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MapComponent_RenderManager.cs
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893 lines (767 loc) · 33.2 KB
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using System;
using System.Collections;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using HarmonyLib;
using ProgressRenderer.Source.Enum;
using RimWorld;
using RimWorld.Planet;
using UnityEngine;
using Verse;
namespace ProgressRenderer
{
public class MapComponent_RenderManager : MapComponent
{
public static int NextGlobalRenderManagerTickOffset;
public bool Rendering { get; private set; }
private int tickOffset = -1;
private int lastRenderedHour = -999;
private int lastRenderedCounter;
private float rsOldStartX = -1f;
private float rsOldStartZ = -1f;
private float rsOldEndX = -1f;
private float rsOldEndZ = -1f;
private float rsTargetStartX = -1f;
private float rsTargetStartZ = -1f;
private float rsTargetEndX = -1f;
private float rsTargetEndZ = -1f;
private float rsCurrentPosition = 1f;
private int imageWidth, imageHeight;
private Texture2D imageTexture;
private Task encodingTask;
private bool manuallyTriggered;
private bool encoding;
private bool ctrlEncodingPost;
private SmallMessageBox messageBox;
private struct VisibilitySettings
{
public bool ShowZones;
public bool ShowRoofOverlay;
public bool ShowFertilityOverlay;
public bool ShowTerrainAffordanceOverlay;
public bool ShowPollutionOverlay;
public bool ShowTemperatureOverlay;
}
public MapComponent_RenderManager(Map map) : base(map)
{
}
public override void FinalizeInit() // New map and after loading
{
if (tickOffset < 0)
{
tickOffset = NextGlobalRenderManagerTickOffset;
NextGlobalRenderManagerTickOffset = (NextGlobalRenderManagerTickOffset + 5) % GenTicks.TickRareInterval;
}
}
public override void MapComponentUpdate()
{
// Watch for finished encoding to clean up and free memory
if (ctrlEncodingPost)
{
DoEncodingPost();
ctrlEncodingPost = false;
}
}
// TODO: 1.6, use VTR
public override void MapComponentTick()
{
// TickRare
if (Find.TickManager.TicksGame % 250 != tickOffset)
{
return;
}
// Check for rendering
// Only render player home maps
// TODO: IsPlayerHome returns true for landed tiles
if (!map.IsPlayerHome && !PrModSettings.RenderNonPlayerHomes)
{
return;
}
// Check for correct time to render
var longLat = Find.WorldGrid.LongLatOf(map.Tile);
var currHour = MoreGenDate.HoursPassedInteger(Find.TickManager.TicksAbs, longLat.x);
if (currHour <= lastRenderedHour)
{
return;
}
if (currHour % PrModSettings.Interval != PrModSettings.TimeOfDay % PrModSettings.Interval)
{
return;
}
// Update timing variables
lastRenderedHour = currHour;
lastRenderedCounter++;
// Check if rendering is enabled
if (!GameComponentProgressManager.Enabled)
{
return;
}
// Start rendering
RequestDoRendering();
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref lastRenderedHour, "lastRenderedHour", -999);
Scribe_Values.Look(ref lastRenderedCounter, "lastRenderedCounter");
Scribe_Values.Look(ref rsOldStartX, "rsOldStartX", -1f);
Scribe_Values.Look(ref rsOldStartZ, "rsOldStartZ", -1f);
Scribe_Values.Look(ref rsOldEndX, "rsOldEndX", -1f);
Scribe_Values.Look(ref rsOldEndZ, "rsOldEndZ", -1f);
Scribe_Values.Look(ref rsTargetStartX, "rsTargetStartX", -1f);
Scribe_Values.Look(ref rsTargetStartZ, "rsTargetStartZ", -1f);
Scribe_Values.Look(ref rsTargetEndX, "rsTargetEndX", -1f);
