/
main.go
63 lines (59 loc) · 1.44 KB
/
main.go
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// mapcheck
// Verify the tile layer data from a .tmx file. The XML might look like this:
//
// <layer name="foo" width="12" height="24">
// <data encoding="base64" compression="zlib">
// eJxjZGBgYBzFo3gUj+IBwACO3gEh
// </data>
// </layer>
//
// When decoded and decompressed, this data turns into a vector of 1s which
// represent tiles. No structure data is encoded, so the game engine must read
// from the layer metadata to determine structure. All we can verify at this stage
// is that the number of tiles is correctly determined.
package main
import (
"bytes"
"compress/zlib"
"encoding/base64"
"encoding/binary"
"fmt"
"io"
"log"
)
var (
mapData string = "eJxjZGBgYBzFo3gUj+IBwACO3gEh"
expectedTiles int = 288 // 12x24
)
func verifyTileCount() {
b := []byte(string(mapData))
if _, err := base64.StdEncoding.Decode(b, b); err != nil {
log.Fatalln("error:", err.Error())
}
r := bytes.NewReader(b)
z, err := zlib.NewReader(r)
if err != nil {
log.Fatalln("error:", err.Error())
}
defer z.Close()
markers := make([]uint32, 0)
var next uint32
for {
err = binary.Read(z, binary.LittleEndian, &next)
if err != nil {
if err == io.EOF {
break
}
log.Fatalln("error:", err.Error())
}
markers = append(markers, next)
}
if len(markers) == expectedTiles {
fmt.Println("[PASS] Detected 288/288 tiles.")
} else {
fmt.Printf("[FAIL] Detected %d/288 tiles\n.", len(markers))
}
}
func main() {
verifyTileCount()
}