ppsspp/UI/GameInfoCache.cpp
Henrik Rydgård 59a56d66c7 Add a "reason" argument to sleep_ms().
sleep_ms() should generally be avoided when possible. This can be used to try
to track down unnecessary sleeps by adding some logging.

This commit on its own doesn't actually add any logging.
2024-11-21 15:28:51 +01:00

989 lines
30 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 "Common/GPU/thin3d.h"
#include "Common/Thread/ThreadManager.h"
#include "Common/File/VFS/VFS.h"
#include "Common/File/FileUtil.h"
#include "Common/File/Path.h"
#include "Common/Render/ManagedTexture.h"
#include "Common/StringUtils.h"
#include "Common/TimeUtil.h"
#include "Core/FileSystems/ISOFileSystem.h"
#include "Core/FileSystems/DirectoryFileSystem.h"
#include "Core/FileSystems/VirtualDiscFileSystem.h"
#include "Core/HLE/sceUtility.h"
#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"
GameInfoCache *g_gameInfoCache;
void GameInfoTex::Clear() {
if (!data.empty()) {
data.clear();
dataLoaded = false;
}
if (texture) {
texture->Release();
texture = nullptr;
}
timeLoaded = 0.0;
}
GameInfo::GameInfo(const Path &gamePath) : filePath_(gamePath) {
// here due to a forward decl.
fileType = IdentifiedFileType::UNKNOWN;
}
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).
Path fileToRemove = filePath_;
INFO_LOG(Log::System, "Deleting file %s", fileToRemove.c_str());
File::Delete(fileToRemove);
g_Config.RemoveRecent(filePath_.ToString());
return true;
}
case IdentifiedFileType::PSP_PBP_DIRECTORY:
case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
{
// TODO: This could be handled by Core/Util/GameManager too somehow.
Path directoryToRemove = ResolvePBPDirectory(filePath_);
INFO_LOG(Log::System, "Deleting directory %s", directoryToRemove.c_str());
if (!File::DeleteDirRecursively(directoryToRemove)) {
ERROR_LOG(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::UNKNOWN_ISO:
case IdentifiedFileType::ARCHIVE_RAR:
case IdentifiedFileType::ARCHIVE_ZIP:
case IdentifiedFileType::ARCHIVE_7Z:
case IdentifiedFileType::PPSSPP_GE_DUMP:
{
const Path &fileToRemove = filePath_;
INFO_LOG(Log::System, "Deleting file %s", fileToRemove.c_str());
File::Delete(fileToRemove);
g_Config.RemoveRecent(filePath_.ToString());
return true;
}
case IdentifiedFileType::PPSSPP_SAVESTATE:
{
const Path &ppstPath = filePath_;
INFO_LOG(Log::System, "Deleting file %s", ppstPath.c_str());
File::Delete(ppstPath);
const Path screenshotPath = filePath_.WithReplacedExtension(".ppst", ".jpg");
if (File::Exists(screenshotPath)) {
File::Delete(screenshotPath);
}
return true;
}
default:
INFO_LOG(Log::System, "Don't know how to delete this type of file: %s", filePath_.c_str());
return false;
}
}
u64 GameInfo::GetSizeOnDiskInBytes() {
switch (fileType) {
case IdentifiedFileType::PSP_PBP_DIRECTORY:
case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
return File::ComputeRecursiveDirectorySize(ResolvePBPDirectory(filePath_));
case IdentifiedFileType::PSP_DISC_DIRECTORY:
return File::ComputeRecursiveDirectorySize(GetFileLoader()->GetPath());
default:
return GetFileLoader()->FileSize();
}
}
u64 GameInfo::GetSizeUncompressedInBytes() {
switch (fileType) {
case IdentifiedFileType::PSP_PBP_DIRECTORY:
case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
return File::ComputeRecursiveDirectorySize(ResolvePBPDirectory(filePath_));
case IdentifiedFileType::PSP_DISC_DIRECTORY:
return File::ComputeRecursiveDirectorySize(GetFileLoader()->GetPath());
default:
{
BlockDevice *blockDevice = constructBlockDevice(GetFileLoader().get());
if (blockDevice) {
u64 size = blockDevice->GetUncompressedSize();
delete blockDevice;
return size;
} else {
return GetFileLoader()->FileSize();
}
}
}
}
std::string GetFileDateAsString(const Path &filename) {
tm time;
if (File::GetModifTime(filename, time)) {
char buf[256];
switch (g_Config.iDateFormat) {
case PSP_SYSTEMPARAM_DATE_FORMAT_YYYYMMDD:
strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", &time);
break;
case PSP_SYSTEMPARAM_DATE_FORMAT_MMDDYYYY:
strftime(buf, sizeof(buf), "%m-%d-%Y %H:%M:%S", &time);
break;
case PSP_SYSTEMPARAM_DATE_FORMAT_DDMMYYYY:
strftime(buf, sizeof(buf), "%d-%m-%Y %H:%M:%S", &time);
break;
default: // Should never happen
return "";
}
return std::string(buf);
}
return "";
}
std::string GameInfo::GetMTime() const {
switch (fileType) {
case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
return GetFileDateAsString(GetFilePath() / "PARAM.SFO");
case IdentifiedFileType::PSP_PBP_DIRECTORY:
return GetFileDateAsString(GetFilePath() / "EBOOT.PBP");
default:
return GetFileDateAsString(GetFilePath());
}
}
// Not too meaningful if the object itself is a savedata directory...
// Call this under lock.
std::vector<Path> GameInfo::GetSaveDataDirectories() {
_dbg_assert_(hasFlags & GameInfoFlags::PARAM_SFO); // so we know we have the ID.
Path memc = GetSysDirectory(DIRECTORY_SAVEDATA);
std::vector<File::FileInfo> dirs;
File::GetFilesInDir(memc, &dirs);
std::vector<Path> 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::GetGameSavedataSizeInBytes() {
if (fileType == IdentifiedFileType::PSP_SAVEDATA_DIRECTORY || fileType == IdentifiedFileType::PPSSPP_SAVESTATE) {
return 0;
}
std::vector<Path> saveDataDir = GetSaveDataDirectories();
u64 totalSize = 0;
u64 filesSizeInDir = 0;
for (size_t j = 0; j < saveDataDir.size(); j++) {
std::vector<File::FileInfo> fileInfo;
File::GetFilesInDir(saveDataDir[j], &fileInfo);
for (auto const &file : fileInfo) {
if (!file.isDirectory)
filesSizeInDir += file.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<Path> saveDataDir = GetSaveDataDirectories();
u64 totalSize = 0;
u64 filesSizeInDir = 0;
for (size_t j = 0; j < saveDataDir.size(); j++) {
std::vector<File::FileInfo> fileInfo;
File::GetFilesInDir(saveDataDir[j], &fileInfo);
for (auto const &file : fileInfo) {
// TODO: Might want to recurse here? Don't know games that use directories
// for install-data though.
if (!file.isDirectory)
filesSizeInDir += file.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::CreateLoader() {
if (!fileLoader) {
std::lock_guard<std::mutex> guard(loaderLock);
fileLoader.reset(ConstructFileLoader(filePath_));
if (!fileLoader)
return false;
}
return true;
}
std::shared_ptr<FileLoader> GameInfo::GetFileLoader() {
if (filePath_.empty()) {
// Happens when workqueue tries to figure out priorities,
// because Priority() calls GetFileLoader()... gnarly.