Scribe_Values.Look(ref rsTargetEndZ, "rsTargetEndZ", -1f);
Scribe_Values.Look(ref rsCurrentPosition, "rsCurrentPosition", 1f);
}
public static void TriggerCurrentMapManualRendering(bool forceRenderFullMap = false)
{
Find.CurrentMap.GetComponent<MapComponent_RenderManager>().DoManualRendering(forceRenderFullMap);
}
public void DoManualRendering(bool forceRenderFullMap = false)
{
ShowCurrentRenderMessage();
manuallyTriggered = true;
Find.CameraDriver.StartCoroutine(DoRendering(forceRenderFullMap));
}
private void ShowCurrentRenderMessage()
{
if (PrModSettings.RenderFeedback == RenderFeedback.Window)
{
messageBox = new SmallMessageBox("LPR_Rendering".Translate());
Find.WindowStack.Add(messageBox);
}
else if (PrModSettings.RenderFeedback == RenderFeedback.Message)
{
Messages.Message("LPR_Rendering".Translate(), MessageTypeDefOf.CautionInput, false);
}
}
private void ShowRenderFailureMessage()
{
if (PrModSettings.RenderFeedback == RenderFeedback.Window)
{
messageBox = new SmallMessageBox("LPR_Rendering_Failure".Translate());
Find.WindowStack.Add(messageBox);
}
else if (PrModSettings.RenderFeedback == RenderFeedback.Message)
{
Messages.Message("LPR_Rendering_Failure".Translate(), MessageTypeDefOf.CautionInput, false);
}
}
private void RequestDoRendering(bool forceRenderFullMap = false)
{
lock (Utils.Lock)
{
Utils.Renderings.Enqueue(DoRendering(forceRenderFullMap));
}
Find.CameraDriver.StartCoroutine(Utils.ProcessRenderings());
}
private IEnumerator DoRendering(bool forceRenderFullMap)
{
#if DEBUG
Log.Message($"Map {map}: " + $"Local rendering lock is {Rendering}");
#endif
yield return new WaitUntil(() => !Rendering);
Rendering = true;
#if DEBUG
Log.Message($"Map {map}: " + "Acquired local lock");
#endif
ShowCurrentRenderMessage();
#if DEBUG
Log.Message($"Map {map}: " + "Showed message box");
#endif
yield return new WaitForFixedUpdate();
#if DEBUG
Log.Message($"Map {map}: " + "WaitForFixedUpdate");
#endif
#region Switch map
// Temporary switch to this map for rendering
var switchedMap = false;
var rememberedMap = Find.CurrentMap;
if (map != rememberedMap)
{
switchedMap = true;
Current.Game.CurrentMap = map;
}
// Close world view if needed
// TODO: Odyseey, don't jump to planet colony if in ship? How do we render ship vs colony?
var rememberedWorldRendered = WorldRendererUtility.CurrentWorldRenderMode == WorldRenderMode.Planet;
if (rememberedWorldRendered)
{
CameraJumper.TryHideWorld();
}
#endregion
#if DEBUG
Log.Message($"Map {map}: " + $"Switched map? {switchedMap}");
#endif
#region Hide overlays
var settings = Find.PlaySettings;
var oldVisibilities = new VisibilitySettings
{
ShowZones = settings.showZones,
ShowRoofOverlay = settings.showRoofOverlay,
ShowFertilityOverlay = settings.showFertilityOverlay,
ShowTerrainAffordanceOverlay = settings.showTerrainAffordanceOverlay,
ShowPollutionOverlay = settings.showPollutionOverlay,
ShowTemperatureOverlay = settings.showTemperatureOverlay
};
var oldHighlight = Prefs.DotHighlightDisplayMode;
if (!PrModSettings.RenderZones)
Find.PlaySettings.showZones = false;
if (!PrModSettings.RenderOverlays)
{
Find.PlaySettings.showRoofOverlay = false;
Find.PlaySettings.showFertilityOverlay = false;
Find.PlaySettings.showTerrainAffordanceOverlay = false;
Find.PlaySettings.showPollutionOverlay = false;
Find.PlaySettings.showTemperatureOverlay = false;
}
Prefs.DotHighlightDisplayMode = DotHighlightDisplayMode.None;
