
return this.entities.length + " entities [" + this.destroyList.length + " to kill]";
}
// Main update
update() {
this.processDestroyList();
}
/**
* Registers a new entity
* @param {Entity} entity
* @param {number=} uid Optional predefined uid
*/
registerEntity(entity, uid = null) {
if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
assert(this.entities.indexOf(entity) < 0, `RegisterEntity() called twice for entity ${entity}`);
}
assert(!entity.destroyed, `Attempting to register destroyed entity ${entity}`);
if (G_IS_DEV && uid !== null) {
assert(!this.findByUid(uid, false), "Entity uid already taken: " + uid);
}
if (uid !== null) {
assert(uid >= 0 && uid < Number.MAX_SAFE_INTEGER, "Invalid uid passed: " + uid);
}
this.entities.push(entity);
// Register into the componentToEntity map
for (const componentId in entity.components) {
if (entity.components[componentId]) {
if (this.componentToEntity[componentId]) {
this.componentToEntity[componentId].push(entity);
} else {
this.componentToEntity[componentId] = [entity];
}
}
}
// Give each entity a unique id
entity.uid = uid ? uid : this.generateUid();
entity.registered = true;
this.root.signals.entityAdded.dispatch(entity);
}
/**
* Generates a new uid
* @returns {number}
*/
generateUid() {
return this.nextUid++;
}
/**
* Call to attach a new component after the creation of the entity
* @param {Entity} entity
* @param {Component} component
*/
attachDynamicComponent(entity, component) {
entity.addComponent(component, true);
const componentId = /** @type {typeof Component} */ (component.constructor).getId();
if (this.componentToEntity[componentId]) {
this.componentToEntity[componentId].push(entity);
} else {
this.componentToEntity[componentId] = [entity];
}
this.root.signals.entityGotNewComponent.dispatch(entity);
}
/**
* Call to remove a component after the creation of the entity
* @param {Entity} entity
* @param {typeof Component} component
*/
removeDynamicComponent(entity, component) {
entity.removeComponent(component, true);
const componentId = /** @type {typeof Component} */ (component.constructor).getId();
fastArrayDeleteValue(this.componentToEntity[componentId], entity);
this.root.signals.entityComponentRemoved.dispatch(entity);
}
/**
* Finds an entity buy its uid, kinda slow since it loops over all entities
* @param {number} uid
* @param {boolean=} errorWhenNotFound
* @returns {Entity}
*/
findByUid(uid, errorWhenNotFound = true) {
const arr = this.entities;
for (let i = 0, len = arr.length; i < len; ++i) {
const entity = arr[i];
if (entity.uid === uid) {
if (entity.queuedForDestroy || entity.destroyed) {
if (errorWhenNotFound) {
logger.warn("Entity with UID", uid, "not found (destroyed)");
}
return null;
}
return entity;
}
}
if (errorWhenNotFound) {
logger.warn("Entity with UID", uid, "not found");
}
return null;
}
/**
* Returns all entities having the given component
* @param {typeof Component} componentHandle
* @returns {Array<Entity>} entities
*/
getAllWithComponent(componentHandle) {
return this.componentToEntity[componentHandle.getId()] || [];
}
/**
* Return all of a given class. This is SLOW!
