ppsspp/UI/GameInfoCache.cpp

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// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Common/Common.h"
#include <string>
#include <map>
#include <memory>
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#include <algorithm>
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#include "base/logging.h"
#include "base/timeutil.h"
#include "base/stringutil.h"
#include "file/file_util.h"
#include "file/zip_read.h"
#include "thin3d/thin3d.h"
#include "thread/prioritizedworkqueue.h"
#include "Common/FileUtil.h"
#include "Common/StringUtils.h"
#include "Core/FileSystems/ISOFileSystem.h"
#include "Core/FileSystems/DirectoryFileSystem.h"
#include "Core/FileSystems/VirtualDiscFileSystem.h"
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#include "Core/ELF/PBPReader.h"
#include "Core/SaveState.h"
#include "Core/System.h"
#include "Core/Loaders.h"
#include "Core/Util/GameManager.h"
#include "Core/Config.h"
#include "UI/GameInfoCache.h"
#include "UI/TextureUtil.h"
GameInfoCache *g_gameInfoCache;
GameInfo::GameInfo() : fileType(IdentifiedFileType::UNKNOWN) {
pending = true;
}
GameInfo::~GameInfo() {
std::lock_guard<std::mutex> guard(lock);
sndDataLoaded = false;
icon.Clear();
pic0.Clear();
pic1.Clear();
fileLoader.reset();
}
bool GameInfo::Delete() {
switch (fileType) {
case IdentifiedFileType::PSP_ISO:
case IdentifiedFileType::PSP_ISO_NP:
{
// Just delete the one file (TODO: handle two-disk games as well somehow).
const char *fileToRemove = filePath_.c_str();
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File::Delete(fileToRemove);
g_Config.RemoveRecent(filePath_);
return true;
}
case IdentifiedFileType::PSP_PBP_DIRECTORY:
case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
{
// TODO: This could be handled by Core/Util/GameManager too somehow.
std::string directoryToRemove = ResolvePBPDirectory(filePath_);
INFO_LOG(SYSTEM, "Deleting %s", directoryToRemove.c_str());
if (!File::DeleteDirRecursively(directoryToRemove)) {
ERROR_LOG(SYSTEM, "Failed to delete file");
return false;
}
g_Config.CleanRecent();
return true;
}
case IdentifiedFileType::PSP_ELF:
case IdentifiedFileType::UNKNOWN_BIN:
case IdentifiedFileType::UNKNOWN_ELF:
case IdentifiedFileType::ARCHIVE_RAR:
case IdentifiedFileType::ARCHIVE_ZIP:
case IdentifiedFileType::ARCHIVE_7Z:
case IdentifiedFileType::PPSSPP_GE_DUMP:
{
const std::string &fileToRemove = filePath_;
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File::Delete(fileToRemove);
g_Config.RemoveRecent(filePath_);
return true;
}
case IdentifiedFileType::PPSSPP_SAVESTATE:
{
const std::string &ppstPath = filePath_;
File::Delete(ppstPath);
const std::string screenshotPath = ReplaceAll(filePath_, ".ppst", ".jpg");
if (File::Exists(screenshotPath)) {
File::Delete(screenshotPath);
}
return true;
}
default:
return false;
}
}
u64 GameInfo::GetGameSizeInBytes() {
switch (fileType) {
case IdentifiedFileType::PSP_PBP_DIRECTORY:
case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
return getDirectoryRecursiveSize(ResolvePBPDirectory(filePath_), nullptr, GETFILES_GETHIDDEN);
default:
return GetFileLoader()->FileSize();
}
}
// Not too meaningful if the object itself is a savedata directory...