//Turn off Camera+ stuff
if (PrMod.SkipCustomRenderingRef != null)
PrMod.SkipCustomRenderingRef() = true;
//TODO: Hide fog of war (stretch)
#endregion
#if DEBUG
Log.Message($"Map {map}: " + "Hid things");
#endif
#region Calculate rendered area
float startX = 0;
float startZ = 0;
float endX = map.Size.x;
float endZ = map.Size.z;
if (!forceRenderFullMap)
{
var cornerMarkers =
map.designationManager.AllDesignations.FindAll(des => des.def == DesignationDefOf.CornerMarker);
if (cornerMarkers.Count > 1)
{
startX = endX;
startZ = endZ;
endX = 0;
endZ = 0;
foreach (var des in cornerMarkers)
{
var cell = des.target.Cell;
if (cell.x < startX)
{
startX = cell.x;
}
if (cell.z < startZ)
{
startZ = cell.z;
}
if (cell.x > endX)
{
endX = cell.x;
}
if (cell.z > endZ)
{
endZ = cell.z;
}
}
endX += 1;
endZ += 1;
}
}
// Only use smoothing when rendering was not triggered manually
if (!manuallyTriggered)
{
// Test if target render area changed to reset smoothing
if (!(
rsTargetStartX.CloseEquals(startX) &&
rsTargetStartZ.CloseEquals(startZ) &&
rsTargetEndX.CloseEquals(endX) &&
rsTargetEndZ.CloseEquals(endZ)
))
{
// Check if area was manually reset or uninitialized (-1) to not smooth
if (
rsTargetStartX.CloseEquals(-1f) &&
rsTargetStartZ.CloseEquals(-1f) &&
rsTargetEndX.CloseEquals(-1f) &&
rsTargetEndZ.CloseEquals(-1f)
)
{
rsCurrentPosition = 1f;
}
else
{
rsCurrentPosition = 1f / (PrModSettings.SmoothRenderAreaSteps + 1);
}
rsOldStartX = rsTargetStartX;
rsOldStartZ = rsTargetStartZ;
rsOldEndX = rsTargetEndX;
rsOldEndZ = rsTargetEndZ;
rsTargetStartX = startX;
rsTargetStartZ = startZ;
rsTargetEndX = endX;
rsTargetEndZ = endZ;
}
// Apply smoothing to render area
if (rsCurrentPosition < 1f)
{
startX = rsOldStartX + (rsTargetStartX - rsOldStartX) * rsCurrentPosition;
startZ = rsOldStartZ + (rsTargetStartZ - rsOldStartZ) * rsCurrentPosition;
endX = rsOldEndX + (rsTargetEndX - rsOldEndX) * rsCurrentPosition;
endZ = rsOldEndZ + (rsTargetEndZ - rsOldEndZ) * rsCurrentPosition;
rsCurrentPosition += 1f / (PrModSettings.SmoothRenderAreaSteps + 1);
}
}
var distX = endX - startX;
var distZ = endZ - startZ;
#endregion
#if DEBUG
Log.Message($"Map {map}: " + "Calculated the rendered area");
#endif
#region Calculate texture size
// Calculate basic values that are used for rendering
int newImageWidth;
int newImageHeight;
int ppcValue;
if (GameComponentProgressManager.QualityAdjustment ==
JPGQualityAdjustmentSetting
.Automatic)
{
ppcValue = GameComponentProgressManager.PixelsPerCellWorld;
}
else
{
ppcValue = PrModSettings.PixelsPerCell;
}
if (PrModSettings.ScaleOutputImage)
{
newImageWidth = (int)(PrModSettings.OutputImageFixedHeight / distZ * distX);
newImageHeight = PrModSettings.OutputImageFixedHeight;
}
else
{
// set limits for ppc depending on map size to prevent render failure. Only guaranteed to work with vanilla sizes
if (ppcValue * distX > 16250 | ppcValue * distZ > 16250) // 16250 is the max width / height, due to Unity hard texture size limits
{
var lowerPpcValue = Math.Min((int)(16250 / distX), (int)(16250 / distZ));
Messages.Message("LPR_SettingspixelsPerCellTooHighWarning".Translate(lowerPpcValue), MessageTypeDefOf.CautionInput, false);
}
newImageWidth = (int)(distX * ppcValue);
newImageHeight = (int)(distZ * ppcValue);
}
var mustUpdateTexture = false;
if (newImageWidth != imageWidth || newImageHeight != imageHeight)
{
mustUpdateTexture = true;