return fileLoader;
}
std::lock_guard<std::mutex> guard(loaderLock);
if (!fileLoader) {
FileLoader *loader = ConstructFileLoader(filePath_);
fileLoader.reset(loader);
return fileLoader;
}
return fileLoader;
}
void GameInfo::DisposeFileLoader() {
std::lock_guard<std::mutex> guard(loaderLock);
fileLoader.reset();
}
bool GameInfo::DeleteAllSaveData() {
std::vector<Path> saveDataDir = GetSaveDataDirectories();
for (size_t j = 0; j < saveDataDir.size(); j++) {
std::vector<File::FileInfo> fileInfo;
File::GetFilesInDir(saveDataDir[j], &fileInfo);
for (size_t i = 0; i < fileInfo.size(); i++) {
File::Delete(fileInfo[i].fullName);
}
File::DeleteDir(saveDataDir[j]);
}
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;
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;
}*/
}
}
std::string GameInfo::GetTitle() {
std::lock_guard<std::mutex> guard(lock);
if ((hasFlags & GameInfoFlags::PARAM_SFO) && !title.empty()) {
return title;
} else {
return filePath_.GetFilename();
}
}
void GameInfo::SetTitle(const std::string &newTitle) {
std::lock_guard<std::mutex> guard(lock);
title = newTitle;
}
void GameInfo::FinishPendingTextureLoads(Draw::DrawContext *draw) {
if (draw && icon.dataLoaded && !icon.texture) {
SetupTexture(draw, icon);
}
if (draw && pic0.dataLoaded && !pic0.texture) {
SetupTexture(draw, pic0);
}
if (draw && pic1.dataLoaded && !pic1.texture) {
SetupTexture(draw, pic1);
}
}
void GameInfo::SetupTexture(Draw::DrawContext *thin3d, GameInfoTex &tex) {
if (tex.timeLoaded) {
// Failed before, skip.
return;
}
if (tex.data.empty()) {
tex.timeLoaded = time_now_d();
return;
}
using namespace Draw;
// TODO: Use TempImage to semi-load the image in the worker task, then here we
// could just call CreateTextureFromTempImage.
tex.texture = CreateTextureFromFileData(thin3d, (const uint8_t *)tex.data.data(), tex.data.size(), ImageFileType::DETECT, false, GetTitle().c_str());
tex.timeLoaded = time_now_d();
if (!tex.texture) {
ERROR_LOG(Log::G3D, "Failed creating texture (%s) from %d-byte file", GetTitle().c_str(), (int)tex.data.size());
}
}
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::string data;
data.resize(info.size);
size_t readSize = fs->ReadFile(handle, (u8 *)data.data(), info.size);
fs->CloseFile(handle);
if (readSize != info.size) {
return false;
}
std::lock_guard<std::mutex> lock(*mtx);
*contents = std::move(data);
} else {
contents->resize(info.size);
size_t readSize = fs->ReadFile(handle, (u8 *)contents->data(), info.size);
fs->CloseFile(handle);
if (readSize != info.size) {
return false;
}
}
return true;
}
static bool ReadLocalFileToString(const Path &path, std::string *contents, std::mutex *mtx) {
std::string data;
if (!File::ReadBinaryFileToString(path, &data)) {
return false;
}
if (mtx) {
std::lock_guard<std::mutex> lock(*mtx);
*contents = std::move(data);
} else {
*contents = std::move(data);
}
return true;
}
static bool ReadVFSToString(const char *filename, std::string *contents, std::mutex *mtx) {
size_t sz;
uint8_t *data = g_VFS.ReadFile(filename, &sz);
if (data) {
if (mtx) {
std::lock_guard<std::mutex> lock(*mtx);
*contents = std::string((const char *)data, sz);
} else {
*contents = std::string((const char *)data, sz);
}
} else {
return false;
}
delete [] data;
return true;
}
class GameInfoWorkItem : public Task {
public:
GameInfoWorkItem(const Path &gamePath, std::shared_ptr<GameInfo> &info, GameInfoFlags flags)
: gamePath_(gamePath), info_(info), flags_(flags) {}
~GameInfoWorkItem() {
info_->DisposeFileLoader();
}
TaskType Type() const override {
return TaskType::IO_BLOCKING;
}
TaskPriority Priority() const override {
switch (gamePath_.Type()) {
case PathType::NATIVE:
case PathType::CONTENT_URI:
return TaskPriority::NORMAL;
default:
// Remote/network access.
return TaskPriority::LOW;
}
}
void Run() override {
// An early-return will result in the destructor running, where we can set
// flags like working and pending.
