yaze 0.3.2
Link to the Past ROM Editor
 
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dungeon_room_loader.cc
Go to the documentation of this file.
2
3#include <algorithm>
4#include <future>
5#include <map>
6#include <mutex>
7#include <thread>
8
9#ifdef __EMSCRIPTEN__
11#endif
12
15#include "util/log.h"
16#include "zelda3/dungeon/room.h"
17
18namespace yaze::editor {
19
20absl::Status DungeonRoomLoader::LoadRoom(int room_id, zelda3::Room& room) {
21 if (!rom_ || !rom_->is_loaded()) {
22 return absl::FailedPreconditionError("ROM not loaded");
23 }
24 if (room_id < 0 || room_id >= 0x128) {
25 return absl::InvalidArgumentError("Invalid room ID");
26 }
27
28 room = zelda3::LoadRoomFromRom(rom_, room_id);
29 room.SetGameData(game_data_); // Ensure room has access to GameData
30
31 return absl::OkStatus();
32}
33
35 std::array<zelda3::Room, 0x128>& rooms) {
36 if (!rom_ || !rom_->is_loaded()) {
37 return absl::FailedPreconditionError("ROM not loaded");
38 }
39
40 constexpr int kTotalRooms = 0x100 + 40; // 296 rooms
41
42 // Data structures for collecting results
43 std::vector<std::pair<int, zelda3::RoomSize>> room_size_results;
44 std::vector<std::pair<int, ImVec4>> room_palette_results;
45
46#ifdef __EMSCRIPTEN__
47 // WASM: Sequential loading to avoid Web Worker explosion
48 // std::async creates pthreads which become Web Workers in browsers,
49 // causing excessive worker spawning and main thread blocking.
50 LOG_DEBUG("Dungeon", "Loading %d dungeon rooms sequentially (WASM build)",
51 kTotalRooms);
52
53 if (!game_data_) {
54 return absl::FailedPreconditionError("GameData not available");
55 }
56 auto dungeon_man_pal_group = game_data_->palette_groups.dungeon_main;
57
58 // Create loading indicator for progress feedback
59 auto loading_handle =
60 app::platform::WasmLoadingManager::BeginLoading("Loading Dungeon Rooms");
61
62 for (int i = 0; i < kTotalRooms; ++i) {
63 // Update progress every 10 rooms to reduce overhead
64 if (i % 10 == 0) {
65 float progress = static_cast<float>(i) / static_cast<float>(kTotalRooms);
66 app::platform::WasmLoadingManager::UpdateProgress(loading_handle,
67 progress);
68
69 // Check for cancellation
70 if (app::platform::WasmLoadingManager::IsCancelled(loading_handle)) {
71 app::platform::WasmLoadingManager::EndLoading(loading_handle);
72 return absl::CancelledError("Dungeon room loading cancelled by user");
73 }
74 }
75
76 // Lazy load: Only load header/metadata, not objects/graphics
78 rooms[i].SetGameData(game_data_); // Ensure room has access to GameData
79 auto room_size = zelda3::CalculateRoomSize(rom_, i);
80 // rooms[i].LoadObjects(); // DEFERRED: Load on demand
81
82 auto dungeon_palette_ptr = game_data_->paletteset_ids[rooms[i].palette()][0];
83 auto palette_id = rom_->ReadWord(0xDEC4B + dungeon_palette_ptr);
84 if (palette_id.status() == absl::OkStatus()) {
85 int p_id = palette_id.value() / 180;
86 auto color = dungeon_man_pal_group[p_id][3];
87 room_size_results.emplace_back(i, room_size);
88 room_palette_results.emplace_back(rooms[i].palette(), color.rgb());
89 }
90 }
91
92 app::platform::WasmLoadingManager::EndLoading(loading_handle);
93#else
94 // Native: Parallel loading for performance
95 constexpr int kMaxConcurrency =
96 8; // Reasonable thread limit for room loading
97
98 // Determine optimal number of threads
99 const int max_concurrency = std::min(
100 kMaxConcurrency, static_cast<int>(std::thread::hardware_concurrency()));
