Tilemap cells are stored compactly in the project file: each layer keeps a tile list, an origin and one run-length encoded string per row; older projects with a cell map still load (#134)
game-maker / gate (push) Successful in 1m40s
game-maker / suite (push) Successful in 5m59s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-18 09:17:49 +02:00
1 parent 732f6518ae
commit 10b49fac46
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+1 -1
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@@ -38,7 +38,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1013 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1017 checks (GM_STEPS=20 for one step)
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs
+1
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@@ -6,6 +6,7 @@
* Cells are sparse – a map from `"x,y"` to a tile id – rather than one entry per grid square.
* A map is what painting, erasing and reading a neighbour all want, and changing the grid size then
* moves nothing: what falls outside is simply not drawn and comes back when the grid grows again.
* The project file stores them more compactly (#134, `store/tilemapCells.ts`).
*/
import type { TileAsset, TilemapLayer } from './Asset';
import { type Neighbours, type TileQuadrants, tileQuadrants } from './autotile';
+16 -3
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@@ -28,6 +28,7 @@ import type {
TilemapLayer,
} from '../model/Asset';
import { parseCellKey } from '../model/tilemap';
import { decodeCells, encodeCells, isStoredCells } from './tilemapCells';
import { isAssetType } from '../model/AssetTypes';
import { isFontFile } from '../model/font';
import { isSoundFile } from '../model/sound';
@@ -218,9 +219,19 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
return project;
}
/** Plain JSON-ready copy of the project (deep clone, stable key order for readable diffs). */
/**
* Plain JSON-ready copy of the project (deep clone, stable key order for readable diffs). The cells
* of a tilemap are the one thing written differently from how they are held: see `tilemapCells.ts`.
*/
export function serializeProject(project: Project): unknown {
return JSON.parse(JSON.stringify(project));
const copy = JSON.parse(JSON.stringify(project)) as Project;
for (const asset of copy.assets)
if (asset.type === 'tilemap')
(asset as { layers: unknown[] }).layers = asset.layers.map(({ cells, ...layer }) => ({
...layer,
...encodeCells(cells),
}));
return copy;
}
function normalizeObjects(
@@ -513,8 +524,10 @@ function normalizeLayers(raw: unknown): TilemapLayer[] {
for (const item of Array.isArray(raw) ? raw : []) {
const l = asRecord(item);
if (typeof l.id !== 'string' || !l.id || layers.some((o) => o.id === l.id)) continue;
// Projects saved before #134 hold the map itself; it is taken over as it is.
const stored = isStoredCells(l) ? decodeCells(l) : asRecord(l.cells);
const cells: Record<string, string> = {};
for (const [key, value] of Object.entries(asRecord(l.cells)))
for (const [key, value] of Object.entries(stored))
if (parseCellKey(key) && typeof value === 'string' && value !== '') cells[key] = value;
const layer: TilemapLayer = { id: l.id, name: typeof l.name === 'string' ? l.name : 'Layer', cells };
if (l.hidden === true) layer.hidden = true;
+120
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@@ -0,0 +1,120 @@
/**
* How the cells of a tilemap layer are written to the project file (#134). In memory a layer keeps
* its sparse map from `"x,y"` to a tile id – what painting and reading a neighbour want – but in the
* file every painted cell would then carry its own key and the full tile id, and the server writes
* the file pretty-printed, one entry per line.
*
* So the file holds, per layer:
* - `tiles`: every tile id the layer names, once, in the order they first appear;
* - `origin`: the top-left cell of the smallest rectangle around all painted cells;
* - `rows`: one string per row of that rectangle, as runs `index*count` (a single cell drops the
* count), separated by spaces. `index` counts from 1 into `tiles`, `0` is an empty cell, and
* empty cells at the end of a row are left out.
*
* A row of forty grass cells, three empty ones and a single path cell reads `1*40 0*3 2`. The
* rectangle is taken from the cells, not from the grid, so cells outside the grid – kept so that
* they come back when the grid grows again – are stored as they are.
*/
import { cellKey, parseCellKey } from '../model/tilemap';
export interface StoredCells {
tiles: string[];
origin: { x: number; y: number };
rows: string[];
}
/**
* The longest run a row may state. A file is untrusted: `1*999999999` would otherwise build a
* billion cells. No grid gets near this, so a real map never meets it.
