ppsspp/UI/GameInfoCache.cpp
2013-07-28 12:31:48 -07:00

451 lines
13 KiB
C++

// 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 <string>
#include <map>
#include "base/timeutil.h"
#include "base/stringutil.h"
#include "file/file_util.h"
#include "file/zip_read.h"
#include "image/png_load.h"
#include "thread/prioritizedworkqueue.h"
#include "GameInfoCache.h"
#include "Core/FileSystems/ISOFileSystem.h"
#include "Core/FileSystems/DirectoryFileSystem.h"
#include "Core/FileSystems/VirtualDiscFileSystem.h"
#include "Core/ELF/PBPReader.h"
#include "Core/System.h"
#include "Core/Config.h"
GameInfoCache g_gameInfoCache;
bool GameInfo::DeleteGame() {
switch (fileType) {
case FILETYPE_PSP_ISO:
case FILETYPE_PSP_ISO_NP:
// Just delete the one file (TODO: handle two-disk games as well somehow).
deleteFile(fileInfo.fullName.c_str());
return true;
case FILETYPE_PSP_PBP_DIRECTORY:
// Recursively deleting directories not yet supported
return false;
default:
return false;
}
}
u64 GameInfo::GetGameSizeInBytes() {
switch (fileType) {
case FILETYPE_PSP_PBP_DIRECTORY:
// TODO: Need to recurse here.
return 0;
default:
return fileInfo.size;
}
}
std::vector<std::string> GameInfo::GetSaveDataDirectories() {
std::string memc, flash;
GetSysDirectories(memc, flash);
std::vector<FileInfo> dirs;
getFilesInDir((memc + "PSP/SAVEDATA/").c_str(), &dirs);
std::vector<std::string> 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() {
std::vector<std::string> saveDataDir = GetSaveDataDirectories();
u64 totalSize = 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)
totalSize += finfo.size;
}
}
return totalSize;
}
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++) {
deleteFile(fileInfo[i].fullName.c_str());
}
deleteDir(saveDataDir[j].c_str());
}
return true;
}
static bool ReadFileToString(IFileSystem *fs, const char *filename, std::string *contents, recursive_mutex *mtx) {
PSPFileInfo info = fs->GetFileInfo(filename);
if (!info.exists) {
return false;
}
int handle = fs->OpenFile(filename, FILEACCESS_READ);
if (!handle) {
return false;
}
if (mtx) {
lock_guard 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;
}
class GameInfoWorkItem : public PrioritizedWorkQueueItem {
public:
GameInfoWorkItem(const std::string &gamePath, GameInfo *info)
: gamePath_(gamePath), info_(info) {
}
virtual void run() {
getFileInfo(gamePath_.c_str(), &info_->fileInfo);
if (!info_->fileInfo.exists)
return;
std::string filename = gamePath_;
info_->fileType = Identify_File(filename);
switch (info_->fileType) {
case FILETYPE_PSP_PBP:
case FILETYPE_PSP_PBP_DIRECTORY:
{
std::string pbpFile = filename;
if (info_->fileType == FILETYPE_PSP_PBP_DIRECTORY)
pbpFile += "/EBOOT.PBP";
PBPReader pbp(pbpFile.c_str());
if (!pbp.IsValid())
return;
// First, PARAM.SFO.
size_t sfoSize;
u8 *sfoData = pbp.GetSubFile(PBP_PARAM_SFO, &sfoSize);
{
lock_guard lock(info_->lock);
info_->paramSFO.ReadSFO(sfoData, sfoSize);
info_->title = info_->paramSFO.GetValueString("TITLE");
info_->id = info_->paramSFO.GetValueString("DISC_ID");
info_->id_version = info_->paramSFO.GetValueString("DISC_ID") + "_" + info_->paramSFO.GetValueString("DISC_VERSION");
info_->paramSFOLoaded = true;
}
delete [] sfoData;
// Then, ICON0.PNG.
