mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 23:53:55 +00:00
280 lines
7.6 KiB
C++
280 lines
7.6 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <string>
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#include <map>
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#include "base/timeutil.h"
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#include "base/stringutil.h"
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#include "image/png_load.h"
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#include "thread/prioritizedworkqueue.h"
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#include "GameInfoCache.h"
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#include "Core/FileSystems/ISOFileSystem.h"
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#include "Core/FileSystems/DirectoryFileSystem.h"
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#include "Core/ELF/PBPReader.h"
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GameInfoCache g_gameInfoCache;
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static bool ReadFileToString(IFileSystem *fs, const char *filename, std::string *contents, recursive_mutex *mtx) {
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PSPFileInfo info = fs->GetFileInfo(filename);
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if (!info.exists) {
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return false;
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}
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int handle = fs->OpenFile(filename, FILEACCESS_READ);
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if (!handle) {
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return false;
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}
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if (mtx) {
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lock_guard lock(*mtx);
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contents->resize(info.size);
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fs->ReadFile(handle, (u8 *)contents->data(), info.size);
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} else {
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contents->resize(info.size);
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fs->ReadFile(handle, (u8 *)contents->data(), info.size);
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}
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fs->CloseFile(handle);
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return true;
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}
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class GameInfoWorkItem : public PrioritizedWorkQueueItem {
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public:
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GameInfoWorkItem(const std::string &gamePath, GameInfo *info)
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: gamePath_(gamePath), info_(info) {
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}
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virtual void run() {
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// A game can be either an UMD or a directory under ms0:/PSP/GAME .
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if (startsWith(gamePath_, "ms0:/PSP/GAME")) {
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return;
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// TODO: The case of these extensions is not perfect.
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} else if (endsWith(gamePath_, ".PBP")) {
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PBPReader pbp(gamePath_.c_str());
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if (!pbp.IsValid())
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return;
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info_->fileType = FILETYPE_PSP_PBP;
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// First, PARAM.SFO.
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size_t sfoSize;
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u8 *sfoData = pbp.GetSubFile(PBP_PARAM_SFO, &sfoSize);
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{
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lock_guard lock(info_->lock);
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info_->paramSFO.ReadSFO(sfoData, sfoSize);
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info_->title = info_->paramSFO.GetValueString("TITLE");
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}
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delete [] sfoData;
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// Then, ICON0.PNG.
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{
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lock_guard lock(info_->lock);
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if (pbp.GetSubFileSize(PBP_ICON0_PNG) > 0) {
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pbp.GetSubFileAsString(PBP_ICON0_PNG, &info_->iconTextureData);
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} else {
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// We should load a default image here.
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}
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}
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if (info_->wantBG) {
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{
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lock_guard lock(info_->lock);
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if (pbp.GetSubFileSize(PBP_PIC1_PNG) > 0)
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pbp.GetSubFileAsString(PBP_PIC1_PNG, &info_->pic1TextureData);
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}
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}
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} else if (endsWith(gamePath_, ".elf") || endsWith(gamePath_, ".prx")) {
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info_->fileType = FILETYPE_PSP_ELF;
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return;
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} else {
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info_->fileType = FILETYPE_PSP_ISO;
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SequentialHandleAllocator handles;
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// Let's assume it's an ISO.
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// TODO: This will currently read in the whole directory tree. Not really necessary for just a
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// few files.
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BlockDevice *bd = constructBlockDevice(gamePath_.c_str());
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if (!bd)
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return; // nothing to do here..
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ISOFileSystem umd(&handles, bd, "/PSP_GAME");
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// Alright, let's fetch the PARAM.SFO.
