468 lines
16 KiB
Text
468 lines
16 KiB
Text
# pack.ludic — `ludic pack`, the writer for the .lpak asset pack.
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#
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# The reader is in the compiler (selfhost/backend/stdlib/emit_pak.ludic), which
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# is also where the format is specified. This is the only thing that produces
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# one, and the two have exactly one contract between them: the entry table is
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# sorted by name, because the runtime binary-searches it.
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#
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# ludic pack pack the manifest's `pack` roots to build/<name>.lpak
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# ludic pack --out x.lpak a b pack directories a and b to x.lpak
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# ludic pack --list x.lpak print what is in a pack
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# ludic pack --verify x.lpak re-hash every entry against the table
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#
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# Paths are stored exactly as the game asks for them — a file at ./assets/kit/x.png
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# is stored as "assets/kit/x.png" — so packing changes nothing about how the game
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# is written. That is the whole point: `gltf_load("assets/kit/hiker", ...)` is the
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# same line of code before and after.
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# ---- little-endian integers -------------------------------------------------
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#
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# The runtime reads these back with a plain i32 load, so the byte order here is
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# the byte order of the machine that runs the game. Both are little-endian on
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# every target Ludic supports today; a big-endian port would byte-swap in the
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# reader, not here.
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function put_u32(f: pointer, v: int) -> void {
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let b = bytes(4)
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b[0] = v & 255
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b[1] = (v >> 8) & 255
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b[2] = (v >> 16) & 255
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b[3] = (v >> 24) & 255
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file_write(f, b, 4)
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}
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# FNV-1a over `n` bytes of `buf` starting at `off`. Not a security hash - it is
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# there so `ludic pack --verify` can tell a truncated or bit-rotted pack from a
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# good one. The arithmetic wraps in 32 bits, which is exactly what FNV specifies
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# mod 2^32; the writer and the verifier compare the same bit pattern, so the
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# sign an int puts on it never matters.
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function fnv1a(buf: pointer, off: int, n: int) -> int {
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var h = -2128831035 # 0x811C9DC5 as a signed 32-bit int
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var i = 0
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while i < n {
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h = h ^ (buf[off + i] & 255)
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h = h * 16777619
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i += 1
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}
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return h
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}
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# ---- reading one file whole -------------------------------------------------
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#
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# read_file in the prelude NUL-terminates and does not report a length, which is
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# fine for source text and useless for a PNG. This keeps the length.
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var pk_len: int = 0
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function read_blob(path: pointer) -> pointer {
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pk_len = 0
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let f = file_open(path, "rb")
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if f == null { return null }
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file_seek(f, 0, 2)
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let n = file_tell(f)
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file_seek(f, 0, 0)
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let buf = bytes(n + 1)
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let got = file_read(f, buf, n)
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file_close(f)
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buf[got] = 0
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pk_len = got
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return buf
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}
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# ---- gathering the files ----------------------------------------------------
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#
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# A pack entry has a NAME (what the game asks for) and a PATH (where the bytes
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# are right now). They are usually the same string, but not always: a package's
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# shaders live in the toolchain install and have to be stored under the
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# `packages/<module>/` name the renderer looks them up by, or a bundled game
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# cannot find them and comes up with no shaders at all.
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property PackList { names: []pointer, paths: []pointer }
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# how many files `.packignore` kept out of the last gather, and whether to read one
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# at all (`ludic pack --no-ignore` turns it off to see what a rule is costing)
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var pk_skipped: int = 0
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var pk_use_ignore: bool = true
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function pack_list_new() -> PackList {
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let l = new PackList
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l.names = new []pointer
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l.paths = new []pointer
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return l
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}
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function pack_add(l: PackList, name: pointer, path: pointer) -> void {
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push(l.names, name)
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push(l.paths, path)
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}
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# Every file under `root`, in byte order. `find | sort` rather than a walk of
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# Fs.list: the runtime binary-searches on strcmp order, and a recursive walk
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# emits "assets/a.png" after "assets/ab/x.png" because it descends per directory,
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# which is not that order. LC_ALL=C is what makes sort agree with strcmp.
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#
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# `base` is the directory find runs in and `prefix` what the results are stored
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# under: with both empty the name is the path, which is the ordinary case.
