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@larsiusprime
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Pak & Unpack system

This is a bare-bones PAK / UNPAK system. Big thanks to @hasufel, he wrote all the original code, I just cleaned it up.

  1. If you compile PakPacker as an openfl project using "lime test neko -clean" it will package all your text/image assets in the /assets folder into:

    • resources.pak
    • header
  2. To use PakLibrary.hx:

    • Put resources.pak & header into your assets/ folder
    • instantiate like so: var paklib = new PakLibrary() (or pass in asset id's for header & resources explicitly, otherwise uses defaults)
    • get bitmapData: paklib.getBitmapData("brandlogo.png");
    • get text: paklib.getText("brandlogo.xml");
  3. PakPacker can eventually be rolled into Openfl/Lime tools, PakLibrary can eventually be rolled into OpenFL/Lime assets.

package;
import haxe.io.Bytes;
import lime.utils.UInt8Array;
import lime.graphics.Image;
import lime.graphics.ImageBuffer;
import openfl.Assets.AssetLibrary;
import openfl.Assets;
import openfl.Lib;
import openfl.utils.ByteArray;
/**
* Loads images and text files from one big LZMA-compressed binary blob.
* Assets load much faster than reading from disk using regular Assets.get(), but the entire contents of the PAK will stay in ram from the moment you create it
* @author hasufel, larsiusprime
*/
class PakLibrary extends AssetLibrary
{
private var _images:Map<String, Image>;
private var _strings:Map<String, String>;
public function new(header:String = "assets/header", pak:String = "assets/resources.pak") {
super();
init(header, pak);
}
override public function unload():Void {
for (key in _images.keys())
{
_images.remove(key);
}
for (key in _strings.keys())
{
_strings.remove(key);
}
_strings = null;
}
override public function exists (id:String, type:String):Bool {
var b = false;
if (type == cast AssetType.IMAGE) {
b = _images != null && _images.exists(id);
}
else if (type == cast AssetType.TEXT) {
b = _strings != null && _strings.exists(id);
}
else if (type == cast AssetType.BINARY) {
b = (_images != null && _images.exists(id)) || (_strings != null && _strings.exists(id));
}
return b;
}
override public function getImage(id:String):Image {
if (_images == null) return null;
return _images.get(id);
}
override public function getText(id:String):String {
if (_strings == null) return null;
return _strings.get(id);
}
/**********PRIVATE**********/
//These temp structures are used to set up all the data and get it into ram, and are then destroyed
private static inline var PAK_ASSET_TEXT:Int = 0;
private static inline var PAK_ASSET_IMAGE:Int = 1;
private var _tempHeaderBytes:Bytes;
private var _tempAssetBytes:Bytes;
private var _tempHeaderDetails:Array<Array<Int>>;
private var _tempHeaderFilenames:Array<String>;
private var _headerSource:String;
private var _pakSource:String;
private function init(header:String, pak:String):Void {
_pakSource = pak;
_headerSource = header;
_tempHeaderBytes = Assets.getBytes(header);
_tempAssetBytes = Assets.getBytes(pak);
var fail = false;
if (_tempHeaderBytes == null) {
trace("[PakLibrary] Header asset \"" + header + "\" does not exist");
fail = true;
}
if (_tempAssetBytes == null) {
trace("[PakLibrary] Resource asset \"" + pak + "\" does not exist");
fail = true;
}
if (!fail) {
makeHeaderDetails();
loadAssetsFromPakIntoRam();
}
}
private function makeHeaderDetails():Void {
//Detail entry formats are:
// Image: [typeFlag, numBytes, width, height]
// Text: [typeFlag, numBytes]
//Create two temporary data structures to hold our data:
_tempHeaderDetails = [];
_tempHeaderFilenames = [];
//Get the bytes from the header and uncompress them:
var ba:ByteArray = ByteArray.fromBytes(_tempHeaderBytes);
ba.uncompress(LZMA);
var howMany:Int = ba.readInt();
