Files
Foundry-VTT-Docker/resources/app/client/pixi/perception/fog.js
2025-01-04 00:34:03 +01:00

502 lines
15 KiB
JavaScript

/**
* A fog of war management class which is the singleton canvas.fog instance.
* @category - Canvas
*/
class FogManager {
/**
* The FogExploration document which applies to this canvas view
* @type {FogExploration|null}
*/
exploration = null;
/**
* A status flag for whether the layer initialization workflow has succeeded
* @type {boolean}
* @private
*/
#initialized = false;
/**
* Track whether we have pending fog updates which have not yet been saved to the database
* @type {boolean}
* @internal
*/
_updated = false;
/**
* Texture extractor
* @type {TextureExtractor}
*/
get extractor() {
return this.#extractor;
}
#extractor;
/**
* The fog refresh count.
* If > to the refresh threshold, the fog texture is saved to database. It is then reinitialized to 0.
* @type {number}
*/
#refreshCount = 0;
/**
* Matrix used for fog rendering transformation.
* @type {PIXI.Matrix}
*/
#renderTransform = new PIXI.Matrix();
/**
* Define the number of fog refresh needed before the fog texture is extracted and pushed to the server.
* @type {number}
*/
static COMMIT_THRESHOLD = 70;
/**
* A debounced function to save fog of war exploration once a continuous stream of updates has concluded.
* @type {Function}
*/
#debouncedSave;
/**
* Handling of the concurrency for fog loading, saving and reset.
* @type {Semaphore}
*/
#queue = new foundry.utils.Semaphore();
/* -------------------------------------------- */
/* Fog Manager Properties */
/* -------------------------------------------- */
/**
* The exploration SpriteMesh which holds the fog exploration texture.
* @type {SpriteMesh}
*/
get sprite() {
return this.#explorationSprite || (this.#explorationSprite = this._createExplorationObject());
}
#explorationSprite;
/* -------------------------------------------- */
/**
* The configured options used for the saved fog-of-war texture.
* @type {FogTextureConfiguration}
*/
get textureConfiguration() {
return canvas.visibility.textureConfiguration;
}
/* -------------------------------------------- */
/**
* Does the currently viewed Scene support Token field of vision?
* @type {boolean}
*/
get tokenVision() {
return canvas.scene.tokenVision;
}
/* -------------------------------------------- */
/**
* Does the currently viewed Scene support fog of war exploration?
* @type {boolean}
*/
get fogExploration() {
return canvas.scene.fog.exploration;
}
/* -------------------------------------------- */
/* Fog of War Management */
/* -------------------------------------------- */
/**
* Create the exploration display object with or without a provided texture.
* @param {PIXI.Texture|PIXI.RenderTexture} [tex] Optional exploration texture.
* @returns {DisplayObject}
* @internal
*/
_createExplorationObject(tex) {
return new SpriteMesh(tex ?? Canvas.getRenderTexture({
clearColor: [0, 0, 0, 1],
textureConfiguration: this.textureConfiguration
}), FogSamplerShader);
}
/* -------------------------------------------- */
/**
* Initialize fog of war - resetting it when switching scenes or re-drawing the canvas
* @returns {Promise<void>}
*/
async initialize() {
this.#initialized = false;
// Create a TextureExtractor instance
if ( this.#extractor === undefined ) {
try {
this.#extractor = new TextureExtractor(canvas.app.renderer, {
callerName: "FogExtractor",
controlHash: true,
format: PIXI.FORMATS.RED
});
} catch(e) {
this.#extractor = null;
console.error(e);
}
}
this.#extractor?.reset();
// Bind a debounced save handler
this.#debouncedSave = foundry.utils.debounce(this.save.bind(this), 2000);
// Load the initial fog texture
await this.load();
this.#initialized = true;
}
/* -------------------------------------------- */
/**
* Clear the fog and reinitialize properties (commit and save in non reset mode)
* @returns {Promise<void>}
*/
async clear() {
// Save any pending exploration
try {
await this.save();
} catch(e) {
ui.notifications.error("Failed to save fog exploration");
console.error(e);
}
// Deactivate current fog exploration
this.#initialized = false;
this.#deactivate();
}
/* -------------------------------------------- */
/**
* Once a new Fog of War location is explored, composite the explored container with the current staging sprite.
* Once the number of refresh is > to the commit threshold, save the fog texture to the database.