* @param {object} entityClass
* @returns {Array<Entity>} entities
*/
getAllOfClass(entityClass) {
// FIXME: Slow
const result = [];
for (let i = 0; i < this.entities.length; ++i) {
const entity = this.entities[i];
if (entity instanceof entityClass) {
result.push(entity);
}
}
return result;
}
/**
* Unregisters all components of an entity from the component to entity mapping
* @param {Entity} entity
*/
unregisterEntityComponents(entity) {
for (const componentId in entity.components) {
if (entity.components[componentId]) {
arrayDeleteValue(this.componentToEntity[componentId], entity);
}
}
}
// Processes the entities to destroy and actually destroys them
/* eslint-disable max-statements */
processDestroyList() {
for (let i = 0; i < this.destroyList.length; ++i) {
const entity = this.destroyList[i];
// Remove from entities list
arrayDeleteValue(this.entities, entity);
// Remove from componentToEntity list
this.unregisterEntityComponents(entity);
entity.registered = false;
entity.internalDestroyCallback();
this.root.signals.entityDestroyed.dispatch(entity);
}
this.destroyList = [];
}
/**
* Queues an entity for destruction
* @param {Entity} entity
*/
destroyEntity(entity) {
if (entity.destroyed) {
logger.error("Tried to destroy already destroyed entity:", entity.uid);
return;
}
if (entity.queuedForDestroy) {
logger.error("Trying to destroy entity which is already queued for destroy!", entity.uid);
return;
}
if (this.destroyList.indexOf(entity) < 0) {
this.destroyList.push(entity);
entity.queuedForDestroy = true;
this.root.signals.entityQueuedForDestroy.dispatch(entity);
} else {
assert(false, "Trying to destroy entity twice");
}
}
}

@ -1,131 +1,136 @@
/* typehints:start */
import { Component } from "./component";
import { Entity } from "./entity";
/* typehints:end */
import { GameRoot } from "./root";
import { GameSystem } from "./game_system";
import { arrayDelete, arrayDeleteValue } from "../core/utils";
export class GameSystemWithFilter extends GameSystem {
/**
* Constructs a new game system with the given component filter. It will process
* all entities which have *all* of the passed components
* @param {GameRoot} root
* @param {Array<typeof Component>} requiredComponents
*/
constructor(root, requiredComponents) {
super(root);
this.requiredComponents = requiredComponents;
this.requiredComponentIds = requiredComponents.map(component => component.getId());
/**
* All entities which match the current components
* @type {Array<Entity>}
*/
this.allEntities = [];
this.root.signals.entityAdded.add(this.internalPushEntityIfMatching, this);
this.root.signals.entityGotNewComponent.add(this.internalReconsiderEntityToAdd, this);
this.root.signals.entityComponentRemoved.add(this.internalCheckEntityAfterComponentRemoval, this);
this.root.signals.entityQueuedForDestroy.add(this.internalPopEntityIfMatching, this);
this.root.signals.postLoadHook.add(this.internalPostLoadHook, this);
this.root.signals.bulkOperationFinished.add(this.refreshCaches, this);
}
/**
* @param {Entity} entity
*/
internalPushEntityIfMatching(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
assert(this.allEntities.indexOf(entity) < 0, "entity already in list: " + entity);
this.internalRegisterEntity(entity);
}
/**
*
* @param {Entity} entity
*/
internalCheckEntityAfterComponentRemoval(entity) {
if (this.allEntities.indexOf(entity) < 0) {
// Entity wasn't interesting anyways
return;
}
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
// Entity is not interesting anymore
arrayDeleteValue(this.allEntities, entity);
}
}
}
/**
*
* @param {Entity} entity
*/
internalReconsiderEntityToAdd(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
if (this.allEntities.indexOf(entity) >= 0) {
return;
}
this.internalRegisterEntity(entity);
}
refreshCaches() {
this.allEntities.sort((a, b) => a.uid - b.uid);
// Remove all entities which are queued for destroy
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
if (entity.queuedForDestroy || entity.destroyed) {
this.allEntities.splice(i, 1);
}
}
}
/**
* Recomputes all target entities after the game has loaded
*/
internalPostLoadHook() {
this.refreshCaches();
}
/**
*
* @param {Entity} entity
*/
internalRegisterEntity(entity) {
this.allEntities.push(entity);
if (this.root.gameInitialized && !this.root.bulkOperationRunning) {
// Sort entities by uid so behaviour is predictable
this.allEntities.sort((a, b) => a.uid - b.uid);
}
}
/**
*
* @param {Entity} entity
*/
internalPopEntityIfMatching(entity) {
if (this.root.bulkOperationRunning) {
// We do this in refreshCaches afterwards
return;
}
const index = this.allEntities.indexOf(entity);
if (index >= 0) {
arrayDelete(this.allEntities, index);
}
}
}
/* typehints:start */
import { Component } from "./component";
import { Entity } from "./entity";
/* typehints:end */
import { GameRoot } from "./root";
import { GameSystem } from "./game_system";
import { arrayDelete, arrayDeleteValue } from "../core/utils";
import { globalConfig } from "../core/config";
export class GameSystemWithFilter extends GameSystem {
/**
* Constructs a new game system with the given component filter. It will process
* all entities which have *all* of the passed components
* @param {GameRoot} root
* @param {Array<typeof Component>} requiredComponents
*/
constructor(root, requiredComponents) {
super(root);
this.requiredComponents = requiredComponents;
this.requiredComponentIds = requiredComponents.map(component => component.getId());
/**
* All entities which match the current components
* @type {Array<Entity>}
*/
this.allEntities = [];
this.root.signals.entityAdded.add(this.internalPushEntityIfMatching, this);
this.root.signals.entityGotNewComponent.add(this.internalReconsiderEntityToAdd, this);
this.root.signals.entityComponentRemoved.add(this.internalCheckEntityAfterComponentRemoval, this);
this.root.signals.entityQueuedForDestroy.add(this.internalPopEntityIfMatching, this);
this.root.signals.postLoadHook.add(this.internalPostLoadHook, this);
this.root.signals.bulkOperationFinished.add(this.refreshCaches, this);
}
/**
* @param {Entity} entity
*/
internalPushEntityIfMatching(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
// This is slow!
