improved logging facilities, improved game traversal efficiency

main v1.1.1
Rudis Muiznieks 3 years ago
parent bace78ff2b
commit 44ed5f165b
  1. 25
      Ficdown.Console/Program.cs
  2. 1
      Ficdown.Parser.Tests/IntegrationTests.cs
  3. 4
      Ficdown.Parser/FicDownParser.cs
  4. 2
      Ficdown.Parser/Ficdown.Parser.csproj
  5. 63
      Ficdown.Parser/Logger.cs
  6. 8
      Ficdown.Parser/Model/Player/PageState.cs
  7. 2
      Ficdown.Parser/Parser/StateResolver.cs
  8. 9
      Ficdown.Parser/Parser/Utilities.cs
  9. 8
      Ficdown.Parser/Player/GameTraverser.cs
  10. 31
      Ficdown.Parser/Player/StateManager.cs
  11. 2
      Ficdown.Parser/Render/EpubRenderer.cs
  12. 11
      Ficdown.Parser/Render/HtmlRenderer.cs
  13. 2
      Makefile

@ -84,6 +84,9 @@
return 0;
}
Logger.Initialize(debug);
var logger = Logger.GetLogger<Program>();
var lintMode = format == "lint";
if(!lintMode)
@ -95,7 +98,7 @@
}
if (!File.Exists(infile))
{
Console.WriteLine(@"Source file {0} not found.", infile);
logger.Error($"Source file {infile} not found.");
return 2;
}
if (string.IsNullOrWhiteSpace(output))
@ -108,28 +111,28 @@
if (!string.IsNullOrWhiteSpace(output) && (Directory.Exists(output) || File.Exists(output)))
{
Console.WriteLine(@"Specified output {0} already exists.", output);
logger.Error($"Specified output {output} already exists.");
return 2;
}
if (!string.IsNullOrWhiteSpace(tempdir))
{
if (!Directory.Exists(tempdir))
{
Console.WriteLine(@"Template directory {0} does not exist.", tempdir);
logger.Error($"Template directory {tempdir} does not exist.");
return 2;
}
if (!File.Exists(Path.Combine(tempdir, "index.html")) ||
!File.Exists(Path.Combine(tempdir, "scene.html")) ||
!File.Exists(Path.Combine(tempdir, "styles.css")))
{
Console.WriteLine(
logger.Error(
@"Template directory must contain ""index.html"", ""scene.html"", and ""style.css"" files.");
}
}
if (!string.IsNullOrWhiteSpace(images) && !Directory.Exists(images))
{
Console.WriteLine(@"Images directory {0} does not exist.", images);
logger.Error($"Images directory {images} does not exist.");
return 2;
}
}
@ -140,7 +143,7 @@
if(!lintMode)
{
storyText = File.ReadAllText(infile);
Console.WriteLine(@"Parsing story...");
logger.Log(@"Parsing story...");
}
else
{
@ -149,8 +152,8 @@
var story = parser.ParseStory(storyText);
parser.Warnings.Select(w => w.ToString()).Distinct().ToList().ForEach(s => Console.WriteLine(s));
story.Orphans.ToList().ForEach(o => Console.WriteLine("Warning L{0},1: \"{1}\": Unreachable {2}", o.LineNumber, o.Name, o.Type));
parser.Warnings.Select(w => w.ToString()).Distinct().ToList().ForEach(s => logger.Raw(s));
story.Orphans.ToList().ForEach(o => logger.Raw($"Warning L{o.LineNumber},1: \"{o.Name}\": Unreachable {o.Type}"));
if(!lintMode && parser.Warnings.Count() == 0)
{
@ -164,7 +167,7 @@
case "epub":
if (string.IsNullOrWhiteSpace(author))
{
Console.WriteLine(@"Epub format requires the --author argument.");
logger.Error(@"Epub format requires the --author argument.");
return 1;
}
rend = new EpubRenderer(author, bookid, language);
@ -183,11 +186,11 @@
if (!string.IsNullOrWhiteSpace(images)) rend.ImageDir = images;
Console.WriteLine(@"Rendering story...");
logger.Log(@"Rendering story...");
rend.Render(story, output, debug);
Console.WriteLine(@"Done.");
logger.Log(@"Done.");
}
return 0;
}