if (!info_->CreateLoader() || !info_->GetFileLoader() || !info_->GetFileLoader()->Exists()) {
// Mark everything requested as done, so
std::unique_lock<std::mutex> lock(info_->lock);
info_->MarkReadyNoLock(flags_);
ERROR_LOG(Log::Loader, "Failed getting game info for %s", info_->GetFilePath().ToVisualString().c_str());
return;
}
std::string errorString;
if (flags_ & GameInfoFlags::FILE_TYPE) {
info_->fileType = Identify_File(info_->GetFileLoader().get(), &errorString);
}
if (!info_->Ready(GameInfoFlags::FILE_TYPE) && !(flags_ & GameInfoFlags::FILE_TYPE)) {
_dbg_assert_(false);
}
switch (info_->fileType) {
case IdentifiedFileType::PSP_PBP:
case IdentifiedFileType::PSP_PBP_DIRECTORY:
{
auto pbpLoader = info_->GetFileLoader();
if (info_->fileType == IdentifiedFileType::PSP_PBP_DIRECTORY) {
Path ebootPath = ResolvePBPFile(gamePath_);
if (ebootPath != gamePath_) {
pbpLoader.reset(ConstructFileLoader(ebootPath));
}
}
PBPReader pbp(pbpLoader.get());
if (!pbp.IsValid()) {
if (pbp.IsELF()) {
goto handleELF;
}
ERROR_LOG(Log::Loader, "invalid pbp '%s'\n", pbpLoader->GetPath().c_str());
// We can't win here - just mark everything pending as fetched, and let the caller
// handle the missing data.
std::unique_lock<std::mutex> lock(info_->lock);
info_->MarkReadyNoLock(flags_);
return;
}
// First, PARAM.SFO.
if (flags_ & GameInfoFlags::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_.FilePathContainsNoCase("PSP/GAME/")
&& 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
}
info_->MarkReadyNoLock(GameInfoFlags::PARAM_SFO);
}
}
// Then, ICON0.PNG.
if (flags_ & GameInfoFlags::ICON) {
if (pbp.GetSubFileSize(PBP_ICON0_PNG) > 0) {
std::lock_guard<std::mutex> lock(info_->lock);
pbp.GetSubFileAsString(PBP_ICON0_PNG, &info_->icon.data);
} else {
Path screenshot_jpg = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.jpg");
Path screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.png");
// Try using png/jpg screenshots first
if (File::Exists(screenshot_png))
ReadLocalFileToString(screenshot_png, &info_->icon.data, &info_->lock);
else if (File::Exists(screenshot_jpg))
ReadLocalFileToString(screenshot_jpg, &info_->icon.data, &info_->lock);
else
// Read standard icon
ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
}
info_->icon.dataLoaded = true;
}
if (flags_ & GameInfoFlags::BG) {
if (pbp.GetSubFileSize(PBP_PIC0_PNG) > 0) {
std::string data;
pbp.GetSubFileAsString(PBP_PIC0_PNG, &data);
std::lock_guard<std::mutex> lock(info_->lock);
info_->pic0.data = std::move(data);
info_->pic0.dataLoaded = true;
}
if (pbp.GetSubFileSize(PBP_PIC1_PNG) > 0) {
std::string data;
pbp.GetSubFileAsString(PBP_PIC1_PNG, &data);
std::lock_guard<std::mutex> lock(info_->lock);
info_->pic1.data = std::move(data);
info_->pic1.dataLoaded = true;
}
}
if (flags_ & GameInfoFlags::SND) {
if (pbp.GetSubFileSize(PBP_SND0_AT3) > 0) {
std::string data;
pbp.GetSubFileAsString(PBP_SND0_AT3, &data);
std::lock_guard<std::mutex> lock(info_->lock);
info_->sndFileData = std::move(data);
info_->sndDataLoaded = true;
}
}
}
break;
case IdentifiedFileType::PSP_ELF:
handleELF:
// An elf on its own has no usable information, no icons, no nothing.
if (flags_ & GameInfoFlags::PARAM_SFO) {
info_->id = g_paramSFO.GenerateFakeID(gamePath_);
info_->id_version = info_->id + "_1.00";
info_->region = GAMEREGION_MAX + 1; // Homebrew
}
if (flags_ & GameInfoFlags::ICON) {
std::string id = g_paramSFO.GenerateFakeID(gamePath_);
// Due to the dependency of the BASIC info, we fetch it already here.
