refactor: 地图存储

Co-authored-by: Copilot <copilot@github.com>
This commit is contained in:
unanmed 2026-04-26 13:33:49 +08:00
parent 476f735adc
commit 70a58ef4dc
9 changed files with 853 additions and 14 deletions

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# 需求综述
当前 `LayerState` 只存储当前激活地图的数据,切换地图时原地图内容彻底丢失,
无法参与存档系统。为此引入 `IMapStore`,集中管理所有楼层的 `LayerState`
并实现 `ISaveableContent` 接口以支持存档读档。
核心目标:
- 多楼层数据同时存在于内存中,通过 id 访问;
- 通过 `active` 标记区分"玩家可能到达"与"无需关注"的楼层,节省存档开销;
- 通过 `compareWith` 提供参考基准,配合分级压缩大幅减少存档体积;
- `IStateBase.layer` 类型由 `ILayerState` 改为 `IMapStore`
操作楼层必须先通过 `getLayerState(id)` 取得具体楼层。
---
# 实现思路
## 1. 给 LayerState 添加 active 成员
`ILayerState` 新增 `readonly active: boolean``setActiveStatus(active: boolean): void`
两个接口,`LayerState` 实现类中 `active` 默认为 `false`
两者的关系:
- `ILayerState.setActiveStatus`:直接操作楼层对象;
- `IMapStore.setMapActiveStatus(id, active)`:通过 id 操作,
内部查找对应楼层后调用其 `setActiveStatus`
## 2. 脏数据追踪dirty tracking
为支持 `LowCompression``HighCompression` 的差分存档,
需要知道哪些楼层相对于参考基准是否发生了修改。
**推荐方案:楼层级简单脏标记 + 存档时实际比较**
`LayerState` 内部维护 `private dirty: boolean = false`
- 当楼层内任意 `MapLayer` 触发 `onUpdateBlock`、`onUpdateArea`、`onResize`
钩子时,将 `dirty` 置为 `true`
- `dirty` 只在 `compareWith` 首次调用时根据实际数据对比结果初始化,
初始化后的 gameplay 过程中不再重置(仅置 true
`saveState` 时:
- 若 `dirty = false`,跳过该楼层(初始化后从未被触碰过);
- 若 `dirty = true`
- **LowCompression**:与参考基准进行全量比较,若完全一致则跳过
(消除"改了又改回"场景下的误判),否则存储所有行;
- **HighCompression**:逐行与参考基准比较,只存储不一致的行。
`loadState` 时:若存档中此楼层没有任何数据(即未出现在 `floors` 中),
读档后将 `dirty` 置为 `false`(视为与参考基准一致)。
**不在 `MapLayer` 内维护 `dirtyRows`**,行级比较在 `saveState` 时直接对照参考基准进行。
这避免了每次 `setBlock`/`putMapData` 都更新行级标记的热路径开销,
且存档时实际比较已能消除误判,无需 `probablyDirty` + `setInterval` 或哈希方案。
存档时比较的开销Uint32Array 内存连续,实际耗时极低,且保存操作本身是低频的,
若将来发现存档耗时问题,可考虑将比较逻辑移至 Web Worker。
## 3. compareWith 接口与参数类型
```ts
compareWith(ref: Map<string, Map<number, Uint32Array>>): void;
```
外层 `Map` 以楼层 id 为键,内层 `Map` 以图层 `zIndex` 为键,
值为对应图层的完整图块数组Uint32Array含所有行的扁平数据
使用此类型而非 `IMapStore` 的理由:接口更轻量,调用方可直接从游戏原始数据构建,
无需额外持有一个完整的 `IMapStore` 实例。
关于图层标识符:继续使用 `zIndex`,在单个楼层内 `zIndex` 是语义唯一的,
与已有 `MapLayer.zIndex` 接口保持一致。
**`compareWith` 以首次调用为唯一基准**,再次调用不更新参考(以游戏原始数据为基准,
避免存档之间产生依赖关系)。
实现步骤:
1. 若 `refData` 已存在,直接返回;
2. 保存 `ref` 引用到 `private refData`
3. 遍历当前所有楼层,对每个楼层在 `ref` 中查找对应 id
- 不存在:`dirty = true`(新楼层,视为全脏);
- 存在:对每个 `MapLayer`(按 `zIndex` 匹配)做全量比较,
若所有行与参考数据完全一致则 `dirty = false`,否则 `dirty = true`
## 4. 楼层的创建与管理
`MapStore` 内部以 `Map<string, LayerState>` 存储所有楼层。
`getLayerState(id)` 对不存在的 id 直接返回 `null`,不自动创建。
只提供一个创建接口:
- `createLayerState(id: string): ILayerState`:创建并注册一个空白楼层
(无任何 `MapLayer`,用户拿到后再调用 `addLayer` 配置图层结构),返回楼层对象。
注册时若 id 已存在,发出 logger 警告并覆盖。
`compareWith` 已调用后再通过上述接口新增楼层,新楼层直接视为全脏(`dirty = true`
因为 `refData` 中不存在对应数据。
## 5. 存档数据格式
### 类型定义
```ts
/** 单个 MapLayer 的存档数据 */
interface IMapLayerSave {
readonly width: number;
readonly height: number;
/**
* key = 行索引value = 该行完整的 Uint32Array 数据;
* NoCompression/LowCompression 时包含所有行0 到 height - 1
* HighCompression 时只包含与参考基准不同的行;
* 读档时,不在此 Map 中的行从参考基准还原。
*/
readonly rows: ReadonlyMap<number, Uint32Array>;
}
/** 单个楼层的存档数据 */