std::vector<std::string> GameInfo::GetSaveDataDirectories() {
std::string memc = GetSysDirectory(DIRECTORY_SAVEDATA);
std::vector<FileInfo> dirs;
getFilesInDir(memc.c_str(), &dirs);
std::vector<std::string> directories;
if (id.size() < 5) {
return directories;
}
for (size_t i = 0; i < dirs.size(); i++) {
if (startsWith(dirs[i].name, id)) {
directories.push_back(dirs[i].fullName);
}
}
return directories;
}
u64 GameInfo::GetSaveDataSizeInBytes() {
if (fileType == IdentifiedFileType::PSP_SAVEDATA_DIRECTORY || fileType == IdentifiedFileType::PPSSPP_SAVESTATE) {
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return 0;
}
std::vector<std::string> saveDataDir = GetSaveDataDirectories();
u64 totalSize = 0;
u64 filesSizeInDir = 0;
for (size_t j = 0; j < saveDataDir.size(); j++) {
std::vector<FileInfo> fileInfo;
getFilesInDir(saveDataDir[j].c_str(), &fileInfo);
// Note: getFileInDir does not fill in fileSize properly.
for (size_t i = 0; i < fileInfo.size(); i++) {
FileInfo finfo;
getFileInfo(fileInfo[i].fullName.c_str(), &finfo);
if (!finfo.isDirectory)
filesSizeInDir += finfo.size;
}
if (filesSizeInDir < 0xA00000) {
// HACK: Generally the savedata size in a dir shouldn't be more than 10MB.
totalSize += filesSizeInDir;
}
filesSizeInDir = 0;
}
return totalSize;
}
u64 GameInfo::GetInstallDataSizeInBytes() {
if (fileType == IdentifiedFileType::PSP_SAVEDATA_DIRECTORY || fileType == IdentifiedFileType::PPSSPP_SAVESTATE) {
return 0;
}
std::vector<std::string> saveDataDir = GetSaveDataDirectories();
u64 totalSize = 0;
u64 filesSizeInDir = 0;
for (size_t j = 0; j < saveDataDir.size(); j++) {
std::vector<FileInfo> fileInfo;
getFilesInDir(saveDataDir[j].c_str(), &fileInfo);
// Note: getFileInDir does not fill in fileSize properly.
for (size_t i = 0; i < fileInfo.size(); i++) {
FileInfo finfo;
getFileInfo(fileInfo[i].fullName.c_str(), &finfo);
if (!finfo.isDirectory)
filesSizeInDir += finfo.size;
}
if (filesSizeInDir >= 0xA00000) {
// HACK: Generally the savedata size in a dir shouldn't be more than 10MB.
// This is probably GameInstall data.
totalSize += filesSizeInDir;
}
filesSizeInDir = 0;
}
return totalSize;
}
bool GameInfo::LoadFromPath(const std::string &gamePath) {
std::lock_guard<std::mutex> guard(lock);
// No need to rebuild if we already have it loaded.
if (filePath_ != gamePath) {
fileLoader.reset(ConstructFileLoader(gamePath));
if (!fileLoader)
return false;
filePath_ = gamePath;
// This is a fallback title, while we're loading / if unable to load.
title = File::GetFilename(filePath_);
}
return true;
}
std::shared_ptr<FileLoader> GameInfo::GetFileLoader() {
if (filePath_.empty()) {
// Happens when workqueue tries to figure out priorities in PrioritizedWorkQueue::Pop(),
// because priority() calls GetFileLoader()... gnarly.
return fileLoader;
}
if (!fileLoader) {
fileLoader.reset(ConstructFileLoader(filePath_));
}
return fileLoader;
}
void GameInfo::DisposeFileLoader() {
fileLoader.reset();
}
bool GameInfo::DeleteAllSaveData() {
std::vector<std::string> saveDataDir = GetSaveDataDirectories();
for (size_t j = 0; j < saveDataDir.size(); j++) {
std::vector<FileInfo> fileInfo;
getFilesInDir(saveDataDir[j].c_str(), &fileInfo);
u64 totalSize = 0;
for (size_t i = 0; i < fileInfo.size(); i++) {
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File::Delete(fileInfo[i].fullName.c_str());
}
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File::DeleteDir(saveDataDir[j].c_str());
}
return true;
}
void GameInfo::ParseParamSFO() {
title = paramSFO.GetValueString("TITLE");
id = paramSFO.GetValueString("DISC_ID");
id_version = id + "_" + paramSFO.GetValueString("DISC_VERSION");
disc_total = paramSFO.GetValueInt("DISC_TOTAL");
disc_number = paramSFO.GetValueInt("DISC_NUMBER");
// region = paramSFO.GetValueInt("REGION"); // Always seems to be 32768?