Path screenshot_jpg = GetSysDirectory(DIRECTORY_SCREENSHOT) / (id + "_00000.jpg");
Path screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) / (id + "_00000.png");
// Try using png/jpg screenshots first
if (File::Exists(screenshot_png)) {
ReadLocalFileToString(screenshot_png, &info_->icon.data, &info_->lock);
} else if (File::Exists(screenshot_jpg)) {
ReadLocalFileToString(screenshot_jpg, &info_->icon.data, &info_->lock);
} else {
// Read standard icon
VERBOSE_LOG(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_);
if (flags_ & GameInfoFlags::PARAM_SFO) {
// 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();
info_->MarkReadyNoLock(GameInfoFlags::PARAM_SFO);
}
}
if (flags_ & GameInfoFlags::ICON) {
ReadFileToString(&umd, "/ICON0.PNG", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
}
if (flags_ & GameInfoFlags::BG) {
ReadFileToString(&umd, "/PIC1.PNG", &info_->pic1.data, &info_->lock);
info_->pic1.dataLoaded = true;
}
break;
}
case IdentifiedFileType::PPSSPP_SAVESTATE:
{
if (flags_ & GameInfoFlags::PARAM_SFO) {
info_->SetTitle(SaveState::GetTitle(gamePath_));
std::lock_guard<std::mutex> lock(info_->lock);
info_->MarkReadyNoLock(GameInfoFlags::PARAM_SFO);
}
// Let's use the screenshot as an icon, too.
if (flags_ & GameInfoFlags::ICON) {
Path screenshotPath = gamePath_.WithReplacedExtension(".ppst", ".jpg");
if (ReadLocalFileToString(screenshotPath, &info_->icon.data, &info_->lock)) {
info_->icon.dataLoaded = true;
} else {
ERROR_LOG(Log::G3D, "Error loading screenshot data: '%s'", screenshotPath.c_str());
}
}
break;
}
case IdentifiedFileType::PPSSPP_GE_DUMP:
{
if (flags_ & GameInfoFlags::ICON) {
Path screenshotPath = gamePath_.WithReplacedExtension(".ppdmp", ".png");
// Let's use the comparison screenshot as an icon, if it exists.
if (ReadLocalFileToString(screenshotPath, &info_->icon.data, &info_->lock)) {
info_->icon.dataLoaded = true;
}
}
break;
}
case IdentifiedFileType::PSP_DISC_DIRECTORY:
{
SequentialHandleAllocator handles;
VirtualDiscFileSystem umd(&handles, gamePath_);
// Alright, let's fetch the PARAM.SFO.
if (flags_ & GameInfoFlags::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 (flags_ & GameInfoFlags::ICON) {
ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
}
if (flags_ & GameInfoFlags::BG) {
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;
}
if (flags_ & GameInfoFlags::SND) {
ReadFileToString(&umd, "/PSP_GAME/SND0.AT3", &info_->sndFileData, &info_->lock);
info_->pic1.dataLoaded = true;
}
break;
}
case IdentifiedFileType::PSP_ISO:
case IdentifiedFileType::PSP_ISO_NP:
{
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) {
// BAD! Can't win here.