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function pack_gather_into(l: PackList, base: pointer, root: pointer, prefix: pointer) -> void {
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pack_gather_filtered(l, base, root, prefix, null)
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}
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# the same, with a `.packignore` set applied to the paths as they are gathered
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function pack_gather_filtered(l: PackList, base: pointer, root: pointer, prefix: pointer, ig: PackIgnore) -> void {
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var cd = ""
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if base != "" { cd = `cd {base} && ` }
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# -L follows symlinks. An asset root is very often a link to a shared or
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# fetched tree - `ludic assets` writes one, and a game with two checkouts
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# sharing a texture set will have several - and a plain `find` walks straight
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# past them, packing nothing while reporting success.
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# `.packignore` is a build-time control file - nothing reads one at run time - so it
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# is dropped here rather than by the rules it carries, and `--no-ignore` does not
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# bring it back.
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let listing = capture(`{cd}find -L {root} -type f ! -name '.DS_Store' ! -name '.packignore' 2>/dev/null | LC_ALL=C sort`)
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let n = slen(listing)
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var i = 0
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while i < n {
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let line = line_at(listing, i)
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i = i + slen(line) + 1
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let rel = s_trim(line)
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if slen(rel) == 0 { continue }
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if ig != null and pi_ignored(ig, rel) { pk_skipped += 1; continue }
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var name = rel
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if prefix != "" { name = `{prefix}/{rel}` }
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var path = rel
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if base != "" { path = `{base}/{rel}` }
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pack_add(l, name, path)
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}
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}
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# the project's own asset roots, stored under the names the game already uses
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function pack_gather_all(roots: []pointer) -> PackList {
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let l = pack_list_new()
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pk_skipped = 0
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# `.packignore` (packignore.ludic): the project's own roots only. A package's
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# resources are added after this and are not the game's to exclude.
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var ig: PackIgnore = null
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if pk_use_ignore {
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ig = pi_new()
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pi_load_dir(ig, "")
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var r = 0
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while r < len(roots) { pi_load_root(ig, roots[r]); r += 1 }
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if pi_count(ig) == 0 { ig = null }
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}
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var i = 0
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while i < len(roots) {
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if not file_exists(roots[i]) {
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err(`ludic pack: no such directory: {roots[i]}\n`)
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} else {
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let before = len(l.names)
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pack_gather_filtered(l, "", roots[i], "", ig)
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# A declared root that contributes nothing is almost always a mistake -
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# a typo, or a link into a tree that was never fetched - and the failure
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# it causes is a game that starts and then behaves as though half its
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# assets do not exist. Say so here rather than at the player.
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if len(l.names) == before and pk_skipped == 0 { err(`ludic pack: warning: {roots[i]} is empty, nothing packed from it\n`) }
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}
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i += 1
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}
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return pack_sort(l)
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}
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# insertion sort by byte order, carrying each name's path along with it. The
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# lists are hundreds of entries, not millions, and this keeps the one ordering
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# guarantee the format makes in one readable place.
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function pack_sort(l: PackList) -> PackList {
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var i = 1
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while i < len(l.names) {
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let vn = l.names[i]
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let vp = l.paths[i]
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var j = i - 1
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while j >= 0 and pack_cmp(l.names[j], vn) > 0 {
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l.names[j + 1] = l.names[j]
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l.paths[j + 1] = l.paths[j]
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j -= 1
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}
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l.names[j + 1] = vn
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l.paths[j + 1] = vp
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i += 1
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}
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return l
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}
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# strcmp order: negative, zero or positive, comparing unsigned bytes. This is the
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# ordering the format promises and the runtime's binary search assumes.
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function pack_cmp(a: pointer, b: pointer) -> int {
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var i = 0
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var r = 0
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var done = false
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while not done {
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let ca = a[i] & 255
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let cb = b[i] & 255
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if ca != cb { r = ca - cb; done = true }
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else if ca == 0 { r = 0; done = true }
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else { i += 1 }
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}
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return r
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}
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# round `v` up to the next multiple of 16, so every blob starts aligned and a
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# reader can hand a mapped pointer straight to something that wants alignment
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function align16(v: int) -> int {
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let r = v & 15
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if r == 0 { return v }
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return v + (16 - r)
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}
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# ---- writing ----------------------------------------------------------------
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function pack_write(out_path: pointer, l: PackList) -> bool {
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let names = l.names
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let paths = l.paths
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let n = len(names)
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if n == 0 { err("ludic pack: nothing to pack\n"); return false }
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# Layout is decided before a byte is written: the entry table has to carry
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# absolute offsets, and those are only knowable once every size is known.
