ppsspp/UI/GameInfoCache.cpp
Unknown W. Brackets cc4e7c4b10 Oops, flush from queue before locking.
Added this last and clearly didn't test it carefully.  Fixes #8631.
2016-03-07 20:19:07 -08:00

796 lines
22 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 "Common/Common.h"
#include <string>
#include <map>
#include <memory>
#include <algorithm>
#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"
#include "Core/ELF/PBPReader.h"
#include "Core/SaveState.h"
#include "Core/System.h"
#include "Core/Util/GameManager.h"
#include "Core/Config.h"
#include "UI/GameInfoCache.h"
#ifdef __SYMBIAN32__
#define unique_ptr auto_ptr
#endif
GameInfoCache *g_gameInfoCache;
GameInfo::~GameInfo() {
delete iconTexture;
delete pic0Texture;
delete pic1Texture;
delete fileLoader;
}
bool GameInfo::Delete() {
switch (fileType) {
case FILETYPE_PSP_ISO:
case FILETYPE_PSP_ISO_NP:
{
// Just delete the one file (TODO: handle two-disk games as well somehow).
const char *fileToRemove = filePath_.c_str();
File::Delete(fileToRemove);
auto i = std::find(g_Config.recentIsos.begin(), g_Config.recentIsos.end(), fileToRemove);
if (i != g_Config.recentIsos.end()) {
g_Config.recentIsos.erase(i);
}
return true;
}
case FILETYPE_PSP_PBP_DIRECTORY:
case FILETYPE_PSP_SAVEDATA_DIRECTORY:
{
// TODO: This could be handled by Core/Util/GameManager too somehow.
const char *directoryToRemove = filePath_.c_str();
INFO_LOG(HLE, "Deleting %s", directoryToRemove);
if (!File::DeleteDirRecursively(directoryToRemove)) {
ERROR_LOG(HLE, "Failed to delete file");
return false;
}
g_Config.CleanRecent();
return true;
}
case FILETYPE_PSP_ELF:
case FILETYPE_UNKNOWN_BIN:
case FILETYPE_UNKNOWN_ELF:
case FILETYPE_ARCHIVE_RAR:
case FILETYPE_ARCHIVE_ZIP:
case FILETYPE_ARCHIVE_7Z:
{
const std::string &fileToRemove = filePath_;
File::Delete(fileToRemove);
return true;
}
case FILETYPE_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;
}
}
static int64_t GetDirectoryRecursiveSize(std::string path) {
std::vector<FileInfo> fileInfo;
getFilesInDir(path.c_str(), &fileInfo);
int64_t sizeSum = 0;
// 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)
sizeSum += finfo.size;
else
sizeSum += GetDirectoryRecursiveSize(finfo.fullName);
}
return sizeSum;
}
u64 GameInfo::GetGameSizeInBytes() {
switch (fileType) {
case FILETYPE_PSP_PBP_DIRECTORY:
case FILETYPE_PSP_SAVEDATA_DIRECTORY:
{
return GetDirectoryRecursiveSize(filePath_);
}
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 == FILETYPE_PSP_SAVEDATA_DIRECTORY || fileType == FILETYPE_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.
totalSize += filesSizeInDir;
}
filesSizeInDir = 0;
}
return totalSize;
}
u64 GameInfo::GetInstallDataSizeInBytes() {
if (fileType == FILETYPE_PSP_SAVEDATA_DIRECTORY || fileType == FILETYPE_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) {
lock_guard guard(lock);
// No need to rebuild if we already have it loaded.
if (filePath_ != gamePath) {
delete fileLoader;
fileLoader = ConstructFileLoader(gamePath);
filePath_ = gamePath;
// This is a fallback title, while we're loading / if unable to load.