ERROR_LOG(Log::Loader, "Failed getting game info for ISO %s", info_->GetFilePath().ToVisualString().c_str());
std::unique_lock<std::mutex> lock(info_->lock);
info_->MarkReadyNoLock(flags_);
return;
}
BlockDevice *bd = constructBlockDevice(info_->GetFileLoader().get());
if (!bd) {
ERROR_LOG(Log::Loader, "Failed constructing block device for ISO %s", info_->GetFilePath().ToVisualString().c_str());
std::unique_lock<std::mutex> lock(info_->lock);
info_->MarkReadyNoLock(flags_);
return;
}
ISOFileSystem umd(&handles, bd);
// Alright, let's fetch the PARAM.SFO.
if (flags_ & GameInfoFlags::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();
// quick-update the info while we have the lock, so we don't need to wait for the image load to display the title.
info_->MarkReadyNoLock(GameInfoFlags::PARAM_SFO);
}
}
}
if (flags_ & GameInfoFlags::BG) {
info_->pic0.dataLoaded = ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info_->pic0.data, &info_->lock);
info_->pic1.dataLoaded = ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1.data, &info_->lock);
}
if (flags_ & GameInfoFlags::SND) {
info_->sndDataLoaded = ReadFileToString(&umd, "/PSP_GAME/SND0.AT3", &info_->sndFileData, &info_->lock);
}
// Fall back to unknown icon if ISO is broken/is a homebrew ISO, override is allowed though
if (flags_ & GameInfoFlags::ICON) {
if (!ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->icon.data, &info_->lock)) {
Path screenshot_jpg = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.jpg");
Path screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.png");
// Try using png/jpg screenshots first
if (File::Exists(screenshot_png))
info_->icon.dataLoaded = ReadLocalFileToString(screenshot_png, &info_->icon.data, &info_->lock);
else if (File::Exists(screenshot_jpg))
info_->icon.dataLoaded = ReadLocalFileToString(screenshot_jpg, &info_->icon.data, &info_->lock);
else {
DEBUG_LOG(Log::Loader, "Loading unknown.png because no icon was found");
info_->icon.dataLoaded = ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
}
} else {
info_->icon.dataLoaded = true;
}
}
break;
}
case IdentifiedFileType::ARCHIVE_ZIP:
if (flags_ & GameInfoFlags::ICON) {
ReadVFSToString("zip.png", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
}
break;
case IdentifiedFileType::ARCHIVE_RAR:
if (flags_ & GameInfoFlags::ICON) {
ReadVFSToString("rargray.png", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
}
break;
case IdentifiedFileType::ARCHIVE_7Z:
if (flags_ & GameInfoFlags::ICON) {
ReadVFSToString("7z.png", &info_->icon.data, &info_->lock);
info_->icon.dataLoaded = true;
}
break;
case IdentifiedFileType::NORMAL_DIRECTORY:
default:
break;
}
if (flags_ & GameInfoFlags::PARAM_SFO) {
// We fetch the hasConfig together with the params, since that's what fills out the id.
info_->hasConfig = g_Config.hasGameConfig(info_->id);
}
if (flags_ & GameInfoFlags::SIZE) {
std::lock_guard<std::mutex> lock(info_->lock);
info_->gameSizeOnDisk = info_->GetSizeOnDiskInBytes();
switch (info_->fileType) {
case IdentifiedFileType::PSP_ISO:
case IdentifiedFileType::PSP_ISO_NP:
case IdentifiedFileType::PSP_DISC_DIRECTORY:
case IdentifiedFileType::PSP_PBP:
case IdentifiedFileType::PSP_PBP_DIRECTORY:
info_->saveDataSize = info_->GetGameSavedataSizeInBytes();
info_->installDataSize = info_->GetInstallDataSizeInBytes();
break;
default:
info_->saveDataSize = 0;
info_->installDataSize = 0;
break;
}
}
if (flags_ & GameInfoFlags::UNCOMPRESSED_SIZE) {
info_->gameSizeUncompressed = info_->GetSizeUncompressedInBytes();
}
// Time to update the flags.
std::unique_lock<std::mutex> lock(info_->lock);
info_->MarkReadyNoLock(flags_);
// INFO_LOG(Log::System, "Completed writing info for %s", info_->GetTitle().c_str());
}
private:
Path gamePath_;
std::shared_ptr<GameInfo> info_;
GameInfoFlags flags_{};
DISALLOW_COPY_AND_ASSIGN(GameInfoWorkItem);
};
GameInfoCache::GameInfoCache() {
Init();
}
GameInfoCache::~GameInfoCache() {
Clear();
Shutdown();
}
void GameInfoCache::Init() {}
void GameInfoCache::Shutdown() {
CancelAll();
}
void GameInfoCache::Clear() {
CancelAll();
std::lock_guard<std::mutex> lock(mapLock_);
info_.clear();
}
void GameInfoCache::CancelAll() {
std::lock_guard<std::mutex> lock(mapLock_);
for (auto info : info_) {
// GetFileLoader will create one if there isn't one already.