interface ILayerStateSave {
readonly background: number;
/**
* key = zIndexvalue = 对应图层存档数据;
* 使用 Map 格式以支持图层的动态增删。
*/
readonly layers: ReadonlyMap<number, IMapLayerSave>;
}
/** 整个 MapStore 的存档数据 */
interface IMapStoreSave {
/**
* key = 楼层 id只包含 active 的楼层;
* inactive 的楼层不写入,读档时无需处理。
*/
readonly floors: ReadonlyMap<string, ILayerStateSave>;
}
```
### 各压缩等级存储策略
| 压缩级别 | 楼层粒度 | 行粒度 |
| ----------------- | --------------------------------------------------------------- | ------------------------ |
| `NoCompression` | 存储所有 active 楼层 | 存储该楼层所有行 |
| `LowCompression` | 跳过 `dirty = false` 的楼层dirty 楼层全量比较后仍一致的也跳过 | 存储该楼层所有行 |
| `HighCompression` | 同 LowCompression | 只存储与参考基准不同的行 |
### 读档策略
读档时直接操作数组引用(通过 `setMapRef`),避免逐行拷贝的额外开销:
1. 若参考基准(`refData`)未设置,抛出 logger 错误,**不进行任何读档操作**
2. 遍历 `state.floors`,对每个楼层 id
- 若当前 `MapStore` 中不存在该 id发出 logger 警告并跳过;
- 对该楼层每个图层,先从参考基准取出对应 `zIndex` 的数组,
将其深拷贝为新数组作为底层(确保未存档行使用参考基准值);
- 再将 `ILayerStateSave.layers` 中对应图层的 `rows` 数据写入该数组的对应行;
- 调用 `MapLayer.setMapRef(array)` 直接替换内部引用,无需额外拷贝;
3. 对未出现在 `state.floors` 中的 active 楼层,
从参考基准深拷贝完整数组后调用 `setMapRef` 还原,并将 `dirty` 置为 `false`
## 6. saveState / loadState 实现
根据压缩等级分别编写三个存档函数和三个读档函数,
`saveState(compression)``loadState(state, compression)` 根据 `compression` 分发,
无需在每个楼层的遍历循环内部判断等级:
- `private saveNoCompression(): IMapStoreSave`
- `private saveLowCompression(): IMapStoreSave`
- `private saveHighCompression(): IMapStoreSave`
- `private loadNoCompression(state: IMapStoreSave): void`
- `private loadLowCompression(state: IMapStoreSave): void`
- `private loadHighCompression(state: IMapStoreSave): void`
`saveState` 结果需通过 `structuredClone` 深拷贝后返回。
## 7. IMapStore 接口设计(新增到 `map/types.ts`
```ts
interface IMapStore extends ISaveableContent<IMapStoreSave> {
/** 所有楼层的 id 集合 */
readonly maps: ReadonlySet<string>;
// --- 楼层访问 ---
/** 获取指定 id 的楼层状态,不存在则返回 null */
getLayerState(id: string): ILayerState | null;
/** 获取指定 id 的楼层状态,要求楼层必须是 active 的,否则返回 null */
getActiveMap(id: string): ILayerState | null;
// --- 楼层管理 ---
/** 创建并注册一个空白楼层,返回楼层状态对象 */
createLayerState(id: string): ILayerState;
// --- active 管理 ---
/** 获取指定 id 的楼层是否激活,不存在的 id 返回 false */
isMapActive(id: string): boolean;
/** 设置指定 id 楼层的激活状态 */
setMapActiveStatus(id: string, active: boolean): void;
/** 迭代所有 active 的楼层yield [id, ILayerState] */
iterateActiveMaps(): Iterable<[string, ILayerState]>;
/** 迭代所有 inactive 的楼层yield [id, ILayerState] */
iterateInactiveMaps(): Iterable<[string, ILayerState]>;
/** 迭代所有楼层yield [id, ILayerState] */
iterateAllMaps(): Iterable<[string, ILayerState]>;
// --- 差分压缩基准 ---
/**
* 设置压缩参考基准,以首次调用为唯一基准,再次调用不更新。
* @param ref 外层 key = 楼层 id内层 key = zIndexvalue = 图层完整图块数据
*/
compareWith(ref: Map<string, Map<number, Uint32Array>>): void;
}
```
## 8. ILayerState 接口修改
在现有 `ILayerState` 上新增:
```ts
/** 此楼层是否处于激活状态 */
readonly active: boolean;
/** 设置楼层激活状态 */
setActiveStatus(active: boolean): void;
```
## 9. IStateBase 修改
`IStateBase.layer: ILayerState` 改为 `IStateBase.layer: IMapStore`
---
# 涉及文件
## 需要引用的文件
- `@user/common/types.ts`: `ISaveableContent`, `SaveCompression`
- `@user/data-base/map/types.ts`: 全部现有地图接口(`IMapLayer`, `ILayerState`, 等)
