ppsspp/UI/GameInfoCache.cpp
2013-04-20 21:00:35 +02:00

289 lines
7.9 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 "image/png_load.h"
#include "thread/prioritizedworkqueue.h"
#include "GameInfoCache.h"
#include "Core/FileSystems/ISOFileSystem.h"
#include "Core/FileSystems/DirectoryFileSystem.h"
#include "Core/ELF/PBPReader.h"
GameInfoCache g_gameInfoCache;
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() {
// A game can be either an UMD or a directory under ms0:/PSP/GAME .
if (startsWith(gamePath_, "ms0:/PSP/GAME")) {
return;
// TODO: The case of these extensions is not perfect.
} else if (endsWith(gamePath_, ".PBP")) {
PBPReader pbp(gamePath_.c_str());
if (!pbp.IsValid())
return;
info_->fileType = FILETYPE_PSP_PBP;
// 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");
}
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 {
// We should load a default image here.
}
}
if (info_->wantBG) {
{
lock_guard lock(info_->lock);
if (pbp.GetSubFileSize(PBP_PIC1_PNG) > 0)
pbp.GetSubFileAsString(PBP_PIC1_PNG, &info_->pic1TextureData);
}
}
} else if (endsWith(gamePath_, ".elf") || endsWith(gamePath_, ".prx")) {
info_->fileType = FILETYPE_PSP_ELF;
return;
} else {
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");
}
{
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);
}
}
}
}
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() {
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;
}
}
}
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;
}