*/
export const MAX_RUN = 65536;
const RUN = /^(\d+)(?:\*(\d+))?$/;
export function encodeCells(cells: Record<string, string>): StoredCells {
const painted: { x: number; y: number; id: string }[] = [];
for (const [key, id] of Object.entries(cells)) {
const at = parseCellKey(key);
if (at && id) painted.push({ ...at, id });
}
if (painted.length === 0) return { tiles: [], origin: { x: 0, y: 0 }, rows: [] };
painted.sort((a, b) => a.y - b.y || a.x - b.x);
const tiles: string[] = [];
const index = new Map<string, number>();
for (const { id } of painted)
if (!index.has(id)) {
tiles.push(id);
index.set(id, tiles.length);
}
const x0 = painted.reduce((min, c) => Math.min(min, c.x), Infinity);
const y0 = painted[0]!.y;
const y1 = painted[painted.length - 1]!.y;
const rows: string[] = [];
let next = 0;
for (let y = y0; y <= y1; y++) {
const runs: string[] = [];
let x = x0;
const push = (value: number, count: number): void => {
runs.push(count === 1 ? String(value) : `${value}*${count}`);
};
while (next < painted.length && painted[next]!.y === y) {
const cell = painted[next]!;
if (cell.x > x) push(0, cell.x - x);
const value = index.get(cell.id)!;
let count = 1;
while (
next + count < painted.length &&
painted[next + count]!.y === y &&
painted[next + count]!.x === cell.x + count &&
painted[next + count]!.id === cell.id
)
count++;
push(value, count);
x = cell.x + count;
next += count;
}
rows.push(runs.join(' '));
}
return { tiles, origin: { x: x0, y: y0 }, rows };
}
/**
* The cells a stored layer describes. Read leniently, as the rest of the file is: a run that does
* not parse ends its row, because every run after it would land in the wrong column; an index
* naming no tile is an empty cell.
*/
export function decodeCells(raw: {
tiles?: unknown;
origin?: unknown;
rows?: unknown;
}): Record<string, string> {
const tiles: unknown[] = Array.isArray(raw.tiles) ? raw.tiles : [];
const origin = raw.origin && typeof raw.origin === 'object' ? (raw.origin as Record<string, unknown>) : {};
const x0 = Number.isSafeInteger(origin.x) ? (origin.x as number) : 0;
const y0 = Number.isSafeInteger(origin.y) ? (origin.y as number) : 0;
const cells: Record<string, string> = {};
const rows = Array.isArray(raw.rows) ? raw.rows : [];
rows.forEach((row, r) => {
if (typeof row !== 'string') return;
let x = x0;
for (const token of row.split(/\s+/)) {
if (token === '') continue;
const match = RUN.exec(token);
const value = match ? Number(match[1]) : NaN;
const count = match ? Number(match[2] ?? 1) : NaN;
if (!Number.isSafeInteger(value) || !(count >= 1 && count <= MAX_RUN)) return;
const id = value >= 1 ? tiles[value - 1] : undefined;
if (typeof id === 'string' && id !== '')
for (let i = 0; i < count; i++) cells[cellKey(x + i, y0 + r)] = id;
x += count;
}
});
return cells;
}
/** Whether a stored layer is in this format rather than the map of the first version (#128). */
export function isStoredCells(raw: Record<string, unknown>): boolean {
return Array.isArray(raw.rows);
}
+153
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@@ -0,0 +1,153 @@
import { describe, expect, it } from 'vitest';
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
import type { TilemapAsset } from '../../src/core/model/Asset';
import { findAsset } from '../../src/core/model/Project';
import { cellKey } from '../../src/core/model/tilemap';
import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
import { decodeCells, encodeCells, MAX_RUN } from '../../src/core/store/tilemapCells';
import { makeProject, roundTrip } from '../helpers';
/** Cells from a picture: one character per cell, `.` is empty, any other names the tile `t<char>`. */
function cellsFrom(rows: string[], x0 = 0, y0 = 0): Record<string, string> {
const cells: Record<string, string> = {};
rows.forEach((row, y) =>