## 需要修改的文件
### `@user/data-base/src/map/types.ts`
- [ ] 新增 `IMapLayerSave` 接口:单个 MapLayer 存档数据格式
- [ ] 新增 `ILayerStateSave` 接口:单个楼层存档数据格式
- [ ] 新增 `IMapStoreSave` 接口MapStore 整体存档数据格式
- [ ] 修改 `ILayerState`:新增 `readonly active: boolean`
`setActiveStatus(active: boolean): void`
- [ ] 修改 `IMapLayer`:新增 `setMapRef(array: Uint32Array): void`
- [ ] 新增 `IMapStore` 接口:继承 `ISaveableContent<IMapStoreSave>`
含全部接口(见第 7 节)
### `@user/data-base/src/map/mapLayer.ts`
### `@user/data-base/src/map/layerState.ts`
- [ ] 新增 `active: boolean = false` 成员:楼层激活状态
- [ ] 实现 `setActiveStatus(active: boolean): void`
- [ ] 新增 `private dirty: boolean = false` 成员:楼层级脏标记
- [ ] 修改 `StateMapLayerHook.onUpdateArea`、`onUpdateBlock`、`onResize`
在转发钩子的同时,将 `state.dirty``true`
- [ ] 新增 `isDirty(): boolean` 方法:返回 `this.dirty`,供 `MapStore` 读取
- [ ] 新增 `setDirty(dirty: boolean): void` 方法:
`MapStore.compareWith` 时根据实际比较结果设置
### `@user/data-base/src/map/mapLayer.ts`
- [ ] 新增 `setMapRef(array: Uint32Array): void` 方法:
直接替换内部图块数组引用,跳过拷贝,供 `MapStore` 读档时使用。
需确保传入数组长度与 `width × height` 匹配,
并触发必要的钩子通知(不触发 `onResize`,应触发 `onUpdateArea` 通知全区域更新)。
在方法注释中明确标注:调用后不得再持有或修改传入的数组。
### `@user/data-base/src/map/mapStore.ts`(新文件)
- [ ] 实现 `MapStore` 类,实现 `IMapStore`
- [ ] `private mapData: Map<string, LayerState>`:楼层 id 到状态对象的映射
- [ ] `readonly maps: ReadonlySet<string>`:所有楼层 id 的只读集合视图
- [ ] `private refData: Map<string, Map<number, Uint32Array>> | null`:参考基准
- [ ] 实现 `getLayerState`、`getActiveMap`、`createLayerState`
- [ ] 实现 `isMapActive`、`setMapActiveStatus`、`iterateActiveMaps`、`iterateInactiveMaps`、`iterateAllMaps`
- [ ] 实现 `compareWith`
- [ ] 实现 `saveNoCompression`、`saveLowCompression`、`saveHighCompression`
- [ ] 实现 `loadNoCompression`、`loadLowCompression`、`loadHighCompression`
- [ ] 实现 `saveState(compression)``loadState(state, compression)` 分发
### `@user/data-base/src/map/index.ts`
- [ ] 补充导出 `mapStore.ts`
### `@user/data-base/src/types.ts`
- [ ] 将 `IStateBase.layer` 类型由 `ILayerState` 改为 `IMapStore`

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@ -10,7 +10,7 @@ import {
SpecialCreation,
IEnemySaveState
} from './types';
import { SaveCompression } from '../common/types';
import { SaveCompression } from '../common';
export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
/** 特殊属性注册表code -> 创建函数 */

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@ -1,3 +1,4 @@
export * from './layerState';
export * from './mapLayer';
export * from './mapStore';
export * from './types';

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@ -29,6 +29,12 @@ export class LayerState
/** 图层钩子映射 */
private layerHookMap: Map<IMapLayer, IMapLayerHookController> = new Map();
/** 楼层是否处于激活状态 */
active: boolean = false;
/** 楼层级脏标记 */
private dirty: boolean = false;
addLayer(width: number, height: number): IMapLayer {
const array = new Uint32Array(width * height);
const layer = new MapLayer(array, width, height);
@ -106,6 +112,18 @@ export class LayerState
return this.backgroundTile;
}
setActiveStatus(active: boolean): void {
this.active = active;
}
isDirty(): boolean {
return this.dirty;
