SanAndreasUnity/Assets/Scripts/Importing/Items/Item.cs

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C#
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using SanAndreasUnity.Importing.Archive;
using SanAndreasUnity.Importing.Items.Placements;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
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namespace SanAndreasUnity.Importing.Items
{
public static class Item
{
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private static readonly List<Placements.Zone> _zones = new List<Placements.Zone>();
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private static readonly List<EntranceExit> _enexes = new List<EntranceExit>();
new world loading system (#110) * wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
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public static IReadOnlyList<EntranceExit> Enexes => _enexes;
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private static readonly Dictionary<int, IObjectDefinition> _definitions
= new Dictionary<int, IObjectDefinition>();
private static readonly Dictionary<int, List<Placement>> _placements
= new Dictionary<int, List<Placement>>();
public static void ReadLoadList(string path)
{
var ws = new[] { ' ', '\t' };
using (var reader = File.OpenText(path))
{
string line;
while ((line = reader.ReadLine()) != null)
{
line = line.Trim();
if (line.Length == 0) continue;
if (line.StartsWith("#")) continue;
var index = line.IndexOfAny(ws);
if (index == -1) continue;
var type = line.Substring(0, index);
var args = line.Substring(index).TrimStart();
args = args.Replace("DATA\\MAPS\\", "data/maps/");
args = args.Replace(".IDE", ".ide");
args = args.Replace(".IPL", ".ipl");
args = args.Replace('\\', Path.DirectorySeparatorChar);
switch (type.ToLower())
{
case "ide":
ReadIde(args);
break;
case "ipl":
ReadIpl(args);
break;
}
}
}
}
public static void ReadIde(string path)
{
var file = new ItemFile<Definition>(path);
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foreach (var obj in file.GetItems<Definition>().OfType<IObjectDefinition>())
{
if (_definitions.ContainsKey(obj.Id))
{
Debug.LogWarning($"Definition with id {obj.Id} already exists, skipping it");
}
else
{
_definitions.Add(obj.Id, obj);
}
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}
}
public static void ReadIpl(string path)
{
var file = new ItemFile<Placement>(ArchiveManager.GetCaseSensitiveFilePath(Path.GetFileName(path)));
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foreach (var zone in file.GetSection<Placements.Zone>("zone"))
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{
_zones.Add(zone);
}
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foreach (var enex in file.GetSection<EntranceExit>("enex"))
{
_enexes.Add(enex);
}
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var insts = file.GetSection<Instance>("inst");
var list = new List<Instance>();
list.AddRange(insts);
var cars = new List<ParkedVehicle>(file.GetSection<ParkedVehicle>("cars"));
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string streamFormat = Path.GetFileNameWithoutExtension(path).ToLower() + "_stream{0}.ipl";
int missed = 0;
for (int i = 0; ; ++i)
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{
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string streamFileName = string.Format(streamFormat, i);
if (!ArchiveManager.FileExists(streamFileName))
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{
++missed;
if (missed > 10) break;
continue;
}
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file = new ItemFile<Placement>(ArchiveManager.ReadFile(streamFileName));
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list.AddRange(file.GetSection<Instance>("inst"));
cars.AddRange(file.GetSection<ParkedVehicle>("cars"));
}
list.ResolveLod();
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int lastCell = -1;
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foreach (var inst in list)
{
new world loading system (#110) * wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
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int cell = inst.InteriorLevel;
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if (lastCell != cell && !_placements.ContainsKey(lastCell = cell))
{
_placements.Add(cell, new List<Placement>());
}
_placements[cell].Add(inst);
}
if (!_placements.ContainsKey(0))
{
_placements.Add(0, new List<Placement>());
}
_placements[0].AddRange(cars.Cast<Placement>());
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}
public static TDefinition GetDefinition<TDefinition>(int id)
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where TDefinition : class, IObjectDefinition
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{
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return _definitions.TryGetValue(id, out IObjectDefinition objectDefinition)
? (TDefinition) objectDefinition
: null;
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}
public static TDefinition GetDefinitionOrThrow<TDefinition>(int id)
where TDefinition : Definition, IObjectDefinition
{
var def = GetDefinition<TDefinition>(id);
if (null == def)
throw new System.Exception($"Failed to find definition of type {typeof(TDefinition).Name} with id {id}");
return def;
}
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public static IEnumerable<TDefinition> GetDefinitions<TDefinition>()
where TDefinition : Definition
{
return _definitions.Values.OfType<TDefinition>();
}
public static int GetNumDefinitions<TDefinition>()
where TDefinition : Definition
{
return _definitions.Count (pair => pair.Value is TDefinition);
}
public static IEnumerable<TPlacement> GetPlacements<TPlacement>(params int[] cellIds)
where TPlacement : Placement
{
return cellIds.SelectMany(x => _placements.ContainsKey(x)
? _placements[x].OfType<TPlacement>() : Enumerable.Empty<TPlacement>());
}
}
}