if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
assert(this.allEntities.indexOf(entity) < 0, "entity already in list: " + entity);
}
this.internalRegisterEntity(entity);
}
/**
*
* @param {Entity} entity
*/
internalCheckEntityAfterComponentRemoval(entity) {
if (this.allEntities.indexOf(entity) < 0) {
// Entity wasn't interesting anyways
return;
}
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
// Entity is not interesting anymore
arrayDeleteValue(this.allEntities, entity);
}
}
}
/**
*
* @param {Entity} entity
*/
internalReconsiderEntityToAdd(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
if (this.allEntities.indexOf(entity) >= 0) {
return;
}
this.internalRegisterEntity(entity);
}
refreshCaches() {
this.allEntities.sort((a, b) => a.uid - b.uid);
// Remove all entities which are queued for destroy
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
if (entity.queuedForDestroy || entity.destroyed) {
this.allEntities.splice(i, 1);
}
}
}
/**
* Recomputes all target entities after the game has loaded
*/
internalPostLoadHook() {
this.refreshCaches();
}
/**
*
* @param {Entity} entity
*/
internalRegisterEntity(entity) {
this.allEntities.push(entity);
if (this.root.gameInitialized && !this.root.bulkOperationRunning) {
// Sort entities by uid so behaviour is predictable
this.allEntities.sort((a, b) => a.uid - b.uid);
}
}
/**
*
* @param {Entity} entity
*/
internalPopEntityIfMatching(entity) {
if (this.root.bulkOperationRunning) {
// We do this in refreshCaches afterwards
return;
}
const index = this.allEntities.indexOf(entity);
if (index >= 0) {
arrayDelete(this.allEntities, index);
}
}
}

@ -9,14 +9,30 @@ import { MapChunkView } from "../map_chunk_view";
export class ItemAcceptorSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [ItemAcceptorComponent]);
// Well ... it's better to be verbose I guess?
this.accumulatedTicksWhileInMapOverview = 0;
}
update() {
// This system doesn't render anything while in map overview,
// so simply accumulate ticks
if (this.root.camera.getIsMapOverlayActive()) {
++this.accumulatedTicksWhileInMapOverview;
return;
}
// Compute how much ticks we missed
const numTicks = 1 + this.accumulatedTicksWhileInMapOverview;
const progress =
this.root.dynamicTickrate.deltaSeconds *
2 *
this.root.hubGoals.getBeltBaseSpeed() *
globalConfig.itemSpacingOnBelts; // * 2 because its only a half tile
globalConfig.itemSpacingOnBelts * // * 2 because its only a half tile
numTicks;
// Reset accumulated ticks
this.accumulatedTicksWhileInMapOverview = 0;
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];

@ -149,8 +149,6 @@ export class WiredPinsSystem extends GameSystemWithFilter {
}
}
update() {}
/**
* Draws a given entity
* @param {DrawParameters} parameters

@ -1,146 +1,146 @@
import { ExplainedResult } from "../core/explained_result";
import { createLogger } from "../core/logging";
import { gComponentRegistry } from "../core/global_registries";
import { SerializerInternal } from "./serializer_internal";
/**
* @typedef {import("../game/component").Component} Component
* @typedef {import("../game/component").StaticComponent} StaticComponent
* @typedef {import("../game/entity").Entity} Entity
* @typedef {import("../game/root").GameRoot} GameRoot
* @typedef {import("../savegame/savegame_typedefs").SerializedGame} SerializedGame
*/
const logger = createLogger("savegame_serializer");
/**
* Serializes a savegame
*/
export class SavegameSerializer {
constructor() {
this.internal = new SerializerInternal();
}
/**
* Serializes the game root into a dump
* @param {GameRoot} root
* @param {boolean=} sanityChecks Whether to check for validity
* @returns {object}
*/
generateDumpFromGameRoot(root, sanityChecks = true) {
/** @type {SerializedGame} */
const data = {