title = File::GetFilename(filePath_);
}
return GetFileLoader()->Exists();
}
FileLoader *GameInfo::GetFileLoader() {
if (!fileLoader) {
fileLoader = ConstructFileLoader(filePath_);
}
return fileLoader;
}
void GameInfo::DisposeFileLoader() {
delete fileLoader;
fileLoader = nullptr;
}
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++) {
File::Delete(fileInfo[i].fullName.c_str());
}
File::DeleteDir(saveDataDir[j].c_str());
}
return true;
}
void GameInfo::ParseParamSFO() {
title = paramSFO.GetValueString("TITLE");
id = paramSFO.GetValueString("DISC_ID");
id_version = paramSFO.GetValueString("DISC_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;
}
/*
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() {
lock_guard guard(lock);
return title;
}
bool GameInfo::IsPending() {
lock_guard guard(lock);
return pending;
}
bool GameInfo::IsWorking() {
lock_guard guard(lock);
return working;
}
void GameInfo::SetTitle(const std::string &newTitle) {
lock_guard guard(lock);
title = newTitle;
}
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;
}
static bool ReadVFSToString(const char *filename, std::string *contents, recursive_mutex *mtx) {
size_t sz;
uint8_t *data = VFSReadFile(filename, &sz);
if (data) {
if (mtx) {
lock_guard lock(*mtx);
*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, GameInfo *info)
: gamePath_(gamePath), info_(info) {
}
virtual void run() {
if (!info_->LoadFromPath(gamePath_))
return;
std::string filename = gamePath_;
{
lock_guard lock(info_->lock);
info_->working = true;
info_->fileType = Identify_File(info_->GetFileLoader());
}
switch (info_->fileType) {
case FILETYPE_PSP_PBP:
case FILETYPE_PSP_PBP_DIRECTORY:
{
FileLoader *pbpLoader = info_->GetFileLoader();
std::unique_ptr<FileLoader> altLoader;
if (info_->fileType == FILETYPE_PSP_PBP_DIRECTORY) {
pbpLoader = ConstructFileLoader(pbpLoader->Path() + "/EBOOT.PBP");
altLoader.reset(pbpLoader);
}
PBPReader pbp(pbpLoader);
if (!pbp.IsValid()) {
if (pbp.IsELF()) {
goto handleELF;
}
ERROR_LOG(LOADER, "invalid pbp %s\n", pbpLoader->Path().c_str());
return;
}
// First, PARAM.SFO.
std::vector<u8> sfoData;
if (pbp.GetSubFile(PBP_PARAM_SFO, &sfoData)) {
lock_guard lock(info_->lock);
info_->paramSFO.ReadSFO(sfoData);
info_->ParseParamSFO();
}
// Then, ICON0.PNG.
if (pbp.GetSubFileSize(PBP_ICON0_PNG) > 0) {
lock_guard lock(info_->lock);
pbp.GetSubFileAsString(PBP_ICON0_PNG, &info_->iconTextureData);
} else {
// Read standard icon
DEBUG_LOG(LOADER, "Loading unknown.png because a PBP was missing an icon");
ReadVFSToString("unknown.png", &info_->iconTextureData, &info_->lock);
}
info_->iconDataLoaded = true;
if (info_->wantFlags & GAMEINFO_WANTBG) {
if (pbp.GetSubFileSize(PBP_PIC0_PNG) > 0) {
lock_guard lock(info_->lock);
pbp.GetSubFileAsString(PBP_PIC0_PNG, &info_->pic0TextureData);
info_->pic0DataLoaded = true;
}
if (pbp.GetSubFileSize(PBP_PIC1_PNG) > 0) {
lock_guard lock(info_->lock);
pbp.GetSubFileAsString(PBP_PIC1_PNG, &info_->pic1TextureData);
info_->pic1DataLoaded = true;
}
}
if (info_->wantFlags & GAMEINFO_WANTSND) {
if (pbp.GetSubFileSize(PBP_SND0_AT3) > 0) {
lock_guard lock(info_->lock);
pbp.GetSubFileAsString(PBP_SND0_AT3, &info_->sndFileData);
info_->sndDataLoaded = true;
}
}
}
break;
case FILETYPE_PSP_ELF:
handleELF:
// An elf on its own has no usable information, no icons, no nothing.