region = GAMEREGION_OTHER;
if (id_version.size() >= 4) {
std::string regStr = id_version.substr(0, 4);
// Guesswork
switch (regStr[2]) {
case 'E': region = GAMEREGION_EUROPE; break;
case 'U': region = GAMEREGION_USA; break;
case 'J': region = GAMEREGION_JAPAN; break;
case 'H': region = GAMEREGION_HONGKONG; break;
case 'A': region = GAMEREGION_ASIA; break;
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case 'K': region = GAMEREGION_KOREA; break;
}
/*
if (regStr == "NPEZ" || regStr == "NPEG" || regStr == "ULES" || regStr == "UCES" ||
regStr == "NPEX") {
region = GAMEREGION_EUROPE;
} else if (regStr == "NPUG" || regStr == "NPUZ" || regStr == "ULUS" || regStr == "UCUS") {
region = GAMEREGION_USA;
} else if (regStr == "NPJH" || regStr == "NPJG" || regStr == "ULJM"|| regStr == "ULJS") {
region = GAMEREGION_JAPAN;
} else if (regStr == "NPHG") {
region = GAMEREGION_HONGKONG;
} else if (regStr == "UCAS") {
region = GAMEREGION_CHINA;
}*/
}
paramSFOLoaded = true;
}
std::string GameInfo::GetTitle() {
std::lock_guard<std::mutex> guard(lock);
return title;
}
void GameInfo::SetTitle(const std::string &newTitle) {
std::lock_guard<std::mutex> guard(lock);
title = newTitle;
}
static bool ReadFileToString(IFileSystem *fs, const char *filename, std::string *contents, std::mutex *mtx) {
PSPFileInfo info = fs->GetFileInfo(filename);
if (!info.exists) {
return false;
}
int handle = fs->OpenFile(filename, FILEACCESS_READ);
if (handle < 0) {
return false;
}
if (mtx) {
std::lock_guard<std::mutex> lock(*mtx);
contents->resize(info.size);
fs->ReadFile(handle, (u8 *)contents->data(), info.size);
} else {
contents->resize(info.size);
fs->ReadFile(handle, (u8 *)contents->data(), info.size);
}
fs->CloseFile(handle);
return true;
}
static bool ReadVFSToString(const char *filename, std::string *contents, std::mutex *mtx) {
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size_t sz;
uint8_t *data = VFSReadFile(filename, &sz);
if (data) {
if (mtx) {
std::lock_guard<std::mutex> lock(*mtx);
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*contents = std::string((const char *)data, sz);
} else {
*contents = std::string((const char *)data, sz);
}
}
delete [] data;
return data != nullptr;
}
class GameInfoWorkItem : public PrioritizedWorkQueueItem {
public:
GameInfoWorkItem(const std::string &gamePath, std::shared_ptr<GameInfo> &info)
: gamePath_(gamePath), info_(info) {
}
~GameInfoWorkItem() override {
info_->DisposeFileLoader();
}
void run() override {
if (!info_->LoadFromPath(gamePath_)) {
info_->pending = false;
return;
}
// In case of a remote file, check if it actually exists before locking.