[...row].forEach((c, x) => {
if (c !== '.') cells[cellKey(x0 + x, y0 + y)] = `t${c}`;
}),
);
return cells;
}
function fullMap(size: number, tileOf: (x: number, y: number) => string): Record<string, string> {
const cells: Record<string, string> = {};
for (let y = 0; y < size; y++) for (let x = 0; x < size; x++) cells[cellKey(x, y)] = tileOf(x, y);
return cells;
}
/** A project with one tilemap whose single layer holds `cells`, as the editor would have it. */
function projectWith(cells: Record<string, string>) {
const f = makeProject();
const create = new CreateAssetCommand('tilemap', 'Ground');
f.stack.execute(create);
const asset = findAsset(f.project, create.asset.id) as TilemapAsset;
asset.layers[0]!.cells = { ...cells };
return { project: f.project, id: create.asset.id };
}
function storedLayer(raw: unknown, id: string): Record<string, unknown> {
const assets = (raw as { assets: { id: string; layers?: Record<string, unknown>[] }[] }).assets;
return assets.find((a) => a.id === id)!.layers![0]!;
}
describe('the cells of a tilemap in the file', () => {
it('store an empty layer as nothing at all', () => {
expect(encodeCells({})).toEqual({ tiles: [], origin: { x: 0, y: 0 }, rows: [] });
expect(decodeCells(encodeCells({}))).toEqual({});
});
it('store a single cell as its position and one run', () => {
expect(encodeCells({ '7,3': 'grass' })).toEqual({
tiles: ['grass'],
origin: { x: 7, y: 3 },
rows: ['1'],
});
});
it('write runs, gaps and several tiles row by row, and read them back', () => {
const cells = cellsFrom(['aaab', '..b.', '', 'a..a']);
const stored = encodeCells(cells);
expect(stored).toEqual({
tiles: ['ta', 'tb'],
origin: { x: 0, y: 0 },
rows: ['1*3 2', '0*2 2', '', '1 0*2 1'],
});
expect(decodeCells(stored)).toEqual(cells);
});
it('keep cells outside the grid, on either side of it', () => {
const cells = { '-3,-2': 'a', '40,-2': 'a', '0,25': 'b' };
const stored = encodeCells(cells);
expect(stored.origin).toEqual({ x: -3, y: -2 });
expect(stored.rows).toHaveLength(28);
expect(decodeCells(stored)).toEqual(cells);
});
it('bring a full map with several tiles back exactly', () => {
const cells = fullMap(100, (x, y) => (x < 30 ? 'water' : y % 7 === 0 ? 'path' : 'grass'));
const stored = encodeCells(cells);
// Row 0 is a path row (0 % 7), so path is met before grass.
expect(stored.tiles).toEqual(['water', 'path', 'grass']);
expect(stored.rows).toHaveLength(100);
expect(decodeCells(stored)).toEqual(cells);
});
it('bring a scattered map back exactly', () => {
let seed = 7;
const random = () => (seed = (seed * 16807) % 2147483647) / 2147483647;
const ids = ['a', 'b', 'c', 'd'];
const cells: Record<string, string> = {};
for (let i = 0; i < 500; i++)
cells[cellKey(Math.floor(random() * 60) - 10, Math.floor(random() * 40) - 5)] =
ids[Math.floor(random() * ids.length)]!;
expect(decodeCells(encodeCells(cells))).toEqual(cells);
});
it('are written compactly by the project file and read back by it', () => {
const cells = cellsFrom(['aa.b']);
const { project, id } = projectWith(cells);
const layer = storedLayer(serializeProject(project), id);
expect(layer.cells).toBeUndefined();
expect(layer).toMatchObject({ tiles: ['ta', 'tb'], origin: { x: 0, y: 0 }, rows: ['1*2 0 2'] });
expect((findAsset(roundTrip(project), id) as TilemapAsset).layers[0]!.cells).toEqual(cells);
});
it('leave the map in memory untouched when saving', () => {
const cells = cellsFrom(['ab']);
const { project, id } = projectWith(cells);
serializeProject(project);
expect((findAsset(project, id) as TilemapAsset).layers[0]!.cells).toEqual(cells);
});
it('take a project saved before #134 over as it is, and write it in the new form', () => {
const { project, id } = projectWith({});
const raw = serializeProject(project) as { assets: Record<string, unknown>[] };