}
setDirty(dirty: boolean): void {
this.dirty = dirty;
}
protected createController(
hook: Partial<ILayerStateHooks>
): IHookController<ILayerStateHooks> {
@ -120,18 +138,21 @@ class StateMapLayerHook implements Partial<IMapLayerHooks> {
) {}
onUpdateArea(x: number, y: number, width: number, height: number): void {
this.state.setDirty(true);
this.state.forEachHook(hook => {
hook.onUpdateLayerArea?.(this.layer, x, y, width, height);
});
}
onUpdateBlock(block: number, x: number, y: number): void {
this.state.setDirty(true);
this.state.forEachHook(hook => {
hook.onUpdateLayerBlock?.(this.layer, block, x, y);
});
}
onResize(width: number, height: number): void {
this.state.setDirty(true);
this.state.forEachHook(hook => {
hook.onResizeLayer?.(this.layer, width, height);
});

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@ -186,14 +186,12 @@ export class MapLayer
}
const res = new Uint32Array(width * height);
const arr = this.mapArray;
const nr = Math.min(r, w);
const nb = Math.min(b, h);
for (let nx = x; nx < nr; nx++) {
for (let ny = y; ny < nb; ny++) {
const origin = ny * w + nx;
const target = (ny - y) * width + (nx - x);
res[target] = arr[origin];
}
const lineStart = ny * w + x;
const lineEnd = lineStart + width;
const dy = ny - y;
res.set(arr.subarray(lineStart, lineEnd), dy * width);
}
return res;
}
@ -205,6 +203,27 @@ export class MapLayer
return this.mapData;
}
setMapRef(array: Uint32Array): void {
if (array.length !== this.width * this.height) {
logger.warn(
123,
array.length.toString(),
(this.width * this.height).toString()
);
return;
}
this.mapData.expired = true;
this.mapArray = array;
this.mapData = {
expired: false,
array: this.mapArray
};
this.empty = !array.some(v => v !== 0);
this.forEachHook(hook => {
hook.onUpdateArea?.(0, 0, this.width, this.height);
});
}
protected createController(
hook: Partial<IMapLayerHooks>
): IMapLayerHookController {

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@ -0,0 +1,383 @@
import { logger } from '@motajs/common';
import { SaveCompression } from '../common';
import {
ILayerState,
ILayerStateSave,
IMapLayer,
IMapLayerSave,
IMapStore,
IMapStoreSave
} from './types';
import { LayerState } from './layerState';
export class MapStore implements IMapStore {
/** 楼层 id 到状态对象的映射 */
private readonly mapData: Map<string, LayerState> = new Map();
/** 所有楼层 id 的只读集合视图 */
readonly maps: Set<string> = new Set();
/** 差分压缩参考基准,首次 compareWith 后设置,之后不再更新 */
private refData: Map<string, Map<number, Uint32Array>> | null = null;
//#region 楼层访问
getLayerState(id: string): ILayerState | null {
return this.mapData.get(id) ?? null;
}
getActiveMap(id: string): ILayerState | null {
const state = this.mapData.get(id);
if (!state || !state.active) return null;
return state;
}
//#endregion
//#region 楼层管理
createLayerState(id: string): ILayerState {
if (this.mapData.has(id)) {
logger.warn(121, id);
}
const state = new LayerState();
// 若 refData 已存在,新楼层直接视为全脏
if (this.refData !== null) {
state.setDirty(true);
}
this.mapData.set(id, state);
this.maps.add(id);
return state;
}
//#endregion
//#region active 管理