if (!info_->GetFileLoader()->Exists()) {
info_->pending = false;
return;
}
info_->working = true;
info_->fileType = Identify_File(info_->GetFileLoader().get());
switch (info_->fileType) {
case IdentifiedFileType::PSP_PBP:
case IdentifiedFileType::PSP_PBP_DIRECTORY:
{
auto pbpLoader = info_->GetFileLoader();
if (info_->fileType == IdentifiedFileType::PSP_PBP_DIRECTORY) {
std::string ebootPath = ResolvePBPFile(gamePath_);
if (ebootPath != gamePath_) {
pbpLoader.reset(ConstructFileLoader(ebootPath));
}
}
PBPReader pbp(pbpLoader.get());
if (!pbp.IsValid()) {
if (pbp.IsELF()) {
goto handleELF;
}
ERROR_LOG(LOADER, "invalid pbp %s\n", pbpLoader->Path().c_str());
info_->pending = false;
info_->working = false;
return;
}
// First, PARAM.SFO.
std::vector<u8> sfoData;
if (pbp.GetSubFile(PBP_PARAM_SFO, &sfoData)) {
std::lock_guard<std::mutex> lock(info_->lock);
info_->paramSFO.ReadSFO(sfoData);
info_->ParseParamSFO();
// Assuming PSP_PBP_DIRECTORY without ID or with disc_total < 1 in GAME dir must be homebrew
if ((info_->id.empty() || !info_->disc_total)
&& gamePath_.find("/PSP/GAME/") != std::string::npos
&& info_->fileType == IdentifiedFileType::PSP_PBP_DIRECTORY) {
info_->id = g_paramSFO.GenerateFakeID(gamePath_);
info_->id_version = info_->id + "_1.00";
info_->region = GAMEREGION_MAX + 1; // Homebrew
}
}
// Then, ICON0.PNG.
if (pbp.GetSubFileSize(PBP_ICON0_PNG) > 0) {
std::lock_guard<std::mutex> lock(info_->lock);
pbp.GetSubFileAsString(PBP_ICON0_PNG, &info_->icon.data);
} else {
std::string screenshot_jpg = GetSysDirectory(DIRECTORY_SCREENSHOT) + info_->id + "_00000.jpg";
std::string screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) + info_->id + "_00000.png";
// Try using png/jpg screenshots first
if (File::Exists(screenshot_png))
readFileToString(false, screenshot_png.c_str(), info_->icon.data);
else if (File::Exists(screenshot_jpg))
readFileToString(false, screenshot_jpg.c_str(), info_->icon.data);
else
// Read standard icon
ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
}
info_->icon.dataLoaded = true;
if (info_->wantFlags & GAMEINFO_WANTBG) {
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if (pbp.GetSubFileSize(PBP_PIC0_PNG) > 0) {
std::lock_guard<std::mutex> lock(info_->lock);
pbp.GetSubFileAsString(PBP_PIC0_PNG, &info_->pic0.data);
info_->pic0.dataLoaded = true;
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}
if (pbp.GetSubFileSize(PBP_PIC1_PNG) > 0) {
std::lock_guard<std::mutex> lock(info_->lock);
pbp.GetSubFileAsString(PBP_PIC1_PNG, &info_->pic1.data);
info_->pic1.dataLoaded = true;
}
}
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if (info_->wantFlags & GAMEINFO_WANTSND) {
if (pbp.GetSubFileSize(PBP_SND0_AT3) > 0) {
std::lock_guard<std::mutex> lock(info_->lock);
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pbp.GetSubFileAsString(PBP_SND0_AT3, &info_->sndFileData);
info_->sndDataLoaded = true;
}
}
}
break;
case IdentifiedFileType::PSP_ELF:
handleELF:
// An elf on its own has no usable information, no icons, no nothing.
