Files
aego/runtime/bundle/bundle.go
T

316 lines
8.3 KiB
Go

package bundle
import (
"strconv"
"aego/asset"
"aego/core/errs"
"aego/core/ids"
"aego/core/log"
"aego/format/aetext"
)
const (
DataDir = "data"
ManifestFile = "manifest.aetext"
ExportFile = "export.aetext"
Scheme = "data"
ArtifactsDir = "artifacts"
Version = 1
Release = "release"
Development = "development"
)
var CoreBlocks = []string{"window", "defaults"}
type Window struct {
Width int
Height int
Title string
}
type Game struct {
Name string
Module string
Version string
MainScene ids.AssetID
Window Window
Defaults *aetext.Node
Blocks []*aetext.Node
}
func (g *Game) Block(head string) *aetext.Node {
for _, b := range g.Blocks {
if b.Head == head {
return b
}
}
return nil
}
type Data struct {
Engine string
Profile string
Target string
Game Game
Index *asset.Index
}
func (d *Data) Release() bool {
return d.Profile == Release
}
func ArtifactPath(name string) string {
return Scheme + "://" + ArtifactsDir + "/" + name
}
type Lib struct {
Name string `json:"name"`
Link string `json:"link"`
File string `json:"file,omitempty"`
License string `json:"license,omitempty"`
}
type Size struct {
Kind string `json:"kind"`
Count int `json:"count"`
Bytes int64 `json:"bytes"`
}
type Export struct {
Engine string
Game string
GameVersion string
Module string
Target string
Profile string
Binary string
BinarySize int64
BinaryGzip int64
StartScene ids.AssetID
Modules []string
Libs []Lib
Data []Size
DataSize int64
Artifacts int
Hash string
BuildMillis int64
Time string
}
func text(name, v string) aetext.Field {
return aetext.Field{Name: name, Value: aetext.String(v)}
}
func integer(name string, v int64) aetext.Field {
return aetext.Field{Name: name, Value: aetext.Int(v)}
}
func strs(name string, list []string) aetext.Field {
vs := make([]aetext.Value, len(list))
for i, s := range list {
vs[i] = aetext.String(s)
}
return aetext.Field{Name: name, Value: aetext.List(vs...)}
}
func getStr(n *aetext.Node, name string) string {
if v, ok := n.Field(name); ok {
return v.Str
}
return ""
}
func getInt(n *aetext.Node, name string) int64 {
if v, ok := n.Field(name); ok {
return v.AsInt()
}
return 0
}
func getStrs(n *aetext.Node, name string) []string {
v, ok := n.Field(name)
if !ok {
return nil
}
out := make([]string, 0, len(v.List))
for _, x := range v.List {
out = append(out, x.Str)
}
return out
}
func getID(n *aetext.Node, name, file string) (ids.AssetID, error) {
s := getStr(n, name)
if s == "" {
return ids.AssetID{}, nil
}
id, err := ids.ParseAssetID(s)
if err != nil {
return ids.AssetID{}, errs.Wrap(err, errs.AssetBadIndex, name+" is not an asset id").With(log.F("file", file))
}
return id, nil
}
func header(doc *aetext.Node, head, file string) error {
if doc.Head != head {
return errs.New(errs.AssetBadIndex, "not a "+head+" file", log.F("file", file), log.F("head", doc.Head))
}
if v, ok := doc.Attr("version"); ok && int(v.AsInt()) > Version {
return errs.New(errs.AssetBadIndex, file+" was written by a newer engine",
log.F("version", v.AsInt()), log.F("supported", Version))
}
return nil
}
func EncodeData(d *Data) ([]byte, error) {
root := &aetext.Node{Head: "manifest", Attrs: []aetext.Field{integer("version", Version)}}
root.Fields = append(root.Fields, text("engine", d.Engine), text("profile", d.Profile), text("target", d.Target))
g := &aetext.Node{Head: "game"}
g.Fields = append(g.Fields,
text("name", d.Game.Name),
text("module", d.Game.Module),
text("version", d.Game.Version),
aetext.Field{Name: "mainScene", Value: aetext.AssetRef(d.Game.MainScene.String())},
)
win := &aetext.Node{Head: "window"}
win.Fields = append(win.Fields,
integer("width", int64(d.Game.Window.Width)),
integer("height", int64(d.Game.Window.Height)),
text("title", d.Game.Window.Title),
)
g.Blocks = append(g.Blocks, win)
if d.Game.Defaults != nil {
def := d.Game.Defaults.Clone()
def.Head = "defaults"
g.Blocks = append(g.Blocks, def)
}
g.Blocks = append(g.Blocks, d.Game.Blocks...)