isMapActive(id: string): boolean {
return this.mapData.get(id)?.active ?? false;
}
setMapActiveStatus(id: string, active: boolean): void {
this.mapData.get(id)?.setActiveStatus(active);
}
*iterateActiveMaps(): Iterable<[string, ILayerState]> {
for (const [id, state] of this.mapData) {
if (state.active) yield [id, state];
}
}
*iterateInactiveMaps(): Iterable<[string, ILayerState]> {
for (const [id, state] of this.mapData) {
if (!state.active) yield [id, state];
}
}
iterateAllMaps(): Iterable<[string, ILayerState]> {
return this.mapData;
}
//#endregion
//#region 存档及压缩
compareWith(ref: Map<string, Map<number, Uint32Array>>): void {
if (this.refData !== null) return;
this.refData = ref;
for (const [id, state] of this.mapData) {
const refFloor = ref.get(id);
if (!refFloor) {
state.setDirty(true);
continue;
}
let dirty = false;
for (const layer of state.layerList) {
const refArray = refFloor.get(layer.zIndex);
if (!refArray) {
dirty = true;
break;
}
const cur = layer.getMapRef().array;
if (cur.length !== refArray.length) {
dirty = true;
break;
}
if (cur.some((v, i) => refArray[i] !== v)) {
dirty = true;
break;
}
}
state.setDirty(dirty);
}
}
private saveNoCompression(): IMapStoreSave {
const floors = new Map<string, ILayerStateSave>();
for (const [id, state] of this.mapData) {
if (!state.active) continue;
floors.set(id, this.saveLayerStateFull(state));
}
return { floors };
}
private saveLowCompression(): IMapStoreSave {
const floors = new Map<string, ILayerStateSave>();
for (const [id, state] of this.mapData) {
if (!state.active) continue;
// 非 dirty 或 dirty 但与参考基准完全一致 → 空 layers读档时从参考基准恢复
if (
!state.isDirty() ||
(this.refData && this.isStateEqualToRef(id, state))
) {
floors.set(id, {
background: state.getBackground(),
layers: new Map()
});
} else {
floors.set(id, this.saveLayerStateFull(state));
}
}
return { floors };
}
private saveHighCompression(): IMapStoreSave {
const floors = new Map<string, ILayerStateSave>();
for (const [id, state] of this.mapData) {
if (!state.active) continue;
if (!state.isDirty()) {
floors.set(id, {
background: state.getBackground(),
layers: new Map()
});
continue;
}
const refFloor = this.refData?.get(id);
const layersMap = new Map<number, IMapLayerSave>();
for (const layer of state.layerList) {
const refArray = refFloor?.get(layer.zIndex);
const rows = this.diffRows(layer, refArray);
if (rows.size === 0 && refArray) continue; // 与参考完全一致
layersMap.set(layer.zIndex, {
width: layer.width,
height: layer.height,
rows
});
}
floors.set(id, {
background: state.getBackground(),
layers: layersMap
});
}
return { floors };
}
/**
* NoCompression fullMap
*/
private loadNoCompression(state: IMapStoreSave): void {
for (const [id, cur] of this.mapData) {
cur.setActiveStatus(state.floors.has(id));
}
for (const [id, layerStateSave] of state.floors) {
const cur = this.mapData.get(id);
if (!cur) {
logger.warn(122, id);
continue;
}
cur.setBackground(layerStateSave.background);
for (const layer of cur.layerList) {
const layerSave = layerStateSave.layers.get(layer.zIndex);
if (!layerSave?.fullMap) continue;
layer.setMapRef(new Uint32Array(layerSave.fullMap));
