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7 changed files with 61 additions and 128 deletions

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@ -1 +0,0 @@
core/obj

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@ -2,25 +2,17 @@
// Integer types from WASI-libc
using usize = unsigned int;
using u32 = unsigned int;
using u16 = unsigned short;
using u8 = unsigned char;
template<class T>
constexpr auto LowOrderShortOf(T item) {
return static_cast<u16>(item & 0xffff);
}
#define LOWORD(x) (x & 0xffff)
#define LOBYTE(x) (x & 0xff)
template<class T>
constexpr auto LowOrderByteOf(T item) {
return static_cast<u8>(item & 0xff);
}
#define PUBLIC __attribute__((visibility("default"))) extern "C"
#define PUBLIC extern "C" __attribute__((visibility("default")))
PUBLIC usize agentDecompressWASM(const u8* pSrcData, usize pSrcSize, u8* pTrgData, usize pTrgSize) {
const u8* lSrcPtr = pSrcData;
PUBLIC usize agentDecompressWASM(const void* pSrcData, usize pSrcSize, void* pTrgData, usize pTrgSize) {
const u8* lSrcPtr = (const u8*)pSrcData;
const u8* lSrcEnd = lSrcPtr + pSrcSize;
u8* lTrgPtr = pTrgData;
u8* lTrgPtr = (u8*)pTrgData;
u8* lTrgEnd = lTrgPtr + pTrgSize;
u32 lSrcQuad;
u8 lTrgByte;
@ -46,15 +38,15 @@ PUBLIC usize agentDecompressWASM(const u8* pSrcData, usize pSrcSize, u8* pTrgDat
lSrcPtr += 5;
while((lSrcPtr < lSrcEnd) && (lTrgPtr < lTrgEnd)) {
lSrcQuad = *reinterpret_cast<const u32*>(lSrcPtr - sizeof(u32));
lSrcQuad = *(const u32*)(lSrcPtr - sizeof(u32));
if(lSrcQuad & (1 << LowOrderShortOf(lBitCount))) {
if(lSrcQuad & (1 << LOWORD(lBitCount))) {
lSrcOffset = 1;
if(lSrcQuad & (1 << LowOrderShortOf(lBitCount + 1))) {
if(lSrcQuad & (1 << LowOrderShortOf(lBitCount + 2))) {
if(lSrcQuad & (1 << LowOrderShortOf(lBitCount + 3))) {
lSrcQuad >>= LowOrderShortOf(lBitCount + 4);
if(lSrcQuad & (1 << LOWORD(lBitCount + 1))) {
if(lSrcQuad & (1 << LOWORD(lBitCount + 2))) {
if(lSrcQuad & (1 << LOWORD(lBitCount + 3))) {
lSrcQuad >>= LOWORD(lBitCount + 4);
lSrcQuad &= 0x000FFFFF;
if(lSrcQuad == 0x000FFFFF) {
break;
@ -64,19 +56,19 @@ PUBLIC usize agentDecompressWASM(const u8* pSrcData, usize pSrcSize, u8* pTrgDat
lSrcOffset = 2;
} else {
lSrcQuad >>= LowOrderShortOf(lBitCount + 4);
lSrcQuad >>= LOWORD(lBitCount + 4);
lSrcQuad &= 0x00000FFF;
lSrcQuad += 577;
lBitCount += 16;
}
} else {
lSrcQuad >>= LowOrderShortOf(lBitCount + 3);
lSrcQuad >>= LOWORD(lBitCount + 3);
lSrcQuad &= 0x000001FF;
lSrcQuad += 65;
lBitCount += 12;
}
} else {
lSrcQuad >>= LowOrderShortOf(lBitCount + 2);
lSrcQuad >>= LOWORD(lBitCount + 2);
lSrcQuad &= 0x0000003F;
lSrcQuad += 1;
lBitCount += 8;
@ -84,16 +76,16 @@ PUBLIC usize agentDecompressWASM(const u8* pSrcData, usize pSrcSize, u8* pTrgDat
lSrcPtr += (lBitCount / 8);
lBitCount &= 7;
lRunLgth = *reinterpret_cast<const u32*>(lSrcPtr - sizeof(u32));
lRunLgth = *(const u32*)(lSrcPtr - sizeof(u32));
lRunCount = 0;
while(lRunLgth & (1 << LowOrderShortOf(lBitCount + lRunCount))) {
while(lRunLgth & (1 << LOWORD(lBitCount + lRunCount))) {
lRunCount++;
if(lRunCount > 11) {
break;
}
}
lRunLgth >>= LowOrderShortOf(lBitCount + lRunCount + 1);
lRunLgth >>= LOWORD(lBitCount + lRunCount + 1);
lRunLgth &= (1 << lRunCount) - 1;
lRunLgth += 1 << lRunCount;
lRunLgth += lSrcOffset;
@ -111,10 +103,10 @@ PUBLIC usize agentDecompressWASM(const u8* pSrcData, usize pSrcSize, u8* pTrgDat
lRunLgth--;
}
} else {
lSrcQuad >>= LowOrderShortOf(lBitCount + 1);
lSrcQuad >>= LOWORD(lBitCount + 1);
lBitCount += 9;
lTrgByte = LowOrderByteOf(lSrcQuad);
lTrgByte = LOBYTE(lSrcQuad);
*(lTrgPtr++) = lTrgByte;
}
@ -122,5 +114,5 @@ PUBLIC usize agentDecompressWASM(const u8* pSrcData, usize pSrcSize, u8* pTrgDat
lBitCount &= 7;
}
return static_cast<usize>(lTrgPtr - pTrgData);
return (usize)(lTrgPtr - (u8*)pTrgData);
}