camera: root.camera.serialize(),
time: root.time.serialize(),
map: root.map.serialize(),
entityMgr: root.entityMgr.serialize(),
hubGoals: root.hubGoals.serialize(),
pinnedShapes: root.hud.parts.pinnedShapes.serialize(),
waypoints: root.hud.parts.waypoints.serialize(),
entities: this.internal.serializeEntityArray(root.entityMgr.entities),
beltPaths: root.systemMgr.systems.belt.serializePaths(),
};
if (!G_IS_RELEASE) {
if (sanityChecks) {
// Sanity check
const sanity = this.verifyLogicalErrors(data);
if (!sanity.result) {
logger.error("Created invalid savegame:", sanity.reason, "savegame:", data);
return null;
}
}
}
return data;
}
/**
* Verifies if there are logical errors in the savegame
* @param {SerializedGame} savegame
* @returns {ExplainedResult}
*/
verifyLogicalErrors(savegame) {
if (!savegame.entities) {
return ExplainedResult.bad("Savegame has no entities");
}
const seenUids = [];
// Check for duplicate UIDS
for (let i = 0; i < savegame.entities.length; ++i) {
/** @type {Entity} */
const entity = savegame.entities[i];
const uid = entity.uid;
if (!Number.isInteger(uid)) {
return ExplainedResult.bad("Entity has invalid uid: " + uid);
}
if (seenUids.indexOf(uid) >= 0) {
return ExplainedResult.bad("Duplicate uid " + uid);
}
seenUids.push(uid);
// Verify components
if (!entity.components) {
return ExplainedResult.bad("Entity is missing key 'components': " + JSON.stringify(entity));
}
const components = entity.components;
for (const componentId in components) {
const componentClass = gComponentRegistry.findById(componentId);
// Check component id is known
if (!componentClass) {
return ExplainedResult.bad("Unknown component id: " + componentId);
}
// Verify component data
const componentData = components[componentId];
const componentVerifyError = /** @type {StaticComponent} */ (componentClass).verify(
componentData
);
// Check component data is ok
if (componentVerifyError) {
return ExplainedResult.bad(
"Component " + componentId + " has invalid data: " + componentVerifyError
);
}
}
}
return ExplainedResult.good();
}
/**
* Tries to load the savegame from a given dump
* @param {SerializedGame} savegame
* @param {GameRoot} root
* @returns {ExplainedResult}
*/
deserialize(savegame, root) {
// Sanity
const verifyResult = this.verifyLogicalErrors(savegame);
if (!verifyResult.result) {
return ExplainedResult.bad(verifyResult.reason);
}
let errorReason = null;
errorReason = errorReason || root.entityMgr.deserialize(savegame.entityMgr);
errorReason = errorReason || root.time.deserialize(savegame.time);
errorReason = errorReason || root.camera.deserialize(savegame.camera);
errorReason = errorReason || root.map.deserialize(savegame.map);
errorReason = errorReason || root.hubGoals.deserialize(savegame.hubGoals);
errorReason = errorReason || root.hud.parts.pinnedShapes.deserialize(savegame.pinnedShapes);
errorReason = errorReason || root.hud.parts.waypoints.deserialize(savegame.waypoints);
errorReason = errorReason || this.internal.deserializeEntityArray(root, savegame.entities);
errorReason = errorReason || root.systemMgr.systems.belt.deserializePaths(savegame.beltPaths);
// Check for errors
if (errorReason) {
return ExplainedResult.bad(errorReason);
}
return ExplainedResult.good();
}
}
import { ExplainedResult } from "../core/explained_result";
import { createLogger } from "../core/logging";
import { gComponentRegistry } from "../core/global_registries";
import { SerializerInternal } from "./serializer_internal";
/**
* @typedef {import("../game/component").Component} Component
* @typedef {import("../game/component").StaticComponent} StaticComponent
* @typedef {import("../game/entity").Entity} Entity
* @typedef {import("../game/root").GameRoot} GameRoot
* @typedef {import("../savegame/savegame_typedefs").SerializedGame} SerializedGame