}
cur.setDirty(false);
}
}
/**
* LowCompression
* - layers dirty fullMap
* - layers dirty
*/
private loadLowCompression(state: IMapStoreSave): void {
if (!this.refData) {
logger.error(55);
return;
}
for (const [id, cur] of this.mapData) {
cur.setActiveStatus(state.floors.has(id));
}
for (const [id, layerStateSave] of state.floors) {
const cur = this.mapData.get(id);
const refFloor = this.refData.get(id);
if (!cur) {
logger.warn(122, id);
continue;
}
if (!refFloor) {
logger.warn(124, id);
continue;
}
cur.setBackground(layerStateSave.background);
for (const layer of cur.layerList) {
const layerSave = layerStateSave.layers.get(layer.zIndex);
if (layerSave?.fullMap) {
layer.setMapRef(layerSave.fullMap);
} else {
const refArray = refFloor?.get(layer.zIndex);
if (!refArray) {
logger.warn(124, id);
return;
}
layer.setMapRef(new Uint32Array(refArray));
}
}
cur.setDirty(false);
}
}
/**
* HighCompression
* - layers dirty
* - layers dirty rows
*/
private loadHighCompression(state: IMapStoreSave): void {
if (!this.refData) {
logger.error(55);
return;
}
for (const [id, cur] of this.mapData) {
cur.setActiveStatus(state.floors.has(id));
}
for (const [id, layerStateSave] of state.floors) {
const cur = this.mapData.get(id);
const refFloor = this.refData.get(id);
if (!cur) {
logger.warn(122, id);
continue;
}
if (!refFloor) {
logger.warn(124, id);
continue;
}
cur.setBackground(layerStateSave.background);
let isMapDirty = true;
for (const layer of cur.layerList) {
const refArray = refFloor.get(layer.zIndex);
if (!refArray) {
logger.warn(124, id);
continue;
}
const layerSave = layerStateSave.layers.get(layer.zIndex);
if (!layerSave?.rows || layerSave.rows.size === 0) {
// 图层无变化或非 dirty 楼层,从参考基准恢复
layer.setMapRef(new Uint32Array(refArray));
} else {
// 以参考基准为底,叠加差分行
isMapDirty = false;
const size = layer.width * layer.height;
const buf = new Uint32Array(size);
if (refArray) buf.set(refArray.subarray(0, size));
for (const [rowIdx, rowData] of layerSave.rows) {
buf.set(
rowData.subarray(0, layer.width),
rowIdx * layer.width
);
}
layer.setMapRef(buf);
}
}
cur.setDirty(isMapDirty);
}
}
saveState(compression: SaveCompression): IMapStoreSave {
if (compression === SaveCompression.HighCompression) {
return this.saveHighCompression();
} else if (compression === SaveCompression.LowCompression) {
return this.saveLowCompression();
} else {
return this.saveNoCompression();
}
}
loadState(state: IMapStoreSave, compression: SaveCompression): void {
if (compression === SaveCompression.HighCompression) {
this.loadHighCompression(state);
} else if (compression === SaveCompression.LowCompression) {
this.loadLowCompression(state);
} else {
this.loadNoCompression(state);
}
}
//#region 内部方法
/**
* NoCompression / LowCompression
*/
private saveLayerStateFull(state: LayerState): ILayerStateSave {
const layersMap = new Map<number, IMapLayerSave>();
for (const layer of state.layerList) {
const arr = layer.getMapRef().array;
layersMap.set(layer.zIndex, {
width: layer.width,
height: layer.height,
fullMap: new Uint32Array(arr)
});
}
return { background: state.getBackground(), layers: layersMap };