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let names_at = 32 + 16 * n
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var name_off = new []int
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var names_len = 0
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var i = 0
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while i < n {
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push(name_off, names_at + names_len)
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names_len = names_len + slen(names[i]) + 1
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i += 1
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}
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let data_at = align16(names_at + names_len)
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var data_off = new []int
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var data_len = new []int
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var hash = new []int
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var total = data_at
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i = 0
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while i < n {
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let blob = read_blob(paths[i])
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if blob == null { err(`ludic pack: cannot read {paths[i]}\n`); return false }
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push(data_off, total)
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push(data_len, pk_len)
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push(hash, fnv1a(blob, 0, pk_len))
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total = align16(total + pk_len)
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i += 1
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}
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shell(`mkdir -p "$(dirname {out_path})"`)
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let f = file_open(out_path, "wb")
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if f == null { err(`ludic pack: cannot write {out_path}\n`); return false }
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# header
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let magic = bytes(5); magic[0] = 'L'; magic[1] = 'P'; magic[2] = 'A'; magic[3] = 'K'; magic[4] = 0
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file_write(f, magic, 4)
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put_u32(f, 1) # version
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put_u32(f, n) # count
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put_u32(f, names_at)
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put_u32(f, data_at)
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put_u32(f, 0); put_u32(f, 0); put_u32(f, 0)
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# entry table, in the sorted order the runtime's binary search depends on
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i = 0
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while i < n {
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put_u32(f, name_off[i])
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put_u32(f, data_off[i])
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put_u32(f, data_len[i])
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put_u32(f, hash[i])
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i += 1
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}
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# name heap
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i = 0
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while i < n {
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file_write(f, names[i], slen(names[i]) + 1)
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i += 1
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}
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# pad up to the first blob, then each blob followed by its alignment padding
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pack_pad(f, data_at - (names_at + names_len))
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var at = data_at
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i = 0
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while i < n {
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let blob = read_blob(paths[i])
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if blob == null { err(`ludic pack: {paths[i]} vanished mid-pack\n`); file_close(f); return false }
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file_write(f, blob, pk_len)
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at = at + pk_len
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let want = align16(at)
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pack_pad(f, want - at)
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at = want
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i += 1
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}
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file_close(f)
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var note = ""
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if pk_skipped > 0 { note = `, {string(pk_skipped)} skipped by .packignore` }
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print(`packed {string(n)} files, {string(total / 1024)} KiB{note} -> {out_path}`)
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return true
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}
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function pack_pad(f: pointer, k: int) -> void {
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if k <= 0 { return }
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let z = bytes(k + 1)
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var i = 0
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while i < k { z[i] = 0; i += 1 }
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file_write(f, z, k)
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}
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# ---- reading a pack back (list / verify) ------------------------------------
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# the NUL-terminated name at `off`, copied out. Ludic's `+` on a pointer is
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# string concatenation, not address arithmetic, so an offset into a buffer has to
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# be sliced rather than added.
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function pack_name(buf: pointer, off: int) -> pointer {
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var n = 0
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while buf[off + n] != 0 { n += 1 }
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return str_sub(buf, off, off + n)
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}
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function pack_u32(buf: pointer, at: int) -> int {
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return (buf[at] & 255) | ((buf[at + 1] & 255) << 8) | ((buf[at + 2] & 255) << 16) | ((buf[at + 3] & 255) << 24)
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}
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function pack_open_read(path: pointer) -> pointer {
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let buf = read_blob(path)
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if buf == null { err(`ludic pack: cannot read {path}\n`); return null }
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if pk_len < 32 or buf[0] != 'L' or buf[1] != 'P' or buf[2] != 'A' or buf[3] != 'K' {
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err(`ludic pack: {path} is not a pack\n`)
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return null
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}
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return buf
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}
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function cmd_pack_list(path: pointer) -> int {
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let buf = pack_open_read(path)
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if buf == null { return 1 }
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let n = pack_u32(buf, 8)
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print(`{path}: {string(n)} entries`)
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var i = 0
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while i < n {
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let e = 32 + 16 * i
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let no = pack_u32(buf, e)
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let dl = pack_u32(buf, e + 8)
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print(` {string(dl)}\t{pack_name(buf, no)}`)
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i += 1
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}
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return 0
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}
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function cmd_pack_verify(path: pointer) -> int {
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let buf = pack_open_read(path)
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if buf == null { return 1 }
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let n = pack_u32(buf, 8)
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var bad = 0
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var i = 0
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while i < n {
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let e = 32 + 16 * i
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let no = pack_u32(buf, e)
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let dof = pack_u32(buf, e + 4)
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let dl = pack_u32(buf, e + 8)
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let want = pack_u32(buf, e + 12)
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if dof + dl > pk_len {
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err(` truncated: {pack_name(buf, no)}\n`); bad += 1
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} else if fnv1a(buf, dof, dl) != want {
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err(` corrupt: {pack_name(buf, no)}\n`); bad += 1
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}
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i += 1
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}
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if bad > 0 { err(`ludic pack: {string(bad)} of {string(n)} entries failed\n`); return 1 }
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print(`OK {string(n)} entries verified`)
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return 0
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}
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# ---- the packages a shipped game still needs --------------------------------
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#
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# A package can carry runtime resources, not just code: ludic.render3d loads its
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# shaders from `packages/ludic.render3d/shaders/` at startup, resolving that
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# against the project or the toolchain install. A bundled .app has neither, so
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# without this a shipped 3D game starts, finds no shaders, and draws nothing -
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# which is a spectacular way to fail and an easy one to ship by accident.
