mirror of
https://github.com/giongto35/cloud-game.git
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* Follow Go standard for naming constants * Use reformatted pixFormats for Libretro cores * Use OpenGL 2.1 Core profile bindings for render instead 4.1 * Cleanup the code * SDL attributes should be set before the sdl.Init call * Use simple vertical frame flip function instead imaging lib with OpenGL renderer * Use the separate control flow for the macOS OpenGL context handling * Add OpenGL pixel type/format switch based on cores callback * Use unified log instead of fmt * Clean code * Remove unnecessary SDL init flag * Printout errors with SDL / OpenGL functions * Add CGO Libretro logging output * Use main thread lock for windows and OpenGL context * Remove Darwin OS switch * Add extended OpenGL version info print * Update Libretro cores info print * Add game library module (#232) * Add game library * Add missing local game lib files * Add missing return statement * Use v2 suffix * Bump the dependencies * Update Libretro modules to support headless test runners * Port old savestates tests as example for Libretro cores runner testing * Add n64 core example game and a test * Update room tests for various games * Add frame dump support for CI builds * Add frame rendering to image output for core testing * Update ROM frame exporter in tests * Disable Docker image publishing * Add frame rendering output for non-gl cores for CI * Add auto GL context override for headless, gpu-less machines (e.g. Github CI Xeon) * Add Windows CI headless cores frame render config * Add missing Mesa OpenGL drivers to Ubuntu CI * Add mupen n64 core download into CI tests * Add Linux, macOS, Windows core frame render tests into CI * Remove unnecessary var * Add some comments * Revert Y flip * Move OpenGL into a separate package * Add SDL package * Update modules
97 lines
1.8 KiB
Go
97 lines
1.8 KiB
Go
package storage
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import (
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"context"
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"errors"
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"io"
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"io/ioutil"
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"log"
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"os"
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"cloud.google.com/go/storage"
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)
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// TODO: Add interface, abstract out Gstorage
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type Client struct {
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bucket *storage.BucketHandle
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gclient *storage.Client
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}
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// NewInitClient returns nil of client is not initialized
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func NewInitClient() *Client {
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bucketName := "game-save"
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client, err := NewClient(bucketName)
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if err != nil {
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log.Printf("Warn: Failed to create client: %v", err)
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} else {
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log.Println("Online storage is initialized")
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}
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return client
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}
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// NewClient inits a new Client accessing to GCP
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func NewClient(bucketName string) (*Client, error) {
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ctx := context.Background()
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// Sets your Google Cloud Platform project ID.
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// Creates a client.
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gclient, err := storage.NewClient(ctx)
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if err != nil {
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return nil, err
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}
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// Creates a Bucket instance.
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bucket := gclient.Bucket(bucketName)
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return &Client{
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bucket: bucket,
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gclient: gclient,
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}, nil
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}
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// Savefile save srcFile to GCP
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func (c *Client) SaveFile(name string, srcFile string) (err error) {
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// Bypass if client is nil
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if c == nil {
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return nil
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}
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reader, err := os.Open(srcFile)
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if err != nil {
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return err
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}
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// Copy source file to GCP
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wc := c.bucket.Object(name).NewWriter(context.Background())
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if _, err = io.Copy(wc, reader); err != nil {
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return err
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}
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if err := wc.Close(); err != nil {
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return err
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}
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return nil
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}
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// Loadfile loads file from GCP
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func (c *Client) LoadFile(name string) (data []byte, err error) {
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// Bypass if client is nil
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if c == nil {
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return nil, errors.New("cloud storage was not initialized")
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}
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rc, err := c.bucket.Object(name).NewReader(context.Background())
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if err != nil {
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return nil, err
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}
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defer rc.Close()
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data, err = ioutil.ReadAll(rc)
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if err != nil {
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return nil, err
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}
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return data, nil
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}
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