@ -9,6 +9,7 @@
[Fact]
public void CanParseValidStoryFile()
{
Logger.Initialize(true);
var parser = new FicdownParser();
var storyText = File.ReadAllText(Path.Combine(Template.BaseDir, "TestStories", "CloakOfDarkness.md"));
var story = parser.ParseStory(storyText);

@ -12,6 +12,7 @@ namespace Ficdown.Parser
public class FicdownParser
{
private static Logger _logger = Logger.GetLogger<FicdownParser>();
public List<FicdownException> Warnings { get; private set; }
private IBlockHandler _blockHandler;
@ -64,8 +65,11 @@ namespace Ficdown.Parser
public ResolvedStory ParseStory(string storyText)
{
var lines = storyText.Split(new[] {"\n", "\r\n"}, StringSplitOptions.None);
_logger.Debug($"Parsed {lines.Length} lines.");
var blocks = BlockHandler.ExtractBlocks(lines);
_logger.Debug($"Extracted {blocks.Count()} blocks.");
var story = BlockHandler.ParseBlocks(blocks);
_logger.Debug("Finished initial story breakdown.");
// dupe scene sanity check
foreach(var key in story.Scenes.Keys)

@ -12,7 +12,7 @@
<ItemGroup>
<PackageReference Include="Epub4Net" Version="1.2.0" />
<PackageReference Include="Ionic.Zip" Version="1.9.1.8" />
<PackageReference Include="MarkdownSharp" Version="2.0.5" />
<PackageReference Include="Markdig" Version="0.17.1" />
<PackageReference Include="System.Text.Encoding.CodePages" Version="4.5.1" />
</ItemGroup>
</Project>

@ -0,0 +1,63 @@
namespace Ficdown.Parser
{
using System;
using System.Collections.Generic;
public class Logger
{
private static bool _initialized = false;
private static bool _debug = false;
private static Dictionary<Type, Logger> _cache;
public Type Type { get; private set; }
private Logger(Type type)
{
Type = type;
}
public static void Initialize(bool debug)
{
_debug = debug;
_cache = new Dictionary<Type, Logger>();
_initialized = true;
}
public static Logger GetLogger<T>()
{
var type = typeof(T);
lock(_cache)
{
if(!_cache.ContainsKey(type))
_cache.Add(type, new Logger(type));
}
return _cache[type];
}
private string Decorate(string message)
{
return $"{DateTime.Now.ToString("")} <{Type.Name}> {message}";
}
public void Raw(string message)
{
Console.WriteLine(message);
}
public void Log(string message)
{
Raw(Decorate(message));
}
public void Debug(string message)
{
if(!_debug) return;
Log($"DEBUG: {message}");
}
public void Error(string message, Exception ex = null)
{
Console.Error.WriteLine(Decorate($"ERROR: {message}"));
}
}
}

@ -7,6 +7,8 @@
internal class PageState
{
public StateManager Manager { get; set; }
public Guid Id { get; set; }
public Scene Scene { get; set; }
public State State { get; set; }
@ -21,12 +23,12 @@
public string UniqueHash
{
get { return _uniqueHash ?? (_uniqueHash = StateManager.GetUniqueHash(State, Scene.Key)); }
get { return _uniqueHash ?? (_uniqueHash = Manager.GetUniqueHash(State, Scene.Key)); }
}
public string CompressedHash
{
get { return _compressedHash ?? (_compressedHash = StateManager.GetCompressedHash(this)); }
get { return _compressedHash ?? (_compressedHash = Manager.GetCompressedHash(this)); }
}
}
}
}