//March through the bytes one by one
for (i in 0...howMany) {
var numBytes:Int = ba.readInt(); //Byte 0: number of bytes to read from _assetBytes
var typeFlag:Int = ba.readInt(); //Byte 1: type flag
var details:Array<Int> = [typeFlag, numBytes];
if (typeFlag == PAK_ASSET_IMAGE) { //if it's an image:
var w:Int = ba.readInt(); //Byte 2: width of image
var h:Int = ba.readInt(); //Byte 3: height of image
details.push(w);
details.push(h);
}
var filenameSize:Int = ba.readShort(); //Next Byte: size of filename
var filenameText:String = ba.readUTFBytes(filenameSize); //Read that many bytes as the filename
//make sure it's a valid file type
if (typeFlag == PAK_ASSET_IMAGE || typeFlag == PAK_ASSET_TEXT) {
_tempHeaderDetails.push(details);
_tempHeaderFilenames.push(filenameText);
}
}
}
private function loadAssetsFromPakIntoRam():Void {
//hasufel notes: this could be ported in multithreading. limit to a pool of 4 rolling threads (to match with cores of platforms)
_images = new Map<String, Image>();
_strings = new Map<String, String>();
for (i in 0..._tempHeaderDetails.length) {
var details = _tempHeaderDetails[i];
var filename = _tempHeaderFilenames[i];
//load the images and text files and store them in the permanent easy-access map structures
switch(details[0]) {
case PAK_ASSET_TEXT : _strings.set(filename, getTempPakText(i, details));
case PAK_ASSET_IMAGE: _images.set(filename, getTempPakImage(i, details));
}
}
//nullify temporary structures and assets from ram, we dont need references anymore
_tempAssetBytes = null;
_tempHeaderBytes = null;
_tempHeaderFilenames = null;
for (i in 0..._tempHeaderDetails.length) {
_tempHeaderDetails[i] = null;
}
_tempHeaderDetails = null;
//clear the cache of the bytes we loaded to start this whole operation
Assets.cache.clear(_headerSource);
Assets.cache.clear(_pakSource);
}
private function getTempPakText(n:Int, details:Array<Int>):String {
if (details == null) return null;
if (details[0] != PAK_ASSET_TEXT) return null;
var bytes = getTempPakFileBytes(n);
var byteArray = deflateBytes(bytes);
var str:String = null;
if (byteArray != null) {
var s:String = byteArray.toString();
str = s;
}
bytes = null;
byteArray = null;
return str;
}
private function getTempPakImage(n:Int, details:Array<Int>):Image {
if (details == null) return null;
if (details[0] != PAK_ASSET_IMAGE) return null;
var bytes = getTempPakFileBytes(n);
var byteArray = deflateBytes(bytes);
var img:Image = null;
if (byteArray != null) {
//png, get dimensions:
var w:Int = details[2];
var h:Int = details[3];
var buffer = new ImageBuffer (new UInt8Array (w * h * 4), w, h);
buffer.format = BGRA32;
buffer.premultiplied = true;
img = new Image (buffer, 0, 0, w, h);
img.setPixels(img.rect, byteArray, ARGB32);
}
bytes = null;
byteArray = null;
return img;
}
private function getTempPakFileBytes(n:Int):Bytes {
if (n < 0 || _tempHeaderDetails.length <= n) return null;
var start:Int = 0;
//get to the correct starting byte offset
for (i in 0...n) start += _tempHeaderDetails[i][1];
//allocate the correct number of bytes
var b:Bytes = Bytes.alloc(_tempHeaderDetails[n][1]);
//fill the bytes from the pak file
b.blit(0, _tempAssetBytes, start, _tempHeaderDetails[n][1]);
return b;
}
private inline function deflateBytes(b:Bytes):ByteArray {
//decompress the byte array
var d:ByteArray = ByteArray.fromBytes(b);
d.uncompress(LZMA);
d.position = 0;
return d;
}
}
package;
/* Hasufel 2015 */
/* Packing system */
/* Will grab all files from "assets/" directory */
/* then pack them in the bin assets/ folder for now */
/* resulting in resources.pak and header being the key to know */
/* where and how the files are packed */
/* You can encrypt header for instance to prevent unpaking */
/* Path might change to userdirectory or desktop */
#if !lime_legacy
import lime.system.System;