imageWidth = newImageWidth;
imageHeight = newImageHeight;
}
#endregion
#if DEBUG
Log.Message($"Map {map}: " + $"Calculated the texture size {ppcValue}ppc {newImageWidth} x {newImageHeight}");
#endif
#region Initialize camera and textures
var cameraPosX = distX / 2;
var cameraPosZ = distZ / 2;
var orthographicSize = cameraPosZ;
var cameraBasePos = new Vector3(cameraPosX, 15f + (orthographicSize - 11f) / 49f * 50f, cameraPosZ);
// Initialize cameras and textures
var renderTexture = RenderTexture.GetTemporary(imageWidth, imageHeight, 24);
if (imageTexture == null || mustUpdateTexture)
{
imageTexture = new Texture2D(imageWidth, imageHeight, TextureFormat.RGB24, false);
}
var camera = Find.Camera;
var camDriver = camera.GetComponent<CameraDriver>();
camDriver.enabled = false;
// Store current camera data
var rememberedRootPos = map.rememberedCameraPos.rootPos;
var rememberedRootSize = map.rememberedCameraPos.rootSize;
var rememberedFarClipPlane = camera.farClipPlane;
// Overwrite current view rect in the camera driver
var camViewRect = camDriver.CurrentViewRect;
var camRectMinX = Math.Min((int)startX, camViewRect.minX);
var camRectMinZ = Math.Min((int)startZ, camViewRect.minZ);
var camRectMaxX = Math.Max((int)Math.Ceiling(endX), camViewRect.maxX);
var camRectMaxZ = Math.Max((int)Math.Ceiling(endZ), camViewRect.maxZ);
var camDriverTraverse = Traverse.Create(camDriver);
camDriverTraverse.Field("lastViewRect")
.SetValue(CellRect.FromLimits(camRectMinX, camRectMinZ, camRectMaxX, camRectMaxZ));
camDriverTraverse.Field("lastViewRectGetFrame").SetValue(Time.frameCount);
#endregion
#if DEBUG
Log.Message($"Map {map}: " + "Initialized camera");
#endif
yield return new WaitForEndOfFrame();
#if DEBUG
Log.Message($"Map {map}: " + "WaitForEndOfFrame");
#endif
// Set camera values needed for rendering
camera.orthographicSize = orthographicSize;
camera.farClipPlane = cameraBasePos.y + 6.5f;
#region Render
// Set render textures
camera.targetTexture = renderTexture;
RenderTexture.active = renderTexture;
// Render the image texture
try
{
if (PrModSettings.RenderWeather)
{
map.weatherManager.DrawAllWeather();
}
camera.transform.position = new Vector3(startX + cameraBasePos.x, cameraBasePos.y, startZ + cameraBasePos.z);
camera.Render();
imageTexture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0, false);
}
catch (Exception e)
{
Log.Error(e.Message);
}
#endregion
#if DEBUG
Log.Message($"Map {map}: " + "Did render");
#endif
#region Restore pre-render state
// Restore camera and viewport
RenderTexture.active = null;
//tmpCam.targetTexture = null;
camera.targetTexture = null;
camera.farClipPlane = rememberedFarClipPlane;
camDriver.SetRootPosAndSize(rememberedRootPos, rememberedRootSize);
camDriver.enabled = true;
RenderTexture.ReleaseTemporary(renderTexture);
// Enable overlays
Find.PlaySettings.showZones = oldVisibilities.ShowZones;
Find.PlaySettings.showRoofOverlay = oldVisibilities.ShowRoofOverlay;
Find.PlaySettings.showFertilityOverlay = oldVisibilities.ShowFertilityOverlay;
Find.PlaySettings.showTerrainAffordanceOverlay = oldVisibilities.ShowTerrainAffordanceOverlay;
Find.PlaySettings.showPollutionOverlay = oldVisibilities.ShowPollutionOverlay;
Find.PlaySettings.showTemperatureOverlay = oldVisibilities.ShowTemperatureOverlay;
Prefs.DotHighlightDisplayMode = oldHighlight;
//Enable Camera+
if (PrMod.SkipCustomRenderingRef != null)
