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https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-15 14:52:35 +02:00
Optimization RSI preloading / atlas creation (#5817)
* First commit * Fix multiatlas bug * Use ValueList instead * Add FFDH sorting for atlases * Minor cleanup and value lists
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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@@ -8,6 +9,7 @@ using Robust.Client.Graphics;
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using Robust.Client.Utility;
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using Robust.Shared;
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using Robust.Shared.Audio;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Graphics;
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@@ -191,65 +193,143 @@ namespace Robust.Client.ResourceManagement
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// TODO allow RSIs to opt out (useful for very big & rare RSIs)
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// TODO combine with (non-rsi) texture atlas?
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Array.Sort(atlasList, (b, a) => (b.AtlasSheet?.Height ?? 0).CompareTo(a.AtlasSheet?.Height ?? 0));
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// We now need to insert the RSIs into the atlas. This specific problem is 2BP|O|F - the items are oriented
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// and cutting is free. The sorting is done by a slightly modified FFDH algorithm. The algorithm is exactly
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// the same as the standard FFDH algorithm with one main difference: We create new "levels" above placed
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// blocks. For example if the first block was 10x20, then the second was 10x10 units, we would create a
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// 10x10 level above the second block that would be treated as a normal level. This increases the packing
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// efficiency from ~85% to ~95% with very little extra computational effort. The algorithm appears to be
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// ~97% effective for storing SS14s RSIs.
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//
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// Here are some more resources about the strip packing problem!
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// - https://en.wikipedia.org/w/index.php?title=Strip_packing_problem&oldid=1263496949#First-fit_decreasing-height_(FFDH)
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// - https://www.csc.liv.ac.uk/~epa/surveyhtml.html
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// - https://www.dei.unipd.it/~fisch/ricop/tesi/tesi_dottorato_Lodi_1999.pdf
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// The array must be sorted from biggest to smallest first.
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Array.Sort(atlasList, (b, a) => a.AtlasSheet.Height.CompareTo(b.AtlasSheet.Height));
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// Each RSI sub atlas has a different size.
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// Even if we iterate through them once to estimate total area, I have NFI how to sanely estimate an optimal square-texture size.
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// So fuck it, just default to letting it be as large as it needs to and crop it as needed?
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var maxSize = Math.Min(GL.GetInteger(GetPName.MaxTextureSize), _configurationManager.GetCVar(CVars.ResRSIAtlasSize));
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var sheet = new Image<Rgba32>(maxSize, maxSize);
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var deltaY = 0;
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Vector2i offset = default;
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int finalized = -1;
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int atlasCount = 0;
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for (int i = 0; i < atlasList.Length; i++)
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// THIS IS NOT GUARANTEED TO HAVE ANY PARTICULARLY LOGICAL ORDERING.
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// E.G you could have atlas 1 RSIs appear *before* you're done seeing atlas 2 RSIs.
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var levels = new ValueList<Level>();
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// List of all the image atlases.
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var imageAtlases = new ValueList<Image<Rgba32>>();
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// List of all the actual atlases.
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var finalAtlases = new ValueList<OwnedTexture>();
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// Number of total pixels in each atlas.
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var finalPixels = new ValueList<int>();
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// First we just find the location of all the RSIs in the atlas before actually placing them.
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// This allows us to effectively determine how much space we need to allocate for the images.
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var currentHeight = 0;
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var currentAtlasIndex = 0;
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foreach (var rsi in atlasList)
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{
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var rsi = atlasList[i];
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if (rsi.Bad)
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var insertHeight = rsi.AtlasSheet.Height;
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var insertWidth = rsi.AtlasSheet.Width;
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var found = false;
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for (var i = 0; i < levels.Count && !found; i++)
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{
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var levelPosition = levels[i].Position;
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var levelWidth = levels[i].Width;
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var levelHeight = levels[i].Height;
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// Check if it can fit in this level.
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if (levelHeight < insertHeight || levelWidth + insertWidth > levels[i].MaxWidth)
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continue;
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found = true;
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levels[i].Width += insertWidth;
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rsi.AtlasOffset = levelPosition + new Vector2i(levelWidth, 0);
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levels[i].RSIList.Add(rsi);
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// Creating the extra "free" space above blocks that can be used for inserting more items.
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// This differs from the FFDH spec which just ignores this space.
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Debug.Assert(levelHeight >= insertHeight); // Must be true because the array needs to be sorted
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if (levelHeight - insertHeight == 0)
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continue;
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var freeLevel = new Level
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{
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AtlasId = levels[i].AtlasId,
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Position = levelPosition + new Vector2i(levelWidth, insertHeight),
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Height = levelHeight - insertHeight,
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Width = 0,
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MaxWidth = insertWidth,
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RSIList = [ ]
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};
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levels.Add(freeLevel);
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}
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if (found)
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continue;
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DebugTools.Assert(rsi.AtlasSheet.Width < sheet.Width);
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DebugTools.Assert(rsi.AtlasSheet.Height < sheet.Height);
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if (offset.X + rsi.AtlasSheet.Width > sheet.Width)
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// Ran out of space, we need to move on to the next atlas.
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// This also isn't in the normal FFDH algorithm (obviously) but its close enough.