@ -10,6 +10,7 @@
internal class StateResolver : IStateResolver
{
private static Logger _logger = Logger.GetLogger<StateResolver>();
private static readonly Random _random = new Random((int) DateTime.Now.Ticks);
private readonly IDictionary<string, string> _pageNames;
private readonly HashSet<string> _usedNames;
@ -25,6 +26,7 @@
public ResolvedStory Resolve(IEnumerable<PageState> pages, Story story)
{
_logger.Debug("Resolving story paths...");
_story = story;
return new ResolvedStory
{

@ -9,6 +9,15 @@
{
private List<FicdownException> _warnings { get; set; }
public static Utilities GetInstance()
{
return new Utilities
{
_warnings = new List<FicdownException>(),
_blockName = string.Empty
};
}
public static Utilities GetInstance(List<FicdownException> warnings, string blockName, int lineNumber)
{
return new Utilities

@ -11,6 +11,7 @@
internal class GameTraverser : IGameTraverser
{
private static Logger _logger = Logger.GetLogger<GameTraverser>();
private StateManager _manager;
private Queue<StateQueueItem> _processingQueue;
private IDictionary<string, PageState> _processed;
@ -59,6 +60,7 @@
_wasRun = true;
// generate comprehensive enumeration
_logger.Debug("Enumerating story scenes...");
var initial = _manager.InitialState;
_processingQueue.Enqueue(new StateQueueItem
@ -66,6 +68,7 @@
Page = initial,
AffectedStates = new List<State> {initial.AffectedState}
});
var interval = 0;
while (_processingQueue.Count > 0)
{
var state = _processingQueue.Dequeue();
@ -74,9 +77,13 @@
_processed.Add(state.Page.UniqueHash, state.Page);
ProcessState(state);
}
if(++interval % 100 == 0 || _processingQueue.Count == 0)
_logger.Debug($"Processed {interval} scenes, {_processingQueue.Count} queued...");
}
// make sure every page gets affected data on every page that it links to
_logger.Debug("Processing scene links...");
foreach (var pageTuple in _processed)
{
foreach (var linkTuple in pageTuple.Value.Links)
@ -95,6 +102,7 @@
}
// compress redundancies
_logger.Debug("Compressing redundant scenes...");
foreach (var row in _processed)
{
if (!_compressed.ContainsKey(row.Value.CompressedHash))

@ -11,10 +11,12 @@
internal class StateManager
{
private static Logger _logger = Logger.GetLogger<StateManager>();
private readonly Story _story;
private readonly Dictionary<string, int> _stateMatrix;
private readonly int _sceneCount;
private readonly int _actionCount;
private BitArray _scenesSeenMask;
private List<FicdownException> _warnings { get; set; }
@ -24,6 +26,18 @@
_story = story;
var allScenes = _story.Scenes.SelectMany(s => s.Value);
_sceneCount = allScenes.Max(s => s.Id);
_scenesSeenMask = new BitArray(_sceneCount);
// figure out which scenes can affect state
var masked = 0;
foreach(var scene in allScenes)
{
if(Utilities.GetInstance().ParseAnchors(scene.RawDescription).Any(a => a.Href.Toggles != null) || RegexLib.BlockQuotes.IsMatch(scene.RawDescription))
{
_scenesSeenMask[scene.Id - 1] = true;
masked++;
}
}
_actionCount = _story.Actions.Count > 0 ? _story.Actions.Max(a => a.Value.Id) : 0;
_stateMatrix = new Dictionary<string, int>();
var state = 0;
@ -40,6 +54,9 @@
{
_stateMatrix.Add(toggle, state++);
}
_logger.Debug($"{_sceneCount} scenes ({masked} can change state).");
_logger.Debug($"{_actionCount} actions.");
_logger.Debug($"{_stateMatrix.Count()} states.");
}
public PageState InitialState
@ -54,6 +71,8 @@
return new PageState
{
Manager = this,
Id = Guid.Empty,
Links = new Dictionary<string, string>(),
State = new State
@ -119,14 +138,14 @@
state.ScenesSeen[sceneId - 1] = true;
}
public static string GetUniqueHash(State state, string sceneKey)
public string GetUniqueHash(State state, string sceneKey)
{
var combined =
new bool[
state.PlayerState.Count + state.ScenesSeen.Count + state.ActionsToShow.Count +
(state.ActionFirstToggles != null ? state.ActionFirstToggles.Count : 0)];
state.PlayerState.CopyTo(combined, 0);
state.ScenesSeen.CopyTo(combined, state.PlayerState.Count);
state.ScenesSeen.And(_scenesSeenMask).CopyTo(combined, state.PlayerState.Count);
state.ActionsToShow.CopyTo(combined, state.PlayerState.Count + state.ScenesSeen.Count);
if (state.ActionFirstToggles != null)
state.ActionFirstToggles.CopyTo(combined,
@ -134,11 +153,15 @@
var ba = new BitArray(combined);
var byteSize = (int)Math.Ceiling(combined.Length / 8.0);
var encoded = new byte[byteSize];
for(var i = 0; i < byteSize; i++)
{
encoded[i] = 0;
}
ba.CopyTo(encoded, 0);
return string.Format("{0}=={1}", sceneKey, Convert.ToBase64String(encoded));
}
public static string GetCompressedHash(PageState page)
public string GetCompressedHash(PageState page)
{
var compressed = new State
{
@ -187,6 +210,8 @@
{
return new PageState
{
Manager = this,
Id = Guid.NewGuid(),
Links = new Dictionary<string, string>(),
State = new State