{
std::lock_guard<std::mutex> lock(info_->lock);
info_->id = g_paramSFO.GenerateFakeID(gamePath_);
info_->id_version = info_->id + "_1.00";
info_->region = GAMEREGION_MAX + 1; // Homebrew
info_->paramSFOLoaded = true;
}
{
std::string screenshot_jpg = GetSysDirectory(DIRECTORY_SCREENSHOT) + info_->id + "_00000.jpg";
std::string screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) + info_->id + "_00000.png";
// Try using png/jpg screenshots first
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if (File::Exists(screenshot_png)) {
readFileToString(false, screenshot_png.c_str(), info_->icon.data);
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} else if (File::Exists(screenshot_jpg)) {
readFileToString(false, screenshot_jpg.c_str(), info_->icon.data);
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} else {
// Read standard icon
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VERBOSE_LOG(LOADER, "Loading unknown.png because there was an ELF");
ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
}
info_->icon.dataLoaded = true;
}
break;
case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
{
SequentialHandleAllocator handles;
VirtualDiscFileSystem umd(&handles, gamePath_.c_str());
// Alright, let's fetch the PARAM.SFO.
std::string paramSFOcontents;
if (ReadFileToString(&umd, "/PARAM.SFO", &paramSFOcontents, 0)) {
std::lock_guard<std::mutex> lock(info_->lock);
info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
info_->ParseParamSFO();
}
ReadFileToString(&umd, "/ICON0.PNG", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
if (info_->wantFlags & GAMEINFO_WANTBG) {
ReadFileToString(&umd, "/PIC1.PNG", &info_->pic1.data, &info_->lock);
info_->pic1.dataLoaded = true;
}
break;
}
case IdentifiedFileType::PPSSPP_SAVESTATE:
{
info_->SetTitle(SaveState::GetTitle(gamePath_));
std::lock_guard<std::mutex> guard(info_->lock);
// Let's use the screenshot as an icon, too.
std::string screenshotPath = ReplaceAll(gamePath_, ".ppst", ".jpg");
if (File::Exists(screenshotPath)) {
if (readFileToString(false, screenshotPath.c_str(), info_->icon.data)) {
info_->icon.dataLoaded = true;
} else {
ERROR_LOG(G3D, "Error loading screenshot data: '%s'", screenshotPath.c_str());
}
}
break;
}
case IdentifiedFileType::PSP_DISC_DIRECTORY:
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{
info_->fileType = IdentifiedFileType::PSP_ISO;
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SequentialHandleAllocator handles;
VirtualDiscFileSystem umd(&handles, gamePath_.c_str());
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// Alright, let's fetch the PARAM.SFO.
std::string paramSFOcontents;
if (ReadFileToString(&umd, "/PSP_GAME/PARAM.SFO", &paramSFOcontents, 0)) {
std::lock_guard<std::mutex> lock(info_->lock);
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info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
info_->ParseParamSFO();
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}
ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
if (info_->wantFlags & GAMEINFO_WANTBG) {
ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info_->pic0.data, &info_->lock);
info_->pic0.dataLoaded = true;
ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1.data, &info_->lock);
info_->pic1.dataLoaded = true;
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}
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if (info_->wantFlags & GAMEINFO_WANTSND) {
ReadFileToString(&umd, "/PSP_GAME/SND0.AT3", &info_->sndFileData, &info_->lock);
info_->pic1.dataLoaded = true;
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}
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break;
}
case IdentifiedFileType::PSP_ISO:
case IdentifiedFileType::PSP_ISO_NP:
{
info_->fileType = IdentifiedFileType::PSP_ISO;
SequentialHandleAllocator handles;
// Let's assume it's an ISO.
// TODO: This will currently read in the whole directory tree. Not really necessary for just a
// few files.
auto fl = info_->GetFileLoader();
if (!fl) {
info_->pending = false;
info_->working = false;
return; // Happens with UWP currently, TODO...
}
BlockDevice *bd = constructBlockDevice(info_->GetFileLoader().get());
if (!bd) {
info_->pending = false;
info_->working = false;
return; // nothing to do here..
