// 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/. #pragma once #include #include #include "base/mutex.h" #include "file/file_util.h" #include "thread/prioritizedworkqueue.h" #include "Core/ELF/ParamSFO.h" #include "Core/Loaders.h" class Thin3DContext; class Thin3DTexture; // A GameInfo holds information about a game, and also lets you do things that the VSH // does on the PSP, namely checking for and deleting savedata, and similar things. // Only cares about games that are installed on the current device. // Guessed from GameID, not necessarily accurate enum GameRegion { GAMEREGION_JAPAN, GAMEREGION_USA, GAMEREGION_EUROPE, GAMEREGION_HONGKONG, GAMEREGION_ASIA, GAMEREGION_OTHER, GAMEREGION_MAX, }; enum GameInfoWantFlags { GAMEINFO_WANTBG = 0x01, GAMEINFO_WANTSIZE = 0x02, GAMEINFO_WANTSND = 0x04, }; // TODO: Need to fix c++11 still on Symbian and use std::atomic instead. class CompletionFlag { public: CompletionFlag() : pending(1) { } void SetDone() { #if defined(_WIN32) _WriteBarrier(); pending = 0; #else __sync_lock_release(&pending); #endif } bool IsDone() { const bool done = pending == 0; #if defined(_WIN32) _ReadBarrier(); #else __sync_synchronize(); #endif return done; } CompletionFlag &operator =(const bool &v) { pending = v ? 0 : 1; return *this; } operator bool() { return IsDone(); } private: volatile u32 pending; DISALLOW_COPY_AND_ASSIGN(CompletionFlag); }; class GameInfo { public: GameInfo() : disc_total(0), disc_number(0), region(-1), fileType(FILETYPE_UNKNOWN), paramSFOLoaded(false), iconTexture(NULL), pic0Texture(NULL), pic1Texture(NULL), wantFlags(0), timeIconWasLoaded(0.0), timePic0WasLoaded(0.0), timePic1WasLoaded(0.0), gameSize(0), saveDataSize(0), installDataSize(0), fileLoader(nullptr) {} ~GameInfo(); bool DeleteGame(); // Better be sure what you're doing when calling this. bool DeleteAllSaveData(); u64 GetGameSizeInBytes(); u64 GetSaveDataSizeInBytes(); u64 GetInstallDataSizeInBytes(); void ParseParamSFO(); std::vector GetSaveDataDirectories(); // Hold this when reading or writing from the GameInfo. // Don't need to hold it when just passing around the pointer, // and obviously also not when creating it and holding the only pointer // to it. recursive_mutex lock; std::string path; std::string title; // for easy access, also available in paramSFO. std::string id; std::string id_version; int disc_total; int disc_number; int region; IdentifiedFileType fileType; ParamSFOData paramSFO; bool paramSFOLoaded; // Pre read the data, create a texture the next time (GL thread..) std::string iconTextureData; Thin3DTexture *iconTexture; std::string pic0TextureData; Thin3DTexture *pic0Texture; std::string pic1TextureData; Thin3DTexture *pic1Texture; std::string sndFileData; int wantFlags; double lastAccessedTime; // The time at which the Icon and the BG were loaded. // Can be useful to fade them in smoothly once they appear. double timeIconWasLoaded; double timePic0WasLoaded; double timePic1WasLoaded; CompletionFlag iconDataLoaded; CompletionFlag pic0DataLoaded; CompletionFlag pic1DataLoaded; CompletionFlag sndDataLoaded; u64 gameSize; u64 saveDataSize; u64 installDataSize; FileLoader *fileLoader; }; class GameInfoCache { public: GameInfoCache() : gameInfoWQ_(0) {} ~GameInfoCache(); // This creates a background worker thread! void Init(); void Shutdown(); void Clear(); // All data in GameInfo including iconTexture may be zero the first time you call this // but filled in later asynchronously in the background. So keep calling this, // redrawing the UI often. Only set flags to GAMEINFO_WANTBG or WANTSND if you really want them // because they're big. bgTextures and sound may be discarded over time as well. GameInfo *GetInfo(Thin3DContext *thin3d, const std::string &gamePath, int wantFlags); void Decimate(); // Deletes old info. void FlushBGs(); // Gets rid of all BG textures. Also gets rid of bg sounds. // TODO - save cache between sessions void Save(); void Load(); PrioritizedWorkQueue *WorkQueue() { return gameInfoWQ_; } private: void SetupTexture(GameInfo *info, std::string &textureData, Thin3DContext *thin3d, Thin3DTexture *&tex, double &loadTime); // Maps ISO path to info. std::map info_; // Work queue and management PrioritizedWorkQueue *gameInfoWQ_; }; // This one can be global, no good reason not to. extern GameInfoCache g_gameInfoCache;