*/
commit() {
const vision = canvas.visibility.vision;
if ( !vision?.children.length || !this.fogExploration || !this.tokenVision ) return;
if ( !this.#explorationSprite?.texture.valid ) return;
// Get a staging texture or clear and render into the sprite if its texture is a RT
// and render the entire fog container to it
const dims = canvas.dimensions;
const isRenderTex = this.#explorationSprite.texture instanceof PIXI.RenderTexture;
const tex = isRenderTex ? this.#explorationSprite.texture : Canvas.getRenderTexture({
clearColor: [0, 0, 0, 1],
textureConfiguration: this.textureConfiguration
});
this.#renderTransform.tx = -dims.sceneX;
this.#renderTransform.ty = -dims.sceneY;
// Render the currently revealed vision (preview excluded) to the texture
vision.containmentFilter.enabled = canvas.visibility.needsContainment;
vision.light.preview.visible = false;
vision.light.mask.preview.visible = false;
vision.sight.preview.visible = false;
canvas.app.renderer.render(isRenderTex ? vision : this.#explorationSprite, {
renderTexture: tex,
clear: false,
transform: this.#renderTransform
});
vision.light.preview.visible = true;
vision.light.mask.preview.visible = true;
vision.sight.preview.visible = true;
vision.containmentFilter.enabled = false;
if ( !isRenderTex ) this.#explorationSprite.texture.destroy(true);
this.#explorationSprite.texture = tex;
this._updated = true;
if ( !this.exploration ) {
const fogExplorationCls = getDocumentClass("FogExploration");
this.exploration = new fogExplorationCls();
}
// Schedule saving the texture to the database
if ( this.#refreshCount > FogManager.COMMIT_THRESHOLD ) {
this.#debouncedSave();
this.#refreshCount = 0;
}
else this.#refreshCount++;
}
/* -------------------------------------------- */
/**
* Load existing fog of war data from local storage and populate the initial exploration sprite
* @returns {Promise<(PIXI.Texture|void)>}
*/
async load() {
return await this.#queue.add(this.#load.bind(this));
}
/* -------------------------------------------- */
/**
* Load existing fog of war data from local storage and populate the initial exploration sprite
* @returns {Promise<(PIXI.Texture|void)>}
*/
async #load() {
if ( CONFIG.debug.fog.manager ) console.debug("FogManager | Loading saved FogExploration for Scene.");
this.#deactivate();
// Take no further action if token vision is not enabled
if ( !this.tokenVision ) return;
// Load existing FOW exploration data or create a new placeholder
const fogExplorationCls = /** @type {typeof FogExploration} */ getDocumentClass("FogExploration");
this.exploration = await fogExplorationCls.load();
// Extract and assign the fog data image
const assign = (tex, resolve) => {
if ( this.#explorationSprite?.texture === tex ) return resolve(tex);
this.#explorationSprite?.destroy(true);
this.#explorationSprite = this._createExplorationObject(tex);
canvas.visibility.resetExploration();
canvas.perception.initialize();
resolve(tex);
};
// Initialize the exploration sprite if no exploration data exists
if ( !this.exploration ) {
return await new Promise(resolve => {
assign(Canvas.getRenderTexture({
clearColor: [0, 0, 0, 1],
textureConfiguration: this.textureConfiguration
}), resolve);
});
}
// Otherwise load the texture from the exploration data
return await new Promise(resolve => {
let tex = this.exploration.getTexture();
if ( tex === null ) assign(Canvas.getRenderTexture({
clearColor: [0, 0, 0, 1],
textureConfiguration: this.textureConfiguration
}), resolve);
else if ( tex.baseTexture.valid ) assign(tex, resolve);
else tex.on("update", tex => assign(tex, resolve));
});
}
/* -------------------------------------------- */
/**
* Dispatch a request to reset the fog of war exploration status for all users within this Scene.
* Once the server has deleted existing FogExploration documents, the _onReset handler will re-draw the canvas.
*/
async reset() {
if ( CONFIG.debug.fog.manager ) console.debug("FogManager | Resetting fog of war exploration for Scene.");
game.socket.emit("resetFog", canvas.scene.id);
}
/* -------------------------------------------- */
/**
* Request a fog of war save operation.
* Note: if a save operation is pending, we're waiting for its conclusion.
*/
async save() {
return await this.#queue.add(this.#save.bind(this));
}
/* -------------------------------------------- */
/**
* Request a fog of war save operation.
* Note: if a save operation is pending, we're waiting for its conclusion.
