SanAndreasUnity/Assets/Scripts/Importing/Items/Item.cs
in0finite 32c0be1af2
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
2021-07-18 06:03:43 +02:00

176 lines
No EOL
5.8 KiB
C#

using SanAndreasUnity.Importing.Archive;
using SanAndreasUnity.Importing.Items.Placements;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
namespace SanAndreasUnity.Importing.Items
{
public static class Item
{
private static readonly List<Zone> _zones = new List<Zone>();
private static readonly List<EntranceExit> _enexes = new List<EntranceExit>();
public static IReadOnlyList<EntranceExit> Enexes => _enexes;
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);
foreach (var obj in file.GetItems<Definition>().OfType<IObjectDefinition>())
{
if (_definitions.ContainsKey(obj.Id))
{
Debug.LogWarning($"Definition with id {obj.Id} already exists, skipping it");
}
else
{
_definitions.Add(obj.Id, obj);
}
}
}
public static void ReadIpl(string path)
{
var file = new ItemFile<Placement>(ArchiveManager.GetCaseSensitiveFilePath(Path.GetFileName(path)));
foreach (var zone in file.GetSection<Zone>("zone"))
{
_zones.Add(zone);
}
foreach (var enex in file.GetSection<EntranceExit>("enex"))
{
_enexes.Add(enex);
}
var insts = file.GetSection<Instance>("inst");
var list = new List<Instance>();
list.AddRange(insts);
var cars = new List<ParkedVehicle>(file.GetSection<ParkedVehicle>("cars"));
string streamFormat = Path.GetFileNameWithoutExtension(path).ToLower() + "_stream{0}.ipl";
int missed = 0;
for (int i = 0; ; ++i)
{
string streamFileName = string.Format(streamFormat, i);
if (!ArchiveManager.FileExists(streamFileName))
{
++missed;
if (missed > 10) break;
continue;
}
file = new ItemFile<Placement>(ArchiveManager.ReadFile(streamFileName));
list.AddRange(file.GetSection<Instance>("inst"));
cars.AddRange(file.GetSection<ParkedVehicle>("cars"));
}
list.ResolveLod();
int lastCell = -1;
foreach (var inst in list)
{
int cell = inst.InteriorLevel;
if (lastCell != cell && !_placements.ContainsKey(lastCell = cell))
{
_placements.Add(cell, new List<Placement>());
}
_placements[cell].Add(inst);
}
if (!_placements.ContainsKey(0))
{
_placements.Add(0, new List<Placement>());
}
_placements[0].AddRange(cars.Cast<Placement>());
}
public static TDefinition GetDefinition<TDefinition>(int id)
where TDefinition : class, IObjectDefinition
{
return _definitions.TryGetValue(id, out IObjectDefinition objectDefinition)
? (TDefinition) objectDefinition
: null;
}
public static TDefinition GetDefinitionOrThrow<TDefinition>(int id)
where TDefinition : Definition, IObjectDefinition
{
var def = GetDefinition<TDefinition>(id);
if (null == def)
throw new System.Exception($"Failed to find definition of type {typeof(TDefinition).Name} with id {id}");
return def;
}
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>());
}
}
}