// Avoid that by checking.
if (info.second->HasFileLoader()) {
auto fl = info.second->GetFileLoader();
if (fl) {
fl->Cancel();
}
}
}
}
void GameInfoCache::FlushBGs() {
std::lock_guard<std::mutex> lock(mapLock_);
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->hasFlags &= ~(GameInfoFlags::BG | GameInfoFlags::SND);
}
}
void GameInfoCache::PurgeType(IdentifiedFileType fileType) {
bool retry = false;
int retryCount = 10;
// Trickery to avoid sleeping with the lock held.
do {
if (retry) {
retryCount--;
if (retryCount == 0) {
break;
}
}
retry = false;
{
std::lock_guard<std::mutex> lock(mapLock_);
for (auto iter = info_.begin(); iter != info_.end();) {
auto &info = iter->second;
if (!(info->hasFlags & GameInfoFlags::FILE_TYPE)) {
iter++;
continue;
}
if (info->fileType != fileType) {
iter++;
continue;
}
// TODO: Find a better way to wait here.
if (info->pendingFlags != (GameInfoFlags)0) {
INFO_LOG(Log::Loader, "%s: pending flags %08x, retrying", info->GetTitle().c_str(), (int)info->pendingFlags);
retry = true;
break;
}
iter = info_.erase(iter);
}
}
sleep_ms(10, "game-info-cache-purge-poll");
} while (retry);
}
// Call on the main thread ONLY - that is from stuff called from NativeFrame.
// Can also be called from the audio thread for menu background music, but that cannot request images!
std::shared_ptr<GameInfo> GameInfoCache::GetInfo(Draw::DrawContext *draw, const Path &gamePath, GameInfoFlags wantFlags) {
const std::string &pathStr = gamePath.ToString();
// _dbg_assert_(gamePath != GetSysDirectory(DIRECTORY_SAVEDATA));
// This is always needed to determine the method to get the other info, so make sure it's computed first.
wantFlags |= GameInfoFlags::FILE_TYPE;
mapLock_.lock();
auto iter = info_.find(pathStr);
if (iter != info_.end()) {
// There's already a structure about this game. Let's check.
std::shared_ptr<GameInfo> info = iter->second;
mapLock_.unlock();
info->FinishPendingTextureLoads(draw);
info->lastAccessedTime = time_now_d();
GameInfoFlags wanted = (GameInfoFlags)0;
{
// Careful now!
std::unique_lock<std::mutex> lock(info->lock);
GameInfoFlags hasFlags = info->hasFlags | info->pendingFlags; // We don't want to re-fetch data that we have, so or in pendingFlags.
wanted = (GameInfoFlags)((int)wantFlags & ~(int)hasFlags); // & is reserved for testing. ugh.
info->pendingFlags |= wanted;
}
if (wanted != (GameInfoFlags)0) {
// We're missing info that we want. Go get it!
GameInfoWorkItem *item = new GameInfoWorkItem(gamePath, info, wanted);
g_threadManager.EnqueueTask(item);
}
return info;
}
std::shared_ptr<GameInfo> info = std::make_shared<GameInfo>(gamePath);
info->pendingFlags = wantFlags;
info->lastAccessedTime = time_now_d();
info_.insert(std::make_pair(pathStr, info));
mapLock_.unlock();
// Just get all the stuff we wanted.
GameInfoWorkItem *item = new GameInfoWorkItem(gamePath, info, wantFlags);
g_threadManager.EnqueueTask(item);
return info;
}