}
ISOFileSystem umd(&handles, bd);
// Alright, let's fetch the PARAM.SFO.
std::string paramSFOcontents;
if (ReadFileToString(&umd, "/PSP_GAME/PARAM.SFO", &paramSFOcontents, nullptr)) {
std::lock_guard<std::mutex> lock(info_->lock);
info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
info_->ParseParamSFO();
if (info_->wantFlags & GAMEINFO_WANTBG) {
ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info_->pic0.data, nullptr);
info_->pic0.dataLoaded = true;
ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1.data, nullptr);
info_->pic1.dataLoaded = true;
}
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if (info_->wantFlags & GAMEINFO_WANTSND) {
ReadFileToString(&umd, "/PSP_GAME/SND0.AT3", &info_->sndFileData, nullptr);
info_->pic1.dataLoaded = true;
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}
}
// Fall back to unknown icon if ISO is broken/is a homebrew ISO, override is allowed though
if (!ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->icon.data, &info_->lock)) {
std::string screenshot_jpg = GetSysDirectory(DIRECTORY_SCREENSHOT) + info_->id + "_00000.jpg";
std::string screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) + info_->id + "_00000.png";
// Try using png/jpg screenshots first
if (File::Exists(screenshot_png))
readFileToString(false, screenshot_png.c_str(), info_->icon.data);
else if (File::Exists(screenshot_jpg))
readFileToString(false, screenshot_jpg.c_str(), info_->icon.data);
else {
DEBUG_LOG(LOADER, "Loading unknown.png because no icon was found");
ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
}
}
info_->icon.dataLoaded = true;
break;
}
case IdentifiedFileType::ARCHIVE_ZIP:
info_->paramSFOLoaded = true;
{
ReadVFSToString("zip.png", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
}
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break;
case IdentifiedFileType::ARCHIVE_RAR:
info_->paramSFOLoaded = true;
{
ReadVFSToString("rargray.png", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
}
break;
case IdentifiedFileType::ARCHIVE_7Z:
info_->paramSFOLoaded = true;
{
ReadVFSToString("7z.png", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
}
break;
case IdentifiedFileType::NORMAL_DIRECTORY:
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default:
info_->paramSFOLoaded = true;
break;
}
info_->hasConfig = g_Config.hasGameConfig(info_->id);
if (info_->wantFlags & GAMEINFO_WANTSIZE) {
std::lock_guard<std::mutex> lock(info_->lock);
info_->gameSize = info_->GetGameSizeInBytes();
info_->saveDataSize = info_->GetSaveDataSizeInBytes();
info_->installDataSize = info_->GetInstallDataSizeInBytes();
}
info_->pending = false;
info_->working = false;
// ILOG("Completed writing info for %s", info_->GetTitle().c_str());
}
float priority() override {
auto fl = info_->GetFileLoader();
if (fl && fl->IsRemote()) {
// Increase the value so remote info loads after non-remote.