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#
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# So the resources go in the pack under exactly the name the package looks them
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# up by. Source (.ludic) and documentation are left out: the game is already
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# compiled, and nobody reads a package's FEATURES.md out of a .app.
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function pack_add_packages(l: PackList) -> void {
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var base = "packages"
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if not file_exists(base) { base = `{ludic_home()}packages` }
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if not file_exists(base) { return }
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let mods = capture(`ls {base} 2>/dev/null`)
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let n = slen(mods)
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var i = 0
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while i < n {
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let line = line_at(mods, i)
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i = i + slen(line) + 1
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let mod = s_trim(line)
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if slen(mod) == 0 { continue }
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if not shq(`test -d {base}/{mod}`) { continue } # packages/README.md is an index, not a package
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pack_gather_pkg(l, base, mod)
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}
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}
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# one package's resource files, named `packages/<module>/<path>`
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function pack_gather_pkg(l: PackList, base: pointer, mod: pointer) -> void {
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let listing = capture(`cd {base}/{mod} 2>/dev/null && find -L . -type f ! -name '*.ludic' ! -name '*.md' ! -path './build/*' ! -name '.DS_Store' 2>/dev/null | LC_ALL=C sort`)
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let n = slen(listing)
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var i = 0
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while i < n {
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let line = line_at(listing, i)
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i = i + slen(line) + 1
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var rel = s_trim(line)
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if slen(rel) == 0 { continue }
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if s_starts(rel, "./") { rel = sslice(rel, 2, slen(rel)) }
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pack_add(l, `packages/{mod}/{rel}`, `{base}/{mod}/{rel}`)
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}
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}
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# ---- the command ------------------------------------------------------------
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# The roots to pack: an explicit list of directories on the command line, else
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# the manifest's `pack` lines, else assets/ when it exists. A game that keeps its
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# assets where the convention puts them needs no configuration at all.
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function pack_roots(m: Manifest, from: int) -> []pointer {
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var roots = new []pointer
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var i = from
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while i < arg_count() {
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let a = arg(i)
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if a == "--out" { i += 1 } # its value is the pack, not a root
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else if not s_starts(a, "--") { push(roots, a) }
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i += 1
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}
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if len(roots) > 0 { return roots }
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i = 0
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while i < len(m.packs) { push(roots, m.packs[i]); i += 1 }
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if len(roots) > 0 { return roots }
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if file_exists("assets") { push(roots, "assets") }
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return roots
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}
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# the pack a project builds by default: build/<name>.lpak
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function pack_default_out(m: Manifest) -> string {
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return `build/{project_name("")}.lpak`
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}
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function cmd_pack() -> int {
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var out_path = ""
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var i = 2
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while i < arg_count() {
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let a = arg(i)
|
|
if a == "--list" { return cmd_pack_list(argn(i + 1, "")) }
|
|
if a == "--verify" { return cmd_pack_verify(argn(i + 1, "")) }
|
|
if a == "--out" { out_path = argn(i + 1, ""); i += 1 }
|
|
if a == "--no-ignore" { pk_use_ignore = false }
|
|
i += 1
|
|
}
|
|
let m = read_root_manifest()
|
|
if out_path == "" { out_path = pack_default_out(m) }
|
|
let roots = pack_roots(m, 2)
|
|
if len(roots) == 0 {
|
|
err("ludic pack: nothing to pack.\n")
|
|
err(" put the assets under assets/, or name the roots in package.ludic:\n")
|
|
err(" pack \"assets/kit\"\n")
|
|
return 1
|
|
}
|
|
let files = pack_gather_all(roots)
|
|
if not pack_write(out_path, files) { return 1 }
|
|
return 0
|
|
}
|