{
lock_guard lock(info_->lock);
info_->id = "ELF000000";
info_->id_version = "ELF000000_1.00";
info_->paramSFOLoaded = true;
}
// Read standard icon
DEBUG_LOG(LOADER, "Loading unknown.png because there was an ELF");
ReadVFSToString("unknown.png", &info_->iconTextureData, &info_->lock);
info_->iconDataLoaded = true;
break;
case FILETYPE_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)) {
lock_guard lock(info_->lock);
info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
info_->ParseParamSFO();
}
ReadFileToString(&umd, "/ICON0.PNG", &info_->iconTextureData, &info_->lock);
info_->iconDataLoaded = true;
if (info_->wantFlags & GAMEINFO_WANTBG) {
ReadFileToString(&umd, "/PIC1.PNG", &info_->pic1TextureData, &info_->lock);
info_->pic1DataLoaded = true;
}
break;
}
case FILETYPE_PPSSPP_SAVESTATE:
{
info_->SetTitle(SaveState::GetTitle(gamePath_));
lock_guard 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_->iconTextureData)) {
info_->iconDataLoaded = true;
}
}
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_->ParseParamSFO();
}
ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->iconTextureData, &info_->lock);
info_->iconDataLoaded = true;
if (info_->wantFlags & GAMEINFO_WANTBG) {
ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info_->pic0TextureData, &info_->lock);
info_->pic0DataLoaded = true;
ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1TextureData, &info_->lock);
info_->pic1DataLoaded = true;
}
if (info_->wantFlags & GAMEINFO_WANTSND) {
ReadFileToString(&umd, "/PSP_GAME/SND0.AT3", &info_->sndFileData, &info_->lock);
info_->pic1DataLoaded = true;
}
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(info_->GetFileLoader());
if (!bd)
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)) {
lock_guard 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_->pic0TextureData, &info_->lock);
info_->pic0DataLoaded = true;
ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1TextureData, &info_->lock);
info_->pic1DataLoaded = true;
}
if (info_->wantFlags & GAMEINFO_WANTSND) {
ReadFileToString(&umd, "/PSP_GAME/SND0.AT3", &info_->sndFileData, &info_->lock);
info_->pic1DataLoaded = true;
}
}
// 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_->iconTextureData, &info_->lock)) {
DEBUG_LOG(LOADER, "Loading unknown.png because no icon was found");
ReadVFSToString("unknown.png", &info_->iconTextureData, &info_->lock);
}
info_->iconDataLoaded = true;
break;
}
case FILETYPE_ARCHIVE_ZIP:
info_->paramSFOLoaded = true;
{
ReadVFSToString("zip.png", &info_->iconTextureData, &info_->lock);
info_->iconDataLoaded = true;
}
break;
case FILETYPE_ARCHIVE_RAR:
info_->paramSFOLoaded = true;
{
ReadVFSToString("rargray.png", &info_->iconTextureData, &info_->lock);
info_->iconDataLoaded = true;
}
break;
case FILETYPE_ARCHIVE_7Z:
info_->paramSFOLoaded = true;
{
ReadVFSToString("7z.png", &info_->iconTextureData, &info_->lock);
info_->iconDataLoaded = true;
}
break;
case FILETYPE_NORMAL_DIRECTORY:
default:
info_->paramSFOLoaded = true;
break;
}
info_->hasConfig = g_Config.hasGameConfig(info_->id);
if (info_->wantFlags & GAMEINFO_WANTSIZE) {
lock_guard lock(info_->lock);
info_->gameSize = info_->GetGameSizeInBytes();
info_->saveDataSize = info_->GetSaveDataSizeInBytes();
info_->installDataSize = info_->GetInstallDataSizeInBytes();
}
info_->DisposeFileLoader();
lock_guard lock(info_->lock);
info_->pending = false;
info_->working = false;
// ILOG("Completed writing info for %s", info_->GetTitle().c_str());
}
virtual float priority() {
return info_->lastAccessedTime;
}
private:
std::string gamePath_;
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() {
if (gameInfoWQ_) {
StopProcessingWorkQueue(gameInfoWQ_);
delete gameInfoWQ_;
gameInfoWQ_ = nullptr;
}
}