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@ -28,7 +28,8 @@ function compressWASMGetMemory(): WebAssembly.Memory {
// Decompress Agent compressed data. This compression algorithm sucks.
// [dest] is to be preallocated to the decompressed data size.
export function compressDecompress(src: Uint8Array, dest: Uint8Array) {
// Grow the WASM heap if needed.
// Grow the WASM heap if needed. Funnily enough, this code is never hit in most
// ACSes, so IDK if it's even needed
compressWasm.growHeapTo(src.length + dest.length);
let memory = compressWASMGetMemory();
@ -40,7 +41,7 @@ export function compressDecompress(src: Uint8Array, dest: Uint8Array) {
// Call the WASM compression routine
let nrBytesDecompressed = compressWasmGetExports().agentDecompressWASM(0, src.length, src.length, dest.length);
if (nrBytesDecompressed != dest.length) throw new Error(`Decompression failed: Output ${nrBytesDecompressed} != expected ${dest.length}`);
if (nrBytesDecompressed != dest.length) throw new Error(`decompression failed: ${nrBytesDecompressed} != ${dest.length}`);
// The uncompressed data is located at memory[src.length..dest.length].
// Copy it into the destination buffer.

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@ -10,85 +10,44 @@ function randint(min: number, max: number) {
return Math.floor(Math.random() * (max - min) + min);
}
enum AnimState {
Idle = 0,
Cancel = 1,
Playing = 2
}
// an externally resolveable promise
class ExternallyResolveablePromise<T> {
private rescb: (t: T) => void;
private rejectcb: (e: Error) => void;
public promise: Promise<T>;
constructor() {
let rescb;
let rejectcb;
this.promise = new Promise<T>((res, rej) => {
rescb = res;
rejectcb = rej;
});
this.rescb = rescb!;
this.rejectcb = rejectcb!;
}
resolve(t: T) {
this.rescb(t);
}
reject(e: Error) {
this.rejectcb(e);
}
raw() {
return this.promise;
}
}
// animation state (used during animation playback)
class AgentAnimationState {
char: Agent;
anim: AcsAnimation;
private cancelled: boolean = false;
private animState: AnimState;
private finishPromise = new ExternallyResolveablePromise<void>();
finishCallback: () => void;
frameIndex = 0;
interval = 0;
constructor(char: Agent, anim: AcsAnimation) {
constructor(char: Agent, anim: AcsAnimation, finishCallback: () => void) {
this.char = char;
this.anim = anim;
this.animState = AnimState.Idle;
this.finishCallback = finishCallback;
}
// start playing the animation
async play() {
this.animState = AnimState.Playing;
play() {
this.nextFrame();
await this.finishPromise.raw();
this.animState = AnimState.Idle;
clearInterval(this.interval);
}
async cancel() {
this.animState = AnimState.Cancel;
await this.finishPromise.raw();
cancel() {
this.cancelled = true;
clearTimeout(this.interval);
}
nextFrame() {
requestAnimationFrame(() => {
if (this.cancelled) return;
// Handle animation branching, if it is required
let bi = this.anim.frameInfo[this.frameIndex].branchInfo;
if (bi.length != 0) {
let biCopy = [...bi];
// This happens more often then you'd think, but this basically handles
// a branch that will always be taken.
// a branch that will always be taken.
//
// This is often used for looping from my understanding?
if (bi.length == 1 && bi[0].branchFrameProbability == 100) {
@ -102,7 +61,7 @@ class AgentAnimationState {
// Handles the off chance that there is a branch info list that sums less than 100%.
// (Office Logo 'Idle3', Victor has a couple, ...)
//
// I'm not entirely sure the correct action in this case but I just