PrMod.SkipCustomRenderingRef() = false;
// Switch back to world view if needed
if (rememberedWorldRendered)
{
CameraJumper.TryShowWorld();
}
// Switch back to remembered map if needed
if (switchedMap)
{
Current.Game.CurrentMap = rememberedMap;
}
#endregion
#if DEBUG
Log.Message($"Map {map}: " + "Restored pre-rendered state");
#endif
// Hide message box
if (messageBox != null)
{
messageBox.Close();
messageBox = null;
}
#if DEBUG
Log.Message($"Map {map}: " + "Hid message box");
#endif
yield return null;
#if DEBUG
Log.Message($"Map {map}: " + "Waited a frame");
#endif
// Start encoding
TryCompleteEncoding();
encodingTask = Task.Run(DoEncoding);
#if DEBUG
Log.Message($"Map {map}: " + "Started encoding task");
#endif
// Signal finished rendering
Rendering = false;
#if DEBUG
Log.Message($"Map {map}: " + "Released local lock");
#endif
}
private void TryCompleteEncoding()
{
if (encodingTask == null || encodingTask.IsCompleted) return;
if (encodingTask.Wait(10000)) return;
Log.Warning("Progress Renderer is taking too long to write the last render, aborting");
ShowRenderFailureMessage();
}
private void DoEncoding()
{
if (encoding)
{
Log.Error("Progress Renderer is still encoding an image while the encoder was called again. This can lead to missing or wrong data.");
}
if (imageTexture.IsAllBlack())
{
Log.Warning("Attempted to encode blank image, skipping");
ShowRenderFailureMessage();
return;
}
switch (PrModSettings.Encoding)
{
case EncodingType.UnityJPG:
EncodeUnityJpg();
break;
case EncodingType.UnityPNG:
EncodeUnityPng();
break;
default:
Log.Error("Progress Renderer encoding setting is wrong or missing. Using default for now. Go to the settings and set a new value.");
EncodeUnityJpg();
break;
}
}
private void DoEncodingPost()
{
// Signal finished encoding
manuallyTriggered = false;
encoding = false;
}
private void EncodeUnityPng()
{
var encodedImage = imageTexture.EncodeToPNG();
SaveUnityEncoding(encodedImage);
}
private void EncodeUnityJpg()
{
int encodeQuality = 0;
switch (GameComponentProgressManager.QualityAdjustment)
{
case JPGQualityAdjustmentSetting.Manual:
encodeQuality = PrModSettings.JPGQuality;
break;
case JPGQualityAdjustmentSetting.Automatic:
encodeQuality = GameComponentProgressManager.JPGQualityWorld;
break;
}
var encodedImage = imageTexture.EncodeToJPG(encodeQuality);
SaveUnityEncoding(encodedImage);
while (PrModSettings.JPGQualityInitialize)
{
Thread.Sleep(500);
encodeQuality = GameComponentProgressManager.JPGQualityWorld;
encodedImage = imageTexture.EncodeToJPG(encodeQuality);
SaveUnityEncoding(encodedImage);
}
}
private void SaveUnityEncoding(byte[] encodedImage)
{
// Create file and save encoded image
var filePath = CreateCurrentFilePath();
File.WriteAllBytes(filePath, encodedImage);
// Create tmp copy to file if needed
if (!manuallyTriggered && PrModSettings.FileNamePattern == FileNamePattern.BothTmpCopy)
{
File.Copy(filePath, CreateFilePath(FileNamePattern.Numbered, true));
}
if (File.Exists(filePath))
{
if (PrModSettings.Encoding == EncodingType.UnityJPG & GameComponentProgressManager.QualityAdjustment ==
JPGQualityAdjustmentSetting.Automatic)
{
AdjustJPGQuality(filePath);
}
DoEncodingPost();
}
else
{
Log.Warning("Progress renderer could not write render to " + filePath);
}
}
private void AdjustJPGQuality(string filePath)
{
// Adjust JPG quality to reach target filesize. Prefer quality going up over down.