return info_->lastAccessedTime + 1000.0f;
}
return info_->lastAccessedTime;
}
private:
std::string gamePath_;
std::shared_ptr<GameInfo> info_;
DISALLOW_COPY_AND_ASSIGN(GameInfoWorkItem);
};
GameInfoCache::GameInfoCache() : gameInfoWQ_(nullptr) {
Init();
}
GameInfoCache::~GameInfoCache() {
Clear();
Shutdown();
}
void GameInfoCache::Init() {
gameInfoWQ_ = new PrioritizedWorkQueue();
ProcessWorkQueueOnThreadWhile(gameInfoWQ_);
}
void GameInfoCache::Shutdown() {
CancelAll();
if (gameInfoWQ_) {
StopProcessingWorkQueue(gameInfoWQ_);
delete gameInfoWQ_;
gameInfoWQ_ = nullptr;
}
}
void GameInfoCache::Clear() {
CancelAll();
if (gameInfoWQ_) {
gameInfoWQ_->Flush();
gameInfoWQ_->WaitUntilDone();
}
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info_.clear();
}
void GameInfoCache::CancelAll() {
for (auto info : info_) {
auto fl = info.second->GetFileLoader();
if (fl) {
fl->Cancel();
}
}
}
void GameInfoCache::FlushBGs() {
for (auto iter = info_.begin(); iter != info_.end(); iter++) {
std::lock_guard<std::mutex> lock(iter->second->lock);
iter->second->pic0.Clear();
iter->second->pic1.Clear();
if (!iter->second->sndFileData.empty()) {
iter->second->sndFileData.clear();
iter->second->sndDataLoaded = false;
}
iter->second->wantFlags &= ~(GAMEINFO_WANTBG | GAMEINFO_WANTSND | GAMEINFO_WANTBGDATA);
}
}
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void GameInfoCache::PurgeType(IdentifiedFileType fileType) {
if (gameInfoWQ_)
gameInfoWQ_->Flush();
restart:
for (auto iter = info_.begin(); iter != info_.end(); iter++) {
auto &info = iter->second;
if (!info->working && info->fileType == fileType) {
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info_.erase(iter);
goto restart;
}
}
}
void GameInfoCache::WaitUntilDone(std::shared_ptr<GameInfo> &info) {
while (info->pending) {
if (gameInfoWQ_->WaitUntilDone(false)) {
// A true return means everything finished, so bail out.
// This way even if something gets stuck, we won't hang.
break;
}
// Otherwise, wait again if it's not done...
}
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}
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// Runs on the main thread. Only call from render() and similar, not update()!
// Can also be called from the audio thread for menu background music.
std::shared_ptr<GameInfo> GameInfoCache::GetInfo(Draw::DrawContext *draw, const std::string &gamePath, int wantFlags) {
std::shared_ptr<GameInfo> info;
auto iter = info_.find(gamePath);
if (iter != info_.end()) {
info = iter->second;
}
// If wantFlags don't match, we need to start over. We'll just queue the work item again.
if (info && (info->wantFlags & wantFlags) == wantFlags) {
if (draw && info->icon.dataLoaded && !info->icon.texture) {
SetupTexture(info, draw, info->icon);
}
if (draw && info->pic0.dataLoaded && !info->pic0.texture) {
SetupTexture(info, draw, info->pic0);
}
if (draw && info->pic1.dataLoaded && !info->pic1.texture) {
SetupTexture(info, draw, info->pic1);
}
info->lastAccessedTime = time_now_d();
return info;
}
if (!info) {
info = std::make_shared<GameInfo>();
}
if (info->working) {
// Uh oh, it's currently in process. It could mark pending = false with the wrong wantFlags.
// Let's wait it out, then queue.
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// NOTE: This is bad because we're likely on the UI thread....
WaitUntilDone(info);
}
{
std::lock_guard<std::mutex> lock(info->lock);
info->wantFlags |= wantFlags;
info->pending = true;
}
GameInfoWorkItem *item = new GameInfoWorkItem(gamePath, info);
gameInfoWQ_->Add(item);
// Don't re-insert if we already have it.
if (info_.find(gamePath) == info_.end())
info_[gamePath] = std::shared_ptr<GameInfo>(info);
return info;
}
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void GameInfoCache::SetupTexture(std::shared_ptr<GameInfo> &info, Draw::DrawContext *thin3d, GameInfoTex &tex) {
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using namespace Draw;
if (tex.data.size()) {
if (!tex.texture) {
tex.texture = CreateTextureFromFileData(thin3d, (const uint8_t *)tex.data.data(), (int)tex.data.size(), ImageFileType::DETECT);
if (tex.texture) {
tex.timeLoaded = time_now_d();
} else {
ERROR_LOG(G3D, "Failed creating texture (%s)", info->GetTitle().c_str());
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}
}
if ((info->wantFlags & GAMEINFO_WANTBGDATA) == 0) {
tex.data.clear();
tex.dataLoaded = false;
}
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}
}