*/
const logger = createLogger("savegame_serializer");
/**
* Serializes a savegame
*/
export class SavegameSerializer {
constructor() {
this.internal = new SerializerInternal();
}
/**
* Serializes the game root into a dump
* @param {GameRoot} root
* @param {boolean=} sanityChecks Whether to check for validity
* @returns {object}
*/
generateDumpFromGameRoot(root, sanityChecks = true) {
/** @type {SerializedGame} */
const data = {
camera: root.camera.serialize(),
time: root.time.serialize(),
map: root.map.serialize(),
entityMgr: root.entityMgr.serialize(),
hubGoals: root.hubGoals.serialize(),
pinnedShapes: root.hud.parts.pinnedShapes.serialize(),
waypoints: root.hud.parts.waypoints.serialize(),
entities: this.internal.serializeEntityArray(root.entityMgr.entities),
beltPaths: root.systemMgr.systems.belt.serializePaths(),
};
if (G_IS_DEV) {
if (sanityChecks) {
// Sanity check
const sanity = this.verifyLogicalErrors(data);
if (!sanity.result) {
logger.error("Created invalid savegame:", sanity.reason, "savegame:", data);
return null;
}
}
}
return data;
}
/**
* Verifies if there are logical errors in the savegame
* @param {SerializedGame} savegame
* @returns {ExplainedResult}
*/
verifyLogicalErrors(savegame) {
if (!savegame.entities) {
return ExplainedResult.bad("Savegame has no entities");
}
const seenUids = new Set();
// Check for duplicate UIDS
for (let i = 0; i < savegame.entities.length; ++i) {
/** @type {Entity} */
const entity = savegame.entities[i];
const uid = entity.uid;
if (!Number.isInteger(uid)) {
return ExplainedResult.bad("Entity has invalid uid: " + uid);
}
if (seenUids.has(uid)) {
return ExplainedResult.bad("Duplicate uid " + uid);
}
seenUids.add(uid);
// Verify components
if (!entity.components) {
return ExplainedResult.bad("Entity is missing key 'components': " + JSON.stringify(entity));
}
const components = entity.components;
for (const componentId in components) {
const componentClass = gComponentRegistry.findById(componentId);
// Check component id is known
if (!componentClass) {
return ExplainedResult.bad("Unknown component id: " + componentId);
}
// Verify component data
const componentData = components[componentId];
const componentVerifyError = /** @type {StaticComponent} */ (componentClass).verify(
componentData
);
// Check component data is ok
if (componentVerifyError) {
return ExplainedResult.bad(
"Component " + componentId + " has invalid data: " + componentVerifyError
);
}
}
}
return ExplainedResult.good();
}
/**
* Tries to load the savegame from a given dump
* @param {SerializedGame} savegame
* @param {GameRoot} root
* @returns {ExplainedResult}
*/
deserialize(savegame, root) {
// Sanity
const verifyResult = this.verifyLogicalErrors(savegame);
if (!verifyResult.result) {
return ExplainedResult.bad(verifyResult.reason);
}
let errorReason = null;
errorReason = errorReason || root.entityMgr.deserialize(savegame.entityMgr);
errorReason = errorReason || root.time.deserialize(savegame.time);
errorReason = errorReason || root.camera.deserialize(savegame.camera);
errorReason = errorReason || root.map.deserialize(savegame.map);
errorReason = errorReason || root.hubGoals.deserialize(savegame.hubGoals);
errorReason = errorReason || root.hud.parts.pinnedShapes.deserialize(savegame.pinnedShapes);
errorReason = errorReason || root.hud.parts.waypoints.deserialize(savegame.waypoints);
errorReason = errorReason || this.internal.deserializeEntityArray(root, savegame.entities);
errorReason = errorReason || root.systemMgr.systems.belt.deserializePaths(savegame.beltPaths);
// Check for errors
if (errorReason) {
return ExplainedResult.bad(errorReason);
}
return ExplainedResult.good();
}
}

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