var renderMessage = "";
if (PrModSettings.JPGQualityInitialize)
{
renderMessage += "Initializing (please wait), ";
}
if (!File.Exists(filePath))
{
renderMessage += "file was not written, aborting initialization";
Messages.Message(renderMessage, MessageTypeDefOf.CautionInput, false);
PrModSettings.JPGQualityInitialize = false;
Log.Message($"During progress renderer initialization, an image was not written: {filePath}");
return;
}
//Get size in mb
var renderInfo = new FileInfo(filePath);
var renderSize = renderInfo.Length / 1048576f;
// quality has been adjusted in settings
if (GameComponentProgressManager.RenderSize != GameComponentProgressManager.JPGQualityLastTarget)
{
GameComponentProgressManager.JPGQualityLastTarget = GameComponentProgressManager.RenderSize;
GameComponentProgressManager.JPGQualityGoingUp = false;
GameComponentProgressManager.JPGQualitySteady = false;
renderMessage += "Target size adjusted, quality adjustment started, ";
}
// map conditions have changed enough that we're outside of our target
else if (GameComponentProgressManager.JPGQualitySteady &
((renderSize > GameComponentProgressManager.JPGQualityTopMargin) |
(renderSize <
GameComponentProgressManager.JPGQualityBottomMargin))) // margin after size target reached
{
renderMessage += "JPG quality adjustment resumed, ";
GameComponentProgressManager.JPGQualitySteady = false;
}
if (GameComponentProgressManager.JPGQualitySteady)
{
if (PrModSettings.JPGQualityInitialize)
{
renderMessage += "Target size reached, initialization ended, ";
PrModSettings.JPGQualityInitialize = false;
}
Messages.Message(renderMessage, MessageTypeDefOf.CautionInput, false);
return;
}
renderMessage = CalculateQuality(renderSize, renderMessage);
// while initializing, delete the files after adjusting quality
if (PrModSettings.JPGQualityInitialize)
{
File.Delete(filePath);
}
Messages.Message(renderMessage, MessageTypeDefOf.CautionInput, false);
}
private string CalculateQuality(float renderSize, string renderMessage)
{
// if render is too large, let's take a closer look
if (renderSize > GameComponentProgressManager.RenderSize)
{
if (GameComponentProgressManager.JPGQualityWorld > 0)
{
// just decrease the quality
if (!GameComponentProgressManager.JPGQualityGoingUp)
{
GameComponentProgressManager.JPGQualityWorld -= 1;
renderMessage += "JPG quality decreased to " +
GameComponentProgressManager.JPGQualityWorld +
"% · render size: " + renderSize.ToString("0.00") + " Target: " +
GameComponentProgressManager.RenderSize;
}
// if quality was going up and then down again, we have found the target quality
else if (!GameComponentProgressManager.JPGQualitySteady)
{
GameComponentProgressManager.JPGQualitySteady = true;
GameComponentProgressManager.JPGQualityTopMargin = Convert.ToInt32(Math.Ceiling(renderSize));
PrModSettings.JPGQualityInitialize = false; // if initializing, end it now
renderMessage += "JPG quality target reached (" +
GameComponentProgressManager.JPGQualityWorld +
"%) · render size: " + renderSize.ToString("0.00") + " Target: " +
GameComponentProgressManager.RenderSize;
}
GameComponentProgressManager.JPGQualityGoingUp = false;
}
else if (PrModSettings.JPGQualityInitialize) // we've reached 0 going down, end initialization now
{
renderMessage += "done";
PrModSettings.JPGQualityInitialize = false;
}
}
else if (renderSize <= GameComponentProgressManager.RenderSize) // render is too small, increase quality
{
if (GameComponentProgressManager.JPGQualityWorld < 100)
{
GameComponentProgressManager.JPGQualityWorld += 1;
