scummvm/sword2/resman.cpp
Torbjörn Andersson 412f7105f0 Fixed evil regression #2. Restarting the game, or using the "start" debug
command, would close the global script variables and player object
resources, without reopening them again. This made them fair game for the
resource expiration mechanism. The player object is probably referenced
often enough to stay alive, but the variables died on me pretty quickly,
causing ScummVM to crash.

I've also added a "reslist" debug command to make this sort of things
easier to spot. By default it only lists resources with refCount > 0. Use
"reslist 0" to see all the cached resources as well.

svn-id: r14958
2004-09-08 07:10:54 +00:00

873 lines
22 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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; either version 2
* of the License, or (at your option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
#define Debug_Printf _vm->_debugger->DebugPrintf
namespace Sword2 {
// Welcome to the easy resource manager - written in simple code for easy
// maintenance
//
// The resource compiler will create two files
//
// resource.inf which is a list of ascii cluster file names
// resource.tab which is a table which tells us which cluster a resource
// is located in and the number within the cluster
// If 0, resouces are expelled immediately when they are closed. At the moment
// this causes the sound queue to run out of slots. My only theory is that it's
// a script that gets reloaded over and over. That'd clear its local variables
// which I guess may cause it to set up the sounds over and over.
#define CACHE_CLUSTERS 1
// Resources age every time a new room is entered. This constant indicates how
// long a cached resource (i.e. one that has been closed) is allowed to live
// before it dies of old age. This may need some tuning, but I picked three
// because so many areas in the game seem to consist of about three rooms.
#define MAX_CACHE_AGE 3
enum {
BOTH = 0x0, // Cluster is on both CDs
CD1 = 0x1, // Cluster is on CD1 only
CD2 = 0x2, // Cluster is on CD2 only
LOCAL_CACHE = 0x4, // Cluster is cached on HDD
LOCAL_PERM = 0x8 // Cluster is on HDD.
};
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct CdInf {
uint8 clusterName[20]; // Null terminated cluster name.
uint8 cd; // Cd cluster is on and whether it is on the local drive or not.
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
ResourceManager::ResourceManager(Sword2Engine *vm) {
_vm = vm;
// Until proven differently, assume we're on CD 1. This is so the start
// dialog will be able to play any music at all.
_curCd = 1;
// We read in the resource info which tells us the names of the
// resource cluster files ultimately, although there might be groups
// within the clusters at this point it makes no difference. We only
// wish to know what resource files there are and what is in each
File file;
uint32 size;
byte *temp;
_totalClusters = 0;
_resConvTable = NULL;
if (!file.open("resource.inf"))
error("Cannot open resource.inf");
size = file.size();
// Get some space for the incoming resource file - soon to be trashed
temp = (byte *) malloc(size);
if (file.read(temp, size) != size) {
file.close();
error("init cannot *READ* resource.inf");
}
file.close();
// Ok, we've loaded in the resource.inf file which contains a list of
// all the files now extract the filenames.
// Using this method the Gode generated resource.inf must have #0d0a on
// the last entry
uint32 i = 0;
uint32 j = 0;
do {
// item must have an #0d0a
while (temp[i] != 13) {
_resourceFiles[_totalClusters][j] = temp[i];
i++;
j++;
}
// NULL terminate our extracted string
_resourceFiles[_totalClusters][j] = 0;
// Reset position in current slot between entries, skip the
// 0x0a in the source and increase the number of clusters.
j = 0;
i += 2;
_totalClusters++;
// TODO: put overload check here
} while (i != size);
free(temp);
// Now load in the binary id to res conversion table
if (!file.open("resource.tab"))
error("Cannot open resource.tab");
// Find how many resources
size = file.size();
_totalResFiles = size / 4;
// Table seems ok so malloc some space
_resConvTable = (uint16 *) malloc(size);
for (i = 0; i < size / 2; i++)
_resConvTable[i] = file.readUint16LE();
if (file.ioFailed()) {
file.close();
error("Cannot read resource.tab");
}
file.close();
if (!file.open("cd.inf"))
error("Cannot open cd.inf");
CdInf *cdInf = new CdInf[_totalClusters];
for (i = 0; i < _totalClusters; i++) {
file.read(cdInf[i].clusterName, sizeof(cdInf[i].clusterName));
cdInf[i].cd = file.readByte();
if (file.ioFailed())
error("Cannot read cd.inf");
}
file.close();
for (i = 0; i < _totalClusters; i++) {
for (j = 0; j < _totalClusters; j++) {
if (scumm_stricmp((char *) cdInf[j].clusterName, _resourceFiles[i]) == 0)
break;
}
if (j == _totalClusters)
error("%s is not in cd.inf", _resourceFiles[i]);
_cdTab[i] = cdInf[j].cd;
}
delete [] cdInf;