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std::string paramSFOcontents;
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if (ReadFileToString(&umd, "/PSP_GAME/PARAM.SFO", ¶mSFOcontents, 0)) {
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lock_guard lock(info_->lock);
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info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
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info_->title = info_->paramSFO.GetValueString("TITLE");
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}
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{
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ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->iconTextureData, &info_->lock);
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}
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if (info_->wantBG) {
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{
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ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info_->pic0TextureData, &info_->lock);
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}
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{
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ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1TextureData, &info_->lock);
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}
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}
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}
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}
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virtual float priority() {
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return info_->lastAccessedTime;
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}
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private:
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std::string gamePath_;
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GameInfo *info_;
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DISALLOW_COPY_AND_ASSIGN(GameInfoWorkItem);
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};
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GameInfoCache::~GameInfoCache() {
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Clear();
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}
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void GameInfoCache::Init() {
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gameInfoWQ_ = new PrioritizedWorkQueue();
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ProcessWorkQueueOnThreadWhile(gameInfoWQ_);
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}
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void GameInfoCache::Shutdown() {
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StopProcessingWorkQueue(gameInfoWQ_);
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}
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void GameInfoCache::Save()
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{
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// TODO
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}
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void GameInfoCache::Load() {
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// TODO
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}
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void GameInfoCache::Decimate() {
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// TODO
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}
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void GameInfoCache::Clear() {
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gameInfoWQ_->Flush();
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for (auto iter = info_.begin(); iter != info_.end(); iter++) {
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lock_guard lock(iter->second->lock);
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if (!iter->second->pic0TextureData.empty()) {
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iter->second->pic0TextureData.clear();
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}
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if (iter->second->pic0Texture) {
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delete iter->second->pic0Texture;
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iter->second->pic0Texture = 0;
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}
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if (!iter->second->pic1TextureData.empty()) {
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iter->second->pic1TextureData.clear();
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}
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if (iter->second->pic1Texture) {
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delete iter->second->pic1Texture;
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iter->second->pic1Texture = 0;
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}
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}
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info_.clear();
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}
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void GameInfoCache::FlushBGs() {
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for (auto iter = info_.begin(); iter != info_.end(); iter++) {
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lock_guard lock(iter->second->lock);
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if (!iter->second->pic0TextureData.empty()) {
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iter->second->pic0TextureData.clear();
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}
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if (iter->second->pic0Texture) {
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delete iter->second->pic0Texture;
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iter->second->pic0Texture = 0;
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}
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if (!iter->second->pic1TextureData.empty()) {
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iter->second->pic1TextureData.clear();
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}
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if (iter->second->pic1Texture) {
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delete iter->second->pic1Texture;
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iter->second->pic1Texture = 0;
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}
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}
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}
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void GameInfoCache::Add(const std::string &key, GameInfo *info_) {
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}
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// This may run off-main-thread and we thus can't use the global
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// pspFileSystem (well, we could with synchronization but there might not
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// even be a game running).
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GameInfo *GameInfoCache::GetInfo(const std::string &gamePath, bool wantBG) {
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auto iter = info_.find(gamePath);
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if (iter != info_.end()) {
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GameInfo *info = iter->second;
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if (!info->wantBG && wantBG) {
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// Need to start over. We'll just add a new work item.
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delete info; // Hm, how dangerous is this? There might be a race condition here.
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goto again;
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}
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{
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lock_guard lock(info->lock);
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if (info->iconTextureData.size()) {
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info->iconTexture = new Texture();
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// TODO: We could actually do the PNG decoding as well on the async thread.
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// We'd have to split up Texture->LoadPNG though, creating some intermediate Image class maybe.
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if (info->iconTexture->LoadPNG((const u8 *)info->iconTextureData.data(), info->iconTextureData.size(), false)) {
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info->timeIconWasLoaded = time_now_d();
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}
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info->iconTextureData.clear();
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}
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}
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{
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lock_guard lock(info->lock);
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if (info->pic0TextureData.size()) {
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info->pic0Texture = new Texture();
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if (info->pic0Texture->LoadPNG((const u8 *)info->pic0TextureData.data(), info->pic0TextureData.size(), false)) {
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info->timePic0WasLoaded = time_now_d();
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}
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info->pic0TextureData.clear();
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}
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}
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{
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lock_guard lock(info->lock);
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if (info->pic1TextureData.size()) {
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info->pic1Texture = new Texture();
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if (info->pic1Texture->LoadPNG((const u8 *)info->pic1TextureData.data(), info->pic1TextureData.size(), false)) {
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info->timePic1WasLoaded = time_now_d();
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}
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info->pic1TextureData.clear();
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}
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}
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iter->second->lastAccessedTime = time_now_d();
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return iter->second;
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}
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again:
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GameInfo *info = new GameInfo();
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info->wantBG = wantBG;
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GameInfoWorkItem *item = new GameInfoWorkItem(gamePath, info);
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gameInfoWQ_->Add(item);
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info_[gamePath] = info;
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return info;
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}
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