GameComponentProgressManager.JPGQualityBottomMargin = Convert.ToInt32(Math.Floor(renderSize));
renderMessage += "JPG quality increased to " +
GameComponentProgressManager.JPGQualityWorld +
"% · render size: " + renderSize + " Target: " +
GameComponentProgressManager.RenderSize;
GameComponentProgressManager.JPGQualityGoingUp = true;
}
else if (PrModSettings.JPGQualityInitialize) //we've reached 100 going up, end initialization now
{
renderMessage += "done";
PrModSettings.JPGQualityInitialize = false;
}
}
return renderMessage;
}
private string CreateCurrentFilePath()
{
return CreateFilePath(manuallyTriggered ? FileNamePattern.DateTime : PrModSettings.FileNamePattern);
}
private string CreateFilePath(FileNamePattern fileNamePattern, bool addTmpSubdir = false)
{
// Build image name
var imageName = fileNamePattern == FileNamePattern.Numbered
? CreateImageNameNumbered()
: CreateImageNameDateTime();
imageName = Escape(imageName, Path.GetInvalidFileNameChars());
// Create path and subdirectory
var path = PrModSettings.ExportPath;
if (PrModSettings.CreateSubdirs)
{
var subDir = Escape(Find.World.info.seedString, Path.GetInvalidFileNameChars());
path = Path.Combine(path, subDir);
if (!manuallyTriggered & GameComponentProgressManager.TileFoldersEnabled) // start using tile folders when a new game is created to avoid confusion in existing games
{
path = Path.Combine(path, "tile-" + map.Tile);
}
}
Directory.CreateDirectory(path);
if (!Directory.Exists(path))
{
Log.Error($"Progress renderer could not create directory for {path} please check settings");
PrModSettings.JPGQualityInitialize = false;
}
// Add subdir for manually triggered renderings
if (manuallyTriggered)
{
path = Path.Combine(path, "manually");
Directory.CreateDirectory(path);
}
// Create additional subdir for numbered symlinks
if (addTmpSubdir)
{
path = Path.Combine(path, "tmp");
Directory.CreateDirectory(path);
}
// Get correct file and location
var fileExt = EnumUtils.GetFileExtension(PrModSettings.Encoding);
var fileName = $"{imageName}.{fileExt}";
var filePath = Path.Combine(path, fileName);
if (!File.Exists(filePath))
{
return filePath;
}
var i = 1;
filePath = Path.Combine(path, imageName);
string newPath;
do
{
newPath = filePath + "-alt" + i + "." + fileExt;
i++;
} while (File.Exists(newPath));
return newPath;
}
private string Escape(string str, char[] invalidChars)
{
foreach (var c in invalidChars)
{
str = str.Replace(c.ToString(), "");
}
return str;
}
private string CreateImageNameDateTime()
{
var tick = Find.TickManager.TicksAbs;
var longitude = Find.WorldGrid.LongLatOf(map.Tile).x;
var year = GenDate.Year(tick, longitude);
var quadrum = MoreGenDate.QuadrumInteger(tick, longitude);
var day = GenDate.DayOfQuadrum(tick, longitude) + 1;
var hour = GenDate.HourInteger(tick, longitude);
string seedName = Escape(Find.World.info.seedString, Path.GetInvalidFileNameChars());
string mapName = Escape(PrModSettings.UseMapNameInstead ? map.ToString() : map.Tile.ToString(), Path.GetInvalidFileNameChars());
return "rimworld-" + seedName + "-" + year + "-" + quadrum + "-" +
((day < 10) ? "0" : "") + day + "-" + ((hour < 10) ? "0" : "") + hour + "-" + mapName;
}
private string CreateImageNameNumbered()
{
string seedName = Escape(Find.World.info.seedString, Path.GetInvalidFileNameChars());
string mapName = Escape(PrModSettings.UseMapNameInstead ? map.ToString() : map.Tile.ToString(), Path.GetInvalidFileNameChars());
return "rimworld-" + seedName + "-" +
lastRenderedCounter.ToString("000000") + "-" + mapName;
}
}
}