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if (currentHeight + insertHeight > maxSize)
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{
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offset.X = 0;
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offset.Y += deltaY;
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imageAtlases.Add(new Image<Rgba32>(maxSize, currentHeight));
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finalPixels.Add(0);
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currentHeight = 0;
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currentAtlasIndex++;
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}
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if (offset.Y + rsi.AtlasSheet.Height > sheet.Height)
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{
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FinalizeMetaAtlas(i-1, sheet);
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sheet = new Image<Rgba32>(maxSize, maxSize);
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deltaY = 0;
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offset = default;
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}
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rsi.AtlasOffset = new Vector2i(0, currentHeight);
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deltaY = Math.Max(deltaY, rsi.AtlasSheet.Height);
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var box = new UIBox2i(0, 0, rsi.AtlasSheet.Width, rsi.AtlasSheet.Height);
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rsi.AtlasSheet.Blit(box, sheet, offset);
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rsi.AtlasOffset = offset;
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offset.X += rsi.AtlasSheet.Width;
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var newLevel = new Level
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{
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AtlasId = currentAtlasIndex,
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Position = new Vector2i(0, currentHeight),
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Height = insertHeight,
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Width = insertWidth,
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MaxWidth = maxSize,
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RSIList = [ rsi ]
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};
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levels.Add(newLevel);
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currentHeight += insertHeight;
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}
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var height = offset.Y + deltaY;
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var croppedSheet = new Image<Rgba32>(maxSize, height);
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sheet.Blit(new UIBox2i(0, 0, maxSize, height), croppedSheet, default);
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FinalizeMetaAtlas(atlasList.Length - 1, croppedSheet);
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// This allocation takes a long time.
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imageAtlases.Add(new Image<Rgba32>(maxSize, currentHeight));
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finalPixels.Add(0);
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void FinalizeMetaAtlas(int toIndex, Image<Rgba32> sheet)
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// Put all textures on the atlases
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foreach (var level in levels)
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{
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var fromIndex = finalized + 1;
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var atlas = Clyde.LoadTextureFromImage(sheet, $"Meta atlas {fromIndex}-{toIndex}");
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for (int i = fromIndex; i <= toIndex; i++)
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foreach (var rsi in level.RSIList)
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{
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var rsi = atlasList[i];
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rsi.AtlasTexture = atlas;
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}
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var box = new UIBox2i(0, 0, rsi.AtlasSheet.Width, rsi.AtlasSheet.Height);
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finalized = toIndex;
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atlasCount++;
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rsi.AtlasSheet.Blit(box, imageAtlases[level.AtlasId], rsi.AtlasOffset);
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finalPixels[level.AtlasId] += rsi.AtlasSheet.Width * rsi.AtlasSheet.Height;
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}
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}
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// Finalize the atlases.
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for (var i = 0; i < imageAtlases.Count; i++)
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{
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var atlasTexture = Clyde.LoadTextureFromImage(imageAtlases[i], $"Meta atlas {i}");
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finalAtlases.Add(atlasTexture);
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sawmill.Debug($"(Meta atlas {i}) - cropped utilization: {(float)finalPixels[i] / (maxSize * imageAtlases[i].Height):P2}, fill percentage: {(float)imageAtlases[i].Height / maxSize:P2}");
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}
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// Finally, reference the actual atlas from the RSIs.
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foreach (var level in levels)
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{
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foreach (var rsi in level.RSIList)
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{
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rsi.AtlasTexture = finalAtlases[level.AtlasId];
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}
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}
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Parallel.ForEach(rsiList, data =>
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@@ -294,7 +374,7 @@ namespace Robust.Client.ResourceManagement
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sawmill.Debug(
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"Preloaded {CountLoaded} RSIs into {CountAtlas} Atlas(es?) ({CountNotAtlas} not atlassed, {CountErrored} errored) in {LoadTime}",
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rsiList.Length,
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atlasCount,
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finalAtlases.Count,
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nonAtlasList.Length,
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errors,
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sw.Elapsed);
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@@ -305,4 +385,38 @@ namespace Robust.Client.ResourceManagement
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return rsi.MetaAtlas && rsi.LoadParameters == TextureLoadParameters.Default;
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}
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}
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/// <summary>
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/// A "Level" to place boxes. Similar to FFDH levels, but with more parameters so we can fit in "free" levels
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/// above placed boxes.
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/// </summary>
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internal sealed class Level
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{
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/// <summary>
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/// Index of the atlas this is located.
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/// </summary>
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public required int AtlasId;
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/// <summary>
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/// Bottom left of the location for the RSIs.
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/// </summary>
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public required Vector2i Position;
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/// <summary>
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/// The current width of the level.
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/// </summary>
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/// <remarks>This can (and will) be 0. Will change.</remarks>
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public required int Width;
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/// <summary>
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/// The current height of the level.
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/// </summary>
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/// <remarks>This value should never change.</remarks>
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public required int Height;
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/// <summary>
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/// Maximum width of the level.
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/// </summary>
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public required int MaxWidth;
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/// <summary>
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/// List of all the RSIs stored in this level. RSIs are ordered from tallest to smallest per level.
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/// </summary>
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public required List<RSIResource.LoadStepData> RSIList;
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}
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}
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