// I'm not entirely sure the correct action in this case but I just
// have this do nothing.
if (totalProbability != 100) {
let nothingBranchItem = new AcsBranchInfo();
@ -126,26 +85,10 @@ class AgentAnimationState {
}
}
// Actually draw the requested frame
let fi = this.anim.frameInfo[this.frameIndex];
this.char.drawAnimationFrame(fi);
// If we've requested to cancel the animation and we're in a branch loop,
// then this is how we get out of it.
if (this.animState == AnimState.Cancel) {
if (fi.branchExitFrameIndex != -2) {
this.frameIndex = fi.branchExitFrameIndex;
} else {
this.finishPromise.resolve();
return;
}
} else {
this.frameIndex += 1;
}
this.char.drawAnimationFrame(this.anim.frameInfo[this.frameIndex++]);
if (this.frameIndex >= this.anim.frameInfo.length) {
this.finishPromise.resolve();
this.finishCallback();
return;
}
@ -423,32 +366,30 @@ export class Agent {
}
// add promise versions later.
async playAnimation(index: number): Promise<void> {
playAnimation(index: number, finishCallback: () => void) {
if (this.animState != null) {
await this.animState.cancel();
this.animState.cancel();
this.animState = null;
}
let animInfo = this.data.animInfo[index];
// Create and start the animation state
this.animState = new AgentAnimationState(this, animInfo.animationData);
await this.animState.play();
this.animState = null;
}
async playAnimationByName(name: string): Promise<void> {
let index = this.data.animInfo.findIndex((n) => n.name == name);
if (index !== -1) return this.playAnimation(index);
//throw new Error(`Unknown animation \"${name}\"`);
return;
}
async exitAnimation(): Promise<void> {
if (this.animState != null) {
await this.animState.cancel();
this.animState = new AgentAnimationState(this, animInfo.animationData, () => {
this.animState = null;
}
// (After this we need to play the restpose animation or whatever exit is applicable)
finishCallback();
});
this.animState.play();
}
playAnimationByName(name: string, finishCallback: () => void) {
let index = this.data.animInfo.findIndex((n) => n.name == name);
if (index !== -1) this.playAnimation(index, finishCallback);
}
playAnimationByNamePromise(name: string): Promise<void> {
return new Promise((res, rej) => {
this.playAnimationByName(name, () => res());
});
}
setUsername(username: string, color: string) {

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@ -397,7 +397,7 @@ export class MSAgentClient {
let animMsg = msg as MSAgentAnimationMessage;
let user = this.users.find((u) => u.username === animMsg.data.username);
if (!user || user.muted) return;
await user.agent.playAnimationByName(animMsg.data.anim);
await user.agent.playAnimationByNamePromise(animMsg.data.anim);
await user.doAnim('rest');
break;
}

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@ -22,7 +22,7 @@ input.addEventListener('change', async () => {
agent.addToDom(mount);
agent.show();
await agent.playAnimationByName("Show");
await agent.playAnimationByNamePromise("Show");
console.log('Agent created');
});
@ -40,7 +40,7 @@ form.addEventListener('submit', async (e) => {
agent.addToDom(document.body);
agent.show();
await agent.playAnimationByName("Show");
await agent.playAnimationByNamePromise("Show");
console.log(`Loaded agent from ${url}`);
});

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@ -20,7 +20,7 @@ export class User {
async doAnim(action: string) {
// @ts-ignore
for (let anim of this.animations[action]) {
await this.agent.playAnimationByName(anim);
await this.agent.playAnimationByNamePromise(anim);
}
}
}