*/
async #save() {
if ( !this._updated ) return;
this._updated = false;
const exploration = this.exploration;
if ( CONFIG.debug.fog.manager ) {
console.debug("FogManager | Initiate non-blocking extraction of the fog of war progress.");
}
if ( !this.#extractor ) {
console.error("FogManager | Browser does not support texture extraction.");
return;
}
// Get compressed base64 image from the fog texture
const base64Image = await this._extractBase64();
// If the exploration changed, the fog was reloaded while the pixels were extracted
if ( this.exploration !== exploration ) return;
// Need to skip?
if ( !base64Image ) {
if ( CONFIG.debug.fog.manager ) console.debug("FogManager | Fog of war has not changed. Skipping db operation.");
return;
}
// Update the fog exploration document
const updateData = this._prepareFogUpdateData(base64Image);
await this.#updateFogExploration(updateData);
}
/* -------------------------------------------- */
/**
* Extract fog data as a base64 string
* @returns {Promise<string>}
* @protected
*/
async _extractBase64() {
try {
return this.#extractor.extract({
texture: this.#explorationSprite.texture,
compression: TextureExtractor.COMPRESSION_MODES.BASE64,
type: "image/webp",
quality: 0.8,
debug: CONFIG.debug.fog.extractor
});
} catch(err) {
// FIXME this is needed because for some reason .extract() may throw a boolean false instead of an Error
throw new Error("Fog of War base64 extraction failed");
}
}
/* -------------------------------------------- */
/**
* Prepare the data that will be used to update the FogExploration document.
* @param {string} base64Image The extracted base64 image data
* @returns {Partial<FogExplorationData>} Exploration data to update
* @protected
*/
_prepareFogUpdateData(base64Image) {
return {explored: base64Image, timestamp: Date.now()};
}
/* -------------------------------------------- */
/**
* Update the fog exploration document with provided data.
* @param {object} updateData
* @returns {Promise<void>}
*/
async #updateFogExploration(updateData) {
if ( !game.scenes.has(canvas.scene?.id) ) return;
if ( !this.exploration ) return;
if ( CONFIG.debug.fog.manager ) console.debug("FogManager | Saving fog of war progress into exploration document.");
if ( !this.exploration.id ) {
this.exploration.updateSource(updateData);
this.exploration = await this.exploration.constructor.create(this.exploration.toJSON(), {loadFog: false});
}
else await this.exploration.update(updateData, {loadFog: false});
}
/* -------------------------------------------- */
/**
* Deactivate fog of war.
* Clear all shared containers by unlinking them from their parent.
* Destroy all stored textures and graphics.
*/
#deactivate() {
// Remove the current exploration document
this.exploration = null;
this.#extractor?.reset();
// Destroy current exploration texture and provide a new one with transparency
if ( this.#explorationSprite && !this.#explorationSprite.destroyed ) this.#explorationSprite.destroy(true);
this.#explorationSprite = undefined;
this._updated = false;
this.#refreshCount = 0;
}
/* -------------------------------------------- */
/**
* If fog of war data is reset from the server, deactivate the current fog and initialize the exploration.
* @returns {Promise}
* @internal
*/
async _handleReset() {
return await this.#queue.add(this.#handleReset.bind(this));
}
/* -------------------------------------------- */
/**
* If fog of war data is reset from the server, deactivate the current fog and initialize the exploration.
* @returns {Promise}
*/
async #handleReset() {
ui.notifications.info("Fog of War exploration progress was reset for this Scene");
// Remove the current exploration document
this.#deactivate();
// Reset exploration in the visibility layer
canvas.visibility.resetExploration();
// Refresh perception
canvas.perception.initialize();
}
/* -------------------------------------------- */
/* Deprecations and Compatibility */
/* -------------------------------------------- */
/**
* @deprecated since v11
* @ignore
*/
get pending() {
const msg = "pending is deprecated and redirected to the exploration container";
foundry.utils.logCompatibilityWarning(msg, {since: 11, until: 13});
return canvas.visibility.explored;
}
/* -------------------------------------------- */
/**
* @deprecated since v11
* @ignore
*/
get revealed() {
const msg = "revealed is deprecated and redirected to the exploration container";
foundry.utils.logCompatibilityWarning(msg, {since: 11, until: 13});
return canvas.visibility.explored;
}
/* -------------------------------------------- */
/**
* @deprecated since v11
* @ignore
*/
update(source, force=false) {
const msg = "update is obsolete and always returns true. The fog exploration does not record position anymore.";
foundry.utils.logCompatibilityWarning(msg, {since: 11, until: 13});
return true;
}
/* -------------------------------------------- */
/**
* @deprecated since v11
* @ignore
*/
get resolution() {
const msg = "resolution is deprecated and redirected to CanvasVisibility#textureConfiguration";
foundry.utils.logCompatibilityWarning(msg, {since: 11, until: 13});
return canvas.visibility.textureConfiguration;
}
}