@ -89,6 +89,7 @@
public class EpubRenderer : HtmlRenderer
{
private static readonly Logger _logger = Logger.GetLogger<EpubRenderer>();
private readonly string _author;
private readonly string _bookId;
private readonly string _language;
@ -103,6 +104,7 @@
public override void Render(Model.Parser.ResolvedStory story, string outPath, bool debug = false)
{
_logger.Debug("Generating epub...");
var temppath = Path.Combine(Path.GetTempPath(), Guid.NewGuid().ToString());
Directory.CreateDirectory(temppath);
base.Render(story, temppath, debug);

@ -3,16 +3,15 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using MarkdownSharp;
using Markdig;
using Model.Parser;
using Parser;
public class HtmlRenderer : IRenderer
{
private static Logger _logger = Logger.GetLogger<HtmlRenderer>();
private readonly string _language;
protected readonly Markdown Markdown;
public List<FicdownException> Warnings { private get; set; }
public string IndexTemplate { get; set; }
@ -25,7 +24,6 @@
public HtmlRenderer(string language)
{
_language = language;
Markdown = new Markdown();
}
public virtual void Render(ResolvedStory story, string outPath, bool debug = false)
@ -42,11 +40,12 @@
protected void GenerateHtml(ResolvedStory story, string outPath, bool debug)
{
_logger.Debug("Generating HTML...");
var index = FillTemplate(IndexTemplate ?? Template.Index, new Dictionary<string, string>
{
{"Language", _language},
{"Title", story.Name},
{"Description", Markdown.Transform(story.Description)},
{"Description", Markdown.ToHtml(story.Description)},
{"FirstScene", string.Format("{0}.html", story.FirstPage)}
});
@ -72,7 +71,7 @@
{
{"Language", _language},
{"Title", story.Name},
{"Content", Markdown.Transform(content)}
{"Content", Markdown.ToHtml(content)}
});
File.WriteAllText(Path.Combine(outPath, string.Format("{0}.html", page.Name)), scene);

@ -10,7 +10,7 @@ test:
dotnet test Ficdown.Parser.Tests
publish: clean
rm /tmp/ficdown*
rm -rf /tmp/ficdown*
dotnet publish --self-contained -c Release -r linux-x64 Ficdown.Console
tar -C Ficdown.Console/bin/Release/netcoreapp2.1/linux-x64/publish -cvzf /tmp/ficdown-linux64.tar.gz .
dotnet publish --self-contained -c Release -r win-x64 Ficdown.Console

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