101 const int rooms_per_thread =
102 (kTotalRooms + max_concurrency - 1) / max_concurrency;
103
104 LOG_DEBUG("Dungeon",
105 "Loading %d dungeon rooms using %d threads (%d rooms per thread)",
106 kTotalRooms, max_concurrency, rooms_per_thread);
107
108 // Thread-safe data structures for collecting results
109 std::mutex results_mutex;
110
111 // Process rooms in parallel batches
112 std::vector<std::future<absl::Status>> futures;
113
114 for (int thread_id = 0; thread_id < max_concurrency; ++thread_id) {
115 auto task = [this, &rooms, thread_id, rooms_per_thread, &results_mutex,
116 &room_size_results, &room_palette_results,
117 kTotalRooms]() -> absl::Status {
118 const int start_room = thread_id * rooms_per_thread;
119 const int end_room = std::min(start_room + rooms_per_thread, kTotalRooms);
120
121 if (!game_data_) {
122 return absl::FailedPreconditionError("GameData not available");
123 }
124 auto dungeon_man_pal_group = game_data_->palette_groups.dungeon_main;
125
126 for (int i = start_room; i < end_room; ++i) {
127 // Lazy load: Only load header/metadata
128 rooms[i] = zelda3::LoadRoomHeaderFromRom(rom_, i);
129 rooms[i].SetGameData(game_data_); // Ensure room has access to GameData
130
131 // Calculate room size
132 auto room_size = zelda3::CalculateRoomSize(rom_, i);
133
134 // Load room objects - DEFERRED
135 // rooms[i].LoadObjects();
136
137 // Process palette
138 auto dungeon_palette_ptr = game_data_->paletteset_ids[rooms[i].palette()][0];
139 auto palette_id = rom_->ReadWord(0xDEC4B + dungeon_palette_ptr);
140 if (palette_id.status() == absl::OkStatus()) {
141 int p_id = palette_id.value() / 180;
142 auto color = dungeon_man_pal_group[p_id][3];
143
144 // Thread-safe collection of results
145 {
146 std::lock_guard<std::mutex> lock(results_mutex);
147 room_size_results.emplace_back(i, room_size);
148 room_palette_results.emplace_back(rooms[i].palette(), color.rgb());
149 }
150 }
151 }
152
153 return absl::OkStatus();
154 };
155
156 futures.emplace_back(std::async(std::launch::async, task));
157 }
158
159 // Wait for all threads to complete
160 for (auto& future : futures) {
161 RETURN_IF_ERROR(future.get());
162 }
163#endif
164
165 // Process collected results on main thread
166 {
167 gfx::ScopedTimer postprocess_timer("DungeonRoomLoader::PostProcessResults");
168
169 // Sort results by room ID for consistent ordering
170 std::sort(room_size_results.begin(), room_size_results.end(),
171 [](const auto& a, const auto& b) { return a.first < b.first; });
172 std::sort(room_palette_results.begin(), room_palette_results.end(),
173 [](const auto& a, const auto& b) { return a.first < b.first; });
174
175 // Process room size results
176 for (const auto& [room_id, room_size] : room_size_results) {
177 room_size_pointers_.push_back(room_size.room_size_pointer);
178 room_sizes_.push_back(room_size.room_size);
179 if (room_size.room_size_pointer != 0x0A8000) {
180 room_size_addresses_[room_id] = room_size.room_size_pointer;
181 }
182 }
183
184 // Process palette results
185 for (const auto& [palette_id, color] : room_palette_results) {
186 room_palette_[palette_id] = color;
187 }
188 }
189
191 return absl::OkStatus();
192}
193
195 std::array<zelda3::RoomEntrance, 0x8C>& entrances) {
196 if (!rom_ || !rom_->is_loaded()) {
197 return absl::FailedPreconditionError("ROM not loaded");
198 }
199
200 // Load entrances
201 for (int i = 0; i < 0x07; ++i) {
202 entrances[i] = zelda3::RoomEntrance(rom_, i, true);