#else
import openfl.utils.SystemPath;
#end
import openfl.Assets;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.geom.Rectangle;
import flash.Lib;
import flash.utils.ByteArray;
import sys.io.File;
import sys.io.FileSeek;
import sys.FileSystem;
import haxe.io.Bytes;
class PakSystem {
public function new() {
haxe.Timer.delay(init,50);
}
private function init():Void {
pakDaFiles("assets/thing1","thing1");
pakDaFiles("assets/thing2","thing2");
pakDaFiles("assets/thing3","thing3");
}
private function recursivePush(files:Array<String>, path:String, filename:String)
{
if (FileSystem.isDirectory(path+filename))
{
path = path + filename+"/";
var fil = FileSystem.readDirectory(path);
for (ff in fil)
{
recursivePush(files, path, ff);
}
}
else
{
trace(path + filename);
files.push(path+filename);
}
}
private function pakDaFiles(subDir:String,outName:String):Void {
var ba:Array<ByteArray> = new Array<ByteArray>();
var path:String = '';
#if !lime_legacy
path = System.applicationDirectory;
#else
path = SystemPath.applicationDirectory;
#end
trace('current path:' + path);
var assetsPath:String = "assets/" + subDir;
var fil = FileSystem.readDirectory(assetsPath);
var files:Array<String> = [];
for(ff in fil) {
recursivePush(files, assetsPath+"/", ff);
}
var textExtensions = ['xml', 'txt', 'csv', 'tsv'];
var legalExtensions = textExtensions.concat(["png"]);
var header:ByteArray = new ByteArray();
var pruneFiles = [];
for (i in 0...files.length) {
for (extension in legalExtensions)
{
if (files[i].lastIndexOf("." + extension) == files[i].length - 4)
{
pruneFiles.push(files[i]);
}
}
}
files = null;
files = pruneFiles;
header.writeInt(files.length);
var j:Int = 0;
for (i in 0...files.length) {
trace('packing file ' + i + '(' + files[i] + ')' + '...');
var ext:String = files[i].split('.')[1];
if (textExtensions.indexOf(ext) != -1) {
var c = File.getBytes(files[i]);
ba[j] = new ByteArray();
ba[j].writeBytes(c);
ba[j].compress(LZMA);
header.writeInt(ba[j].length); //NUM_BYTES
header.writeInt(0); //TYPE FLAG (0 means text)
header.writeShort(files[i].length); //SIZE OF FILENAME
header.writeUTFBytes(files[i]); //FILENAME
j++;
}
else if (ext == 'png') {
//get dims
var bmd:BitmapData = Assets.getBitmapData(files[i]);
ba[j] = new ByteArray();
ba[j].writeBytes(bmd.getPixels(bmd.rect));
ba[j].compress(LZMA);
header.writeInt(ba[j].length); //NUM_BYTES
header.writeInt(1); //TYPE FLAG (1 means PNG)
header.writeInt(bmd.width); //WIDTH
header.writeInt(bmd.height); //HEIGHT
header.writeShort(files[i].length); //SIZE OF FILENAME
header.writeUTFBytes(files[i]); //FILENAME
bmd.dispose();
bmd = null;
j++;
}
}
trace('packing finished, saving on disk...');
var f = File.write('assets/'+outName+'.pak', true);
var count:Int = 0;
for (i in 0...ba.length)
{
f.write(ba[i]);
count += ba[i].length;
}
f.flush();
f.close();
trace('saved packed files, writing header...');
header.compress(LZMA);//LZMA
var g = File.write('assets/'+outName+'.header', true);
g.write(header);
g.flush();
g.close();
trace('header wrote, all finished.');
}
static public function main() {
new PakSystem();
}
}
@flashultra
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Hi Lars,
At the moment I'm converting flash game to Openfl and in the game have more than 3000 small images , each as separate file. In HTML5 target it's take too much time ( > 5 min, ) to embeded ( cache in the browser ) all images, so I have some options.

  1. To load image asynchronously ( in first call) , but then need to change some of the logic of the game
  2. Load as lzip package ( or other pack system, as you show in this gist)
  3. Create texture atlases and load them as embeded.
    What is your opinion ? What is the best way to load > 3000 images for HTML5 ?
    Thank you in advance.

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