}
/**
* HighCompression
*/
private diffRows(
layer: IMapLayer,
refArray?: Uint32Array
): Map<number, Uint32Array> {
const rows = new Map<number, Uint32Array>();
const arr = layer.getMapRef().array;
if (refArray) {
for (let row = 0; row < layer.height; row++) {
const start = row * layer.width;
const end = start + layer.width;
const slice = arr.subarray(start, end);
const refSlice = refArray.subarray(start, end);
const same = refSlice.every((v, i) => slice[i] === v);
if (!same) {
rows.set(row, new Uint32Array(slice));
}
}
} else {
for (let row = 0; row < layer.height; row++) {
const start = row * layer.width;
const end = start + layer.width;
rows.set(row, new Uint32Array(arr.subarray(start, end)));
}
}
return rows;
}
/**
* LowCompression
*/
private isStateEqualToRef(id: string, state: LayerState): boolean {
const refFloor = this.refData?.get(id);
if (!refFloor) return false;
for (const layer of state.layerList) {
const refArray = refFloor.get(layer.zIndex);
if (!refArray) return false;
const cur = layer.getMapRef().array;
if (cur.length !== refArray.length) return false;
for (let i = 0; i < cur.length; i++) {
if (cur[i] !== refArray[i]) return false;
}
}
return true;
}
//#endregion
}

View File

@ -1,4 +1,5 @@
import { IHookable, IHookBase, IHookController } from '@motajs/common';
import { ISaveableContent } from '../common';
export interface IMapLayerData {
/** 当前引用是否过期,当地图图层内部的地图数组引用更新时,此项会变为 `true` */
@ -48,8 +49,7 @@ export interface IMapLayerHooks extends IHookBase {
onCloseDoor(num: number, x: number, y: number): Promise<void>;
}
export interface IMapLayerHookController
extends IHookController<IMapLayerHooks> {
export interface IMapLayerHookController extends IHookController<IMapLayerHooks> {
/** 拓展所属的图层对象 */
readonly layer: IMapLayer;
@ -59,8 +59,10 @@ export interface IMapLayerHookController
getMapData(): Readonly<IMapLayerData>;
}
export interface IMapLayer
extends IHookable<IMapLayerHooks, IMapLayerHookController> {
export interface IMapLayer extends IHookable<
IMapLayerHooks,
IMapLayerHookController
> {
/** 地图宽度 */
readonly width: number;
/** 地图高度 */
@ -155,6 +157,15 @@ export interface IMapLayer
* @param y
*/
closeDoor(num: number, x: number, y: number): Promise<void>;
/**
*
* `MapStore` 使
* `width * height`
*
* @param array
*/
setMapRef(array: Uint32Array): void;
}
export interface ILayerStateHooks extends IHookBase {
@ -212,6 +223,8 @@ export interface ILayerStateHooks extends IHookBase {
export interface ILayerState extends IHookable<ILayerStateHooks> {
/** 地图列表 */
readonly layerList: Set<IMapLayer>;
/** 此楼层是否处于激活状态 */
readonly active: boolean;
/**
*
@ -275,4 +288,107 @@ export interface ILayerState extends IHookable<ILayerStateHooks> {
* 0
*/
getBackground(): number;
/**
*
* @param active
*/
setActiveStatus(active: boolean): void;
/**
*
*/
isDirty(): boolean;
/**
*
*/
setDirty(dirty: boolean): void;
}
/** 单个 MapLayer 的存档数据 */
export interface IMapLayerSave {
readonly width: number;
readonly height: number;
/**
* key = value = Uint32Array
* HighCompression 使
* Map
*/
readonly rows?: ReadonlyMap<number, Uint32Array>;