203 }
204
205 for (int i = 0; i < 0x85; ++i) {
206 entrances[i + 0x07] = zelda3::RoomEntrance(rom_, i, false);
207 }
208
209 return absl::OkStatus();
210}
211
213 std::map<int, std::vector<int>> rooms_by_bank;
214 for (const auto& room : room_size_addresses_) {
215 int bank = room.second >> 16;
216 rooms_by_bank[bank].push_back(room.second);
217 }
218
219 // Process and calculate room sizes within each bank
220 for (auto& bank_rooms : rooms_by_bank) {
221 std::ranges::sort(bank_rooms.second);
222
223 for (size_t i = 0; i < bank_rooms.second.size(); ++i) {
224 int room_ptr = bank_rooms.second[i];
225
226 // Identify the room ID for the current room pointer
227 int room_id =
228 std::ranges::find_if(room_size_addresses_, [room_ptr](
229 const auto& entry) {
230 return entry.second == room_ptr;
231 })->first;
232
233 if (room_ptr != 0x0A8000) {
234 if (i < bank_rooms.second.size() - 1) {
235 room_sizes_[room_id] = bank_rooms.second[i + 1] - room_ptr;
236 } else {
237 int bank_end_address = (bank_rooms.first << 16) | 0xFFFF;
238 room_sizes_[room_id] = bank_end_address - room_ptr + 1;
239 }
240 total_room_size_ += room_sizes_[room_id];
241 } else {
242 room_sizes_[room_id] = 0x00;
243 }
244 }
245 }
246}
247
249 if (!rom_ || !rom_->is_loaded()) {
250 return absl::FailedPreconditionError("ROM not loaded");
251 }
252
253 // Load room graphics with proper blockset
254 room.LoadRoomGraphics(room.blockset());
255
256 // Render the room graphics to the graphics arena
257 room.RenderRoomGraphics();
258
259 return absl::OkStatus();
260}
261
263 std::array<zelda3::Room, 0x128>& rooms) {
264 if (!rom_ || !rom_->is_loaded()) {
265 return absl::FailedPreconditionError("ROM not loaded");
266 }
267
268 // Reload graphics for all rooms
269 for (auto& room : rooms) {
270 auto status = LoadAndRenderRoomGraphics(room);
271 if (!status.ok()) {
272 continue; // Log error but continue with other rooms
273 }
274 }
275
276 return absl::OkStatus();
277}
278
279} // namespace yaze::editor
absl::StatusOr< uint16_t > ReadWord(int offset) const
Definition rom.cc:416
bool is_loaded() const
Definition rom.h:132
absl::Status LoadRoomEntrances(std::array< zelda3::RoomEntrance, 0x8C > &entrances)
absl::Status LoadAllRooms(std::array< zelda3::Room, 0x128 > &rooms)
absl::Status LoadRoom(int room_id, zelda3::Room &room)
std::unordered_map< int, int > room_size_addresses_
std::vector< int64_t > room_size_pointers_
absl::Status ReloadAllRoomGraphics(std::array< zelda3::Room, 0x128 > &rooms)
std::unordered_map< int, ImVec4 > room_palette_
absl::Status LoadAndRenderRoomGraphics(zelda3::Room &room)
RAII timer for automatic timing management.
Dungeon Room Entrance or Spawn Point.
uint8_t blockset() const
Definition room.h:569
void LoadRoomGraphics(uint8_t entrance_blockset=0xFF)
Definition room.cc:453
void RenderRoomGraphics()
Definition room.cc:598
void SetGameData(GameData *data)
Definition room.h:618
#define LOG_DEBUG(category, format,...)
Definition log.h:103
Editors are the view controllers for the application.
Room LoadRoomHeaderFromRom(Rom *rom, int room_id)
Definition room.cc:274
RoomSize CalculateRoomSize(Rom *rom, int room_id)
Definition room.cc:181
Room LoadRoomFromRom(Rom *rom, int room_id)
Definition room.cc:253
#define RETURN_IF_ERROR(expr)
Definition snes.cc:22
std::array< std::array< uint8_t, 4 >, kNumPalettesets > paletteset_ids
Definition game_data.h:99
gfx::PaletteGroupMap palette_groups
Definition game_data.h:89