const old = raw.assets.find((a) => a.id === id)!;
old.layers = [
{ id: 'L1', name: 'Ground', cells: { '1,2': 'grass', '2,2': 'grass', nonsense: 'x', '3,3': '' } },
];
const loaded = deserializeProject(raw);
expect((findAsset(loaded, id) as TilemapAsset).layers[0]!.cells).toEqual({
'1,2': 'grass',
'2,2': 'grass',
});
expect(storedLayer(serializeProject(loaded), id)).toMatchObject({ tiles: ['grass'], rows: ['1*2'] });
});
it('shrink a full map of 100 × 100 with two layers to a small part of the old size', () => {
const ground = fullMap(100, (x) => (x < 50 ? 'grass' : 'dirt'));
const decor = fullMap(100, (x, y) => ((x * 7 + y * 3) % 11 === 0 ? 'flower' : 'bush'));
const old = JSON.stringify([{ cells: ground }, { cells: decor }], null, 4).length;
const now = JSON.stringify([encodeCells(ground), encodeCells(decor)], null, 4).length;
expect(now).toBeLessThan(old / 5);
});
});
describe('reading stored cells leniently', () => {
it('ends a row at a run that does not parse, since every later run would land wrongly', () => {
const cells = decodeCells({ tiles: ['a'], origin: { x: 0, y: 0 }, rows: ['1 x 1', '1*2', '1*-1 1'] });
expect(cells).toEqual({ '0,0': 'a', '0,1': 'a', '1,1': 'a' });
});
it('counts an index that names no tile as an empty cell', () => {
const cells = decodeCells({ tiles: ['a', 5], origin: { x: 0, y: 0 }, rows: ['3 2 1'] });
expect(cells).toEqual({ '2,0': 'a' });
});
it('refuses a run longer than any grid, and a row that is not a string', () => {
expect(decodeCells({ tiles: ['a'], rows: [`1*${MAX_RUN + 1}`, 7, '1'] })).toEqual({ '0,2': 'a' });
});
it('starts at the top-left corner when the origin is missing or broken', () => {
expect(decodeCells({ tiles: ['a'], origin: { x: 1.5, y: 'no' }, rows: ['0 1'] })).toEqual({ '1,0': 'a' });
});
});
+28
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@@ -66,6 +66,7 @@ async function cellShows(t, x, y, quadrants) {
export async function tilemap(t) {
const { check, json, evaluate, mutate, click, clickText, drag, press, shot, settle, undo, select } = t;
const { saved, api, navigate, projectId } = t;
await press('Escape');
await evaluate('__gm.state.select(null)');
@@ -292,6 +293,33 @@ export async function tilemap(t) {
const o = __gm.state.activeScene.objects.find((o) => o.id === ${JSON.stringify(MAP_OBJECT)});
o.position = { x: 0, y: ${LANE}, z: 0 };`);
// 40k. The file holds the cells compactly (#134): per layer the tiles once and a string of runs
// per row, no key per cell. A reload reads them back into exactly the same cells.
const inMemory = await json(
`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).layers.map((l) => l.cells)`,
);
await saved();
const storedMap = (await api(`projects/${projectId}`)).project.assets.find((a) => a.id === made.id);
const storedLayers = storedMap?.layers ?? [];
check(
'the saved map stores each layer as its tiles and a run string per row, not a key per cell',
storedLayers.length === 2 &&
storedLayers.every((l) => l.cells === undefined && Array.isArray(l.rows)) &&
storedLayers[0].tiles.join() === 'at-grass' &&
storedLayers[0].rows.every((r) => typeof r === 'string'),
JSON.stringify(storedLayers.map(({ tiles, origin, rows }) => ({ tiles, origin, rows }))),
);
await navigate();
const reloaded = await json(
`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).layers.map((l) => l.cells)`,
);
const sorted = (layers) => JSON.stringify(layers.map((c) => Object.entries(c).sort()));
check(
'a reloaded project has exactly the cells it was saved with',
sorted(reloaded) === sorted(inMemory) && Object.keys(inMemory[0]).length === 9,
JSON.stringify({ reloaded, inMemory }),
);
// Leave the editor as the rest of the suite expects to find it.
await evaluate("__gm.state.setTilemapPaint({ tool: 'select' })");
await evaluate('__gm.state.select(null)');