/** 完整地图,当使用 `NoCompression` 和 `LowCompression` 时使用此接口 */
readonly fullMap?: Uint32Array;
}
/** 单个楼层的存档数据 */
export interface ILayerStateSave {
readonly background: number;
/** key = zIndexvalue = 对应图层存档数据 */
readonly layers: ReadonlyMap<number, IMapLayerSave>;
}
/** 整个 MapStore 的存档数据 */
export interface IMapStoreSave {
/** key = 楼层 id只包含 active 的楼层inactive 的楼层不写入,读档时无需处理 */
readonly floors: ReadonlyMap<string, ILayerStateSave>;
}
export interface IMapStore extends ISaveableContent<IMapStoreSave> {
/** 所有楼层的 id 集合 */
readonly maps: ReadonlySet<string>;
/**
* id null
* @param id id
*/
getLayerState(id: string): ILayerState | null;
/**
* id active null
* @param id id
*/
getActiveMap(id: string): ILayerState | null;
/**
* id
* @param id id
*/
createLayerState(id: string): ILayerState;
/**
* id id false
* @param id id
*/
isMapActive(id: string): boolean;
/**
* id
* @param id id
* @param active
*/
setMapActiveStatus(id: string, active: boolean): void;
/**
* active yield [id, ILayerState]
*/
iterateActiveMaps(): Iterable<[string, ILayerState]>;
/**
* inactive yield [id, ILayerState]
*/
iterateInactiveMaps(): Iterable<[string, ILayerState]>;
/**
* yield [id, ILayerState]
*/
iterateAllMaps(): Iterable<[string, ILayerState]>;
/**
*
* @param ref key = id key = zIndexvalue =
*/
compareWith(ref: Map<string, Map<number, Uint32Array>>): void;
}

View File

@ -2,7 +2,7 @@ import { IHeroFollower, IHeroState } from './hero';
import { IEnemyManager } from './enemy';
import { IFlagSystem } from './flag';
import { IRoleFaceBinder, ISaveableContent } from './common';
import { ILayerState } from './map';
import { IMapStore } from './map';
export interface IStateSaveData {
/** 跟随者列表 */
@ -18,7 +18,7 @@ export interface IStateBase<TEnemy, THero> {
readonly numberIdMap: Map<number, string>;
/** 地图状态 */
readonly layer: ILayerState;
readonly layer: IMapStore;
/** 勇士状态 */
readonly hero: IHeroState<THero>;

View File

@ -54,6 +54,7 @@
"52": "To get divider payload, an excitation binding is expected.",
"53": "Expected serializable value set as enemy's default attribute.",
"54": "Legacy '$1' API has been removed, consider using new APIs: '$2'.",
"55": "Cannot load MapStore state: reference data (compareWith) has not been set.",
"1201": "Floor-damage extension needs 'floor-binder' extension as dependency."
},
"warn": {
@ -177,6 +178,10 @@
"118": "No enemy comparer attached to EnemyManager. All enemies will be treated as dirty.",
"119": "Enemy prefab with code $1 not found during loadState, skipping.",
"120": "Special with code $1 not found in enemy '$2' during loadState, skipping.",
"121": "MapStore.createLayerState: floor '$1' already exists, the existing floor will be overwritten.",
"122": "MapStore.loadState: floor '$1' not found in current map data, skipping.",
"123": "MapLayer.setMapRef: array length $1 does not match expected size $2, setMapRef will be ignored.",
"124": "MapStore.loadState: floor '$1' or its layer(s) not found in current reference data, skipping.",
"1001": "Item-detail extension needs 'floor-binder' and 'floor-damage' extension as dependency."
}
}