root.Blocks = append(root.Blocks, g)
idx, err := aetext.Parse(asset.WriteIndex(d.Index), "index")
if err != nil {
return nil, err
}
root.Blocks = append(root.Blocks, idx)
return aetext.Write(root), nil
}
func DecodeData(src []byte, file string) (*Data, error) {
doc, err := aetext.Parse(src, file)
if err != nil {
return nil, err
}
if err := header(doc, "manifest", file); err != nil {
return nil, err
}
d := &Data{Engine: getStr(doc, "engine"), Profile: getStr(doc, "profile"), Target: getStr(doc, "target")}
g := doc.Block("game", "")
if g == nil {
return nil, errs.New(errs.AssetBadIndex, "the manifest has no game block", log.F("file", file))
}
d.Game.Name, d.Game.Module, d.Game.Version = getStr(g, "name"), getStr(g, "module"), getStr(g, "version")
if d.Game.MainScene, err = getID(g, "mainScene", file); err != nil {
return nil, err
}
d.Game.Window = Window{Width: 1280, Height: 720, Title: d.Game.Name}
for _, b := range g.Blocks {
switch b.Head {
case "window":
if v := getInt(b, "width"); v > 0 {
d.Game.Window.Width = int(v)
}
if v := getInt(b, "height"); v > 0 {
d.Game.Window.Height = int(v)
}
if v := getStr(b, "title"); v != "" {
d.Game.Window.Title = v
}
case "defaults":
d.Game.Defaults = b
default:
d.Game.Blocks = append(d.Game.Blocks, b)
}
}
ib := doc.Block("index", "")
if ib == nil {
return nil, errs.New(errs.AssetBadIndex, "the manifest has no asset index", log.F("file", file))
}
if d.Index, err = asset.ReadIndex(aetext.Write(ib), file); err != nil {
return nil, err
}
return d, nil
}
func EncodeExport(x *Export) []byte {
root := &aetext.Node{Head: "export", Attrs: []aetext.Field{integer("version", Version)}}
root.Fields = append(root.Fields,
text("engine", x.Engine),
text("game", x.Game),
text("gameVersion", x.GameVersion),
text("module", x.Module),
text("target", x.Target),
text("profile", x.Profile),
text("binary", x.Binary),
integer("binarySize", x.BinarySize),
)
if x.BinaryGzip > 0 {
root.Fields = append(root.Fields, integer("binaryGzip", x.BinaryGzip))
}
root.Fields = append(root.Fields,
aetext.Field{Name: "startScene", Value: aetext.AssetRef(x.StartScene.String())},
strs("modules", x.Modules),
integer("dataSize", x.DataSize),
integer("artifacts", int64(x.Artifacts)),
text("hash", x.Hash),
integer("buildMillis", x.BuildMillis),
text("time", x.Time),
)
for _, l := range x.Libs {
n := &aetext.Node{Head: "lib", Label: l.Name}
n.Fields = append(n.Fields, text("link", l.Link))
if l.File != "" {
n.Fields = append(n.Fields, text("file", l.File))
}
if l.License != "" {
n.Fields = append(n.Fields, text("license", l.License))
}
root.Blocks = append(root.Blocks, n)
}
for _, s := range x.Data {
root.Blocks = append(root.Blocks, &aetext.Node{Head: "data", Label: s.Kind,
Fields: []aetext.Field{integer("count", int64(s.Count)), integer("bytes", s.Bytes)}})
}
return aetext.Write(root)
}
func DecodeExport(src []byte, file string) (*Export, error) {
doc, err := aetext.Parse(src, file)
if err != nil {
return nil, err
}
if err := header(doc, "export", file); err != nil {
return nil, err
}
x := &Export{
Engine: getStr(doc, "engine"), Game: getStr(doc, "game"), GameVersion: getStr(doc, "gameVersion"),
Module: getStr(doc, "module"), Target: getStr(doc, "target"), Profile: getStr(doc, "profile"),
Binary: getStr(doc, "binary"), BinarySize: getInt(doc, "binarySize"), BinaryGzip: getInt(doc, "binaryGzip"), Modules: getStrs(doc, "modules"),
DataSize: getInt(doc, "dataSize"), Artifacts: int(getInt(doc, "artifacts")), Hash: getStr(doc, "hash"),
BuildMillis: getInt(doc, "buildMillis"), Time: getStr(doc, "time"),
}
if x.StartScene, err = getID(doc, "startScene", file); err != nil {
return nil, err
}
doc.EachBlock("lib", func(n *aetext.Node) {
x.Libs = append(x.Libs, Lib{Name: n.Label, Link: getStr(n, "link"), File: getStr(n, "file"), License: getStr(n, "license")})
})
doc.EachBlock("data", func(n *aetext.Node) {
x.Data = append(x.Data, Size{Kind: n.Label, Count: int(getInt(n, "count")), Bytes: getInt(n, "bytes")})
})
return x, nil
}
func (s Size) String() string {
return s.Kind + " " + strconv.Itoa(s.Count) + " " + strconv.FormatInt(s.Bytes, 10)
}