void GameInfoCache::Clear() {
if (gameInfoWQ_) {
gameInfoWQ_->Flush();
gameInfoWQ_->WaitUntilDone();
}
for (auto iter = info_.begin(); iter != info_.end(); iter++) {
{
lock_guard lock(iter->second->lock);
if (!iter->second->pic0TextureData.empty()) {
iter->second->pic0TextureData.clear();
iter->second->pic0DataLoaded = false;
}
if (iter->second->pic0Texture) {
delete iter->second->pic0Texture;
iter->second->pic0Texture = 0;
}
if (!iter->second->pic1TextureData.empty()) {
iter->second->pic1TextureData.clear();
iter->second->pic1DataLoaded = false;
}
if (iter->second->pic1Texture) {
delete iter->second->pic1Texture;
iter->second->pic1Texture = 0;
}
if (!iter->second->iconTextureData.empty()) {
iter->second->iconTextureData.clear();
iter->second->iconDataLoaded = false;
}
if (iter->second->iconTexture) {
delete iter->second->iconTexture;
iter->second->iconTexture = 0;
}
if (!iter->second->sndFileData.empty()) {
iter->second->sndFileData.clear();
iter->second->sndDataLoaded = false;
}
}
delete iter->second;
}
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();
iter->second->pic0DataLoaded = false;
}
if (iter->second->pic0Texture) {
delete iter->second->pic0Texture;
iter->second->pic0Texture = 0;
}
if (!iter->second->pic1TextureData.empty()) {
iter->second->pic1TextureData.clear();
iter->second->pic1DataLoaded = false;
}
if (iter->second->pic1Texture) {
delete iter->second->pic1Texture;
iter->second->pic1Texture = 0;
}
if (!iter->second->sndFileData.empty()) {
iter->second->sndFileData.clear();
iter->second->sndDataLoaded = false;
}
iter->second->wantFlags &= ~(GAMEINFO_WANTBG | GAMEINFO_WANTSND);
}
}
void GameInfoCache::PurgeType(IdentifiedFileType fileType) {
if (gameInfoWQ_)
gameInfoWQ_->Flush();
restart:
for (auto iter = info_.begin(); iter != info_.end(); iter++) {
if (iter->second->fileType == fileType) {
info_.erase(iter);
goto restart;
}
}
}
void GameInfoCache::WaitUntilDone(GameInfo *info) {
while (info->IsPending()) {
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...
}
}
// Runs on the main thread.
GameInfo *GameInfoCache::GetInfo(Thin3DContext *thin3d, const std::string &gamePath, int wantFlags) {
GameInfo *info = 0;
auto iter = info_.find(gamePath);
if (iter != info_.end()) {
info = iter->second;
if ((info->wantFlags & wantFlags) != wantFlags) {
// Need to start over. We'll just add a new work item.
goto again;
}
if (thin3d && info->iconDataLoaded) {
SetupTexture(info, info->iconTextureData, thin3d, info->iconTexture, info->timeIconWasLoaded);
info->iconDataLoaded = false;
}
if (thin3d && info->pic0DataLoaded) {
SetupTexture(info, info->pic0TextureData, thin3d, info->pic0Texture, info->timePic0WasLoaded);
info->pic0DataLoaded = false;
}
if (thin3d && info->pic1DataLoaded) {
SetupTexture(info, info->pic1TextureData, thin3d, info->pic1Texture, info->timePic1WasLoaded);
info->pic1DataLoaded = false;
}
iter->second->lastAccessedTime = time_now_d();
return iter->second;
}
again:
if (!info) {
info = new GameInfo();
}
if (info->IsWorking()) {
// Uh oh, it's currently in process. It could mark pending = false with the wrong wantFlags.
// Let's wait it out, then queue.
WaitUntilDone(info);
}
{
lock_guard lock(info->lock);
info->wantFlags |= wantFlags;
info->pending = true;
}
GameInfoWorkItem *item = new GameInfoWorkItem(gamePath, info);
gameInfoWQ_->Add(item);
info_[gamePath] = info;
return info;
}
void GameInfoCache::SetupTexture(GameInfo *info, std::string &textureData, Thin3DContext *thin3d, Thin3DTexture *&tex, double &loadTime) {
if (textureData.size()) {
if (!tex) {
tex = thin3d->CreateTextureFromFileData((const uint8_t *)textureData.data(), (int)textureData.size(), T3DImageType::DETECT);
if (tex) {
loadTime = time_now_d();
}
}
textureData.clear();
}
}