{
lock_guard lock(info_->lock);
if (pbp.GetSubFileSize(PBP_ICON0_PNG) > 0) {
pbp.GetSubFileAsString(PBP_ICON0_PNG, &info_->iconTextureData);
} else {
// Read standard icon
size_t sz;
INFO_LOG(HLE, "Loading unknown.png because a PBP was missing an icon");
uint8_t *contents = VFSReadFile("unknown.png", &sz);
if (contents) {
lock_guard lock(info_->lock);
info_->iconTextureData = std::string((const char *)contents, sz);
}
delete [] contents;
}
}
if (info_->wantBG) {
if (pbp.GetSubFileSize(PBP_PIC1_PNG) > 0) {
lock_guard lock(info_->lock);
pbp.GetSubFileAsString(PBP_PIC1_PNG, &info_->pic1TextureData);
}
}
}
break;
case FILETYPE_PSP_ELF:
// An elf on its own has no usable information, no icons, no nothing.
info_->title = getFilename(filename);
info_->id = "ELF000000";
info_->id_version = "ELF000000_1.00";
info_->paramSFOLoaded = true;
{
// Read standard icon
size_t sz;
uint8_t *contents = VFSReadFile("unknown.png", &sz);
INFO_LOG(HLE, "Loading unknown.png because there was an ELF");
if (contents) {
lock_guard lock(info_->lock);
info_->iconTextureData = std::string((const char *)contents, sz);
}
delete [] contents;
}
break;
case FILETYPE_PSP_DISC_DIRECTORY:
{
info_->fileType = FILETYPE_PSP_ISO;
SequentialHandleAllocator handles;
VirtualDiscFileSystem umd(&handles,gamePath_.c_str());
// Alright, let's fetch the PARAM.SFO.
std::string paramSFOcontents;
if (ReadFileToString(&umd, "/PSP_GAME/PARAM.SFO", &paramSFOcontents, 0)) {
lock_guard lock(info_->lock);
info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
info_->title = info_->paramSFO.GetValueString("TITLE");
info_->id = info_->paramSFO.GetValueString("DISC_ID");
info_->id_version = info_->paramSFO.GetValueString("DISC_ID") + "_" + info_->paramSFO.GetValueString("DISC_VERSION");
info_->paramSFOLoaded = true;
}
ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->iconTextureData, &info_->lock);
if (info_->wantBG) {
ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info_->pic0TextureData, &info_->lock);
}
ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1TextureData, &info_->lock);
break;
}
case FILETYPE_PSP_ISO:
case FILETYPE_PSP_ISO_NP:
{
info_->fileType = FILETYPE_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.
BlockDevice *bd = constructBlockDevice(gamePath_.c_str());
if (!bd)
return; // nothing to do here..
ISOFileSystem umd(&handles, bd, "/PSP_GAME");
// Alright, let's fetch the PARAM.SFO.
std::string paramSFOcontents;
if (ReadFileToString(&umd, "/PSP_GAME/PARAM.SFO", &paramSFOcontents, 0)) {
lock_guard lock(info_->lock);
info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
info_->title = info_->paramSFO.GetValueString("TITLE");
info_->id = info_->paramSFO.GetValueString("DISC_ID");
info_->id_version = info_->paramSFO.GetValueString("DISC_ID") + "_" + info_->paramSFO.GetValueString("DISC_VERSION");
info_->paramSFOLoaded = true;
}
ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->iconTextureData, &info_->lock);
if (info_->wantBG) {
ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info_->pic0TextureData, &info_->lock);
}
ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1TextureData, &info_->lock);
break;
}
default:
;
}
// probably only want these when we ask for the background image...
// should maybe flip the flag to "onlyIcon"
if (info_->wantBG) {
info_->gameSize = info_->GetGameSizeInBytes();
info_->saveDataSize = info_->GetSaveDataSizeInBytes();
}
}
virtual float priority() {
return info_->lastAccessedTime;
}
private:
std::string gamePath_;
GameInfo *info_;
DISALLOW_COPY_AND_ASSIGN(GameInfoWorkItem);
};
GameInfoCache::~GameInfoCache() {
Clear();
}
void GameInfoCache::Init() {
gameInfoWQ_ = new PrioritizedWorkQueue();
ProcessWorkQueueOnThreadWhile(gameInfoWQ_);
}
void GameInfoCache::Shutdown() {
StopProcessingWorkQueue(gameInfoWQ_);
}
void GameInfoCache::Save()
{
// TODO
}
void GameInfoCache::Load() {
// TODO
}
void GameInfoCache::Decimate() {
// TODO
}
void GameInfoCache::Clear() {
if (gameInfoWQ_)
gameInfoWQ_->Flush();
for (auto iter = info_.begin(); iter != info_.end(); iter++) {
lock_guard lock(iter->second->lock);
if (!iter->second->pic0TextureData.empty()) {
iter->second->pic0TextureData.clear();
}
if (iter->second->pic0Texture) {
delete iter->second->pic0Texture;
iter->second->pic0Texture = 0;
}
if (!iter->second->pic1TextureData.empty()) {
iter->second->pic1TextureData.clear();
}
if (iter->second->pic1Texture) {
delete iter->second->pic1Texture;
iter->second->pic1Texture = 0;
}
}
info_.clear();
}
void GameInfoCache::FlushBGs() {
for (auto iter = info_.begin(); iter != info_.end(); iter++) {
lock_guard lock(iter->second->lock);
if (!iter->second->pic0TextureData.empty()) {
iter->second->pic0TextureData.clear();
}
if (iter->second->pic0Texture) {
delete iter->second->pic0Texture;
iter->second->pic0Texture = 0;
}
if (!iter->second->pic1TextureData.empty()) {
iter->second->pic1TextureData.clear();
}
if (iter->second->pic1Texture) {
delete iter->second->pic1Texture;
iter->second->pic1Texture = 0;
}
iter->second->wantBG = false;
}
}
void GameInfoCache::Add(const std::string &key, GameInfo *info_) {
}
// This may run off-main-thread and we thus can't use the global
// pspFileSystem (well, we could with synchronization but there might not
// even be a game running).
GameInfo *GameInfoCache::GetInfo(const std::string &gamePath, bool wantBG) {
auto iter = info_.find(gamePath);
if (iter != info_.end()) {
GameInfo *info = iter->second;
if (!info->wantBG && wantBG) {
// Need to start over. We'll just add a new work item.
delete info; // Hm, how dangerous is this? There might be a race condition here.
goto again;
}
{
lock_guard lock(info->lock);
if (info->iconTextureData.size()) {
info->iconTexture = new Texture();
// TODO: We could actually do the PNG decoding as well on the async thread.
// We'd have to split up Texture->LoadPNG though, creating some intermediate Image class maybe.
if (info->iconTexture->LoadPNG((const u8 *)info->iconTextureData.data(), info->iconTextureData.size(), false)) {
info->timeIconWasLoaded = time_now_d();
} else {
delete info->iconTexture;
info->iconTexture = 0;
}
info->iconTextureData.clear();
}
}
{
lock_guard lock(info->lock);
if (info->pic0TextureData.size()) {
info->pic0Texture = new Texture();
if (info->pic0Texture->LoadPNG((const u8 *)info->pic0TextureData.data(), info->pic0TextureData.size(), false)) {
info->timePic0WasLoaded = time_now_d();
} else {
delete info->pic0Texture;
info->pic0Texture = 0;
}
info->pic0TextureData.clear();
}
}
{
lock_guard lock(info->lock);
if (info->pic1TextureData.size()) {
info->pic1Texture = new Texture();
if (info->pic1Texture->LoadPNG((const u8 *)info->pic1TextureData.data(), info->pic1TextureData.size(), false)) {
info->timePic1WasLoaded = time_now_d();
} else {
delete info->pic1Texture;
info->pic1Texture = 0;
}
info->pic1TextureData.clear();
}
}
iter->second->lastAccessedTime = time_now_d();
return iter->second;
}
again:
GameInfo *info = new GameInfo();
info->wantBG = wantBG;
GameInfoWorkItem *item = new GameInfoWorkItem(gamePath, info);
gameInfoWQ_->Add(item);
info_[gamePath] = info;
return info;
}