Parallax refactors (#7654)
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@@ -1,12 +1,16 @@
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Client.Parallax.Data;
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using Content.Shared;
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using Content.Shared.CCVar;
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using Nett;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.IoC;
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@@ -15,91 +19,115 @@ using Robust.Shared.Utility;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace Content.Client.Parallax.Managers
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namespace Content.Client.Parallax.Managers;
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internal sealed class ParallaxManager : IParallaxManager
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{
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internal sealed class ParallaxManager : IParallaxManager
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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private string _parallaxName = "";
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public string ParallaxName
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{
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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[Dependency] private readonly ILogManager _logManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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private static readonly ResourcePath ParallaxConfigPath = new("/parallax_config.toml");
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// Both of these below are in the user directory.
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private static readonly ResourcePath ParallaxCachedImagePath = new("/parallax_cache.png");
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private static readonly ResourcePath PreviousParallaxConfigPath = new("/parallax_config_old");
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public event Action<Texture>? OnTextureLoaded;
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public Texture? ParallaxTexture { get; private set; }
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public async void LoadParallax()
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get => _parallaxName;
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set
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{
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if (!_configurationManager.GetCVar(CCVars.ParallaxEnabled))
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return;
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var parallaxConfig = GetParallaxConfig();
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if (parallaxConfig == null)
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return;
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var debugParallax = _configurationManager.GetCVar(CCVars.ParallaxDebug);
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if (debugParallax
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|| !_resourceCache.UserData.TryReadAllText(PreviousParallaxConfigPath, out var previousParallaxConfig)
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|| previousParallaxConfig != parallaxConfig)
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{
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var table = Toml.ReadString(parallaxConfig);
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await UpdateCachedTexture(table, debugParallax);
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//Update the previous config
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using var writer = _resourceCache.UserData.OpenWriteText(PreviousParallaxConfigPath);
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writer.Write(parallaxConfig);
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}
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ParallaxTexture = GetCachedTexture();
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OnTextureLoaded?.Invoke(ParallaxTexture);
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}
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private async Task UpdateCachedTexture(TomlTable config, bool saveDebugLayers)
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{
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var debugImages = saveDebugLayers ? new List<Image<Rgba32>>() : null;
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var sawmill = _logManager.GetSawmill("parallax");
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// Generate the parallax in the thread pool.
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using var newParallexImage = await Task.Run(() =>
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ParallaxGenerator.GenerateParallax(config, new Size(1920, 1080), sawmill, debugImages));
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// And load it in the main thread for safety reasons.
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// Store it and CRC so further game starts don't need to regenerate it.
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using var imageStream = _resourceCache.UserData.OpenWrite(ParallaxCachedImagePath);
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newParallexImage.SaveAsPng(imageStream);
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if (saveDebugLayers)
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{
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for (var i = 0; i < debugImages!.Count; i++)
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{
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var debugImage = debugImages[i];
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using var debugImageStream = _resourceCache.UserData.OpenWrite(new ResourcePath($"/parallax_debug_{i}.png"));
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debugImage.SaveAsPng(debugImageStream);
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}
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}
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}
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private Texture GetCachedTexture()
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{
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using var imageStream = _resourceCache.UserData.OpenRead(ParallaxCachedImagePath);
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return Texture.LoadFromPNGStream(imageStream, "Parallax");
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}
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private string? GetParallaxConfig()
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{
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if (!_resourceCache.TryContentFileRead(ParallaxConfigPath, out var configStream))
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{
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Logger.ErrorS("parallax", "Parallax config not found.");
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return null;
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}
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using var configReader = new StreamReader(configStream, EncodingHelpers.UTF8);
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return configReader.ReadToEnd().Replace(Environment.NewLine, "\n");
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LoadParallaxByName(value);
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}
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}
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public Vector2 ParallaxAnchor { get; set; }
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private CancellationTokenSource? _presentParallaxLoadCancel;
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private ParallaxLayerPrepared[] _parallaxLayersHQ = {};
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private ParallaxLayerPrepared[] _parallaxLayersLQ = {};
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public ParallaxLayerPrepared[] ParallaxLayers => _configurationManager.GetCVar(CCVars.ParallaxLowQuality) ? _parallaxLayersLQ : _parallaxLayersHQ;
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public async void LoadParallax()
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{
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await LoadParallaxByName("default");
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}
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private async Task LoadParallaxByName(string name)
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{
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// Update _parallaxName
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if (_parallaxName == name)
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{
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return;
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}
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_parallaxName = name;
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// Cancel any existing load and setup the new cancellation token
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_presentParallaxLoadCancel?.Cancel();
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_presentParallaxLoadCancel = new CancellationTokenSource();
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var cancel = _presentParallaxLoadCancel.Token;
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// Empty parallax name = no layers (this is so that the initial "" parallax name is consistent)
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if (_parallaxName == "")
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{
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_parallaxLayersHQ = _parallaxLayersLQ = new ParallaxLayerPrepared[] {};
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return;
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}
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// Begin (for real)
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Logger.InfoS("parallax", $"Loading parallax {name}");
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try
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{
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var parallaxPrototype = _prototypeManager.Index<ParallaxPrototype>(name);
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ParallaxLayerPrepared[] hq;
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ParallaxLayerPrepared[] lq;
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if (parallaxPrototype.LayersLQUseHQ)
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{
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lq = hq = await LoadParallaxLayers(parallaxPrototype.Layers, cancel);
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}
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else
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{
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var results = await Task.WhenAll(
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LoadParallaxLayers(parallaxPrototype.Layers, cancel),
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LoadParallaxLayers(parallaxPrototype.LayersLQ, cancel)
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);
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hq = results[0];
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lq = results[1];
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}
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// Still keeping this check just in case.
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if (_parallaxName == name)
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{
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_parallaxLayersHQ = hq;
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_parallaxLayersLQ = lq;
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Logger.InfoS("parallax", $"Loaded parallax {name}");
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}
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}
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catch (Exception ex)
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{
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Logger.ErrorS("parallax", $"Failed to loaded parallax {name}: {ex}");
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}
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}
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private async Task<ParallaxLayerPrepared[]> LoadParallaxLayers(List<ParallaxLayerConfig> layersIn, CancellationToken cancel = default)
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{
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// Because this is async, make sure it doesn't change (prototype reloads could muck this up)
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// Since the tasks aren't awaited until the end, this should be fine
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var tasks = new Task<ParallaxLayerPrepared>[layersIn.Count];
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for (var i = 0; i < layersIn.Count; i++)
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{
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tasks[i] = LoadParallaxLayer(layersIn[i], cancel);
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}
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return await Task.WhenAll(tasks);
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}
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private async Task<ParallaxLayerPrepared> LoadParallaxLayer(ParallaxLayerConfig config, CancellationToken cancel = default)
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{
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return new ParallaxLayerPrepared()
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{
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Texture = await config.Texture.GenerateTexture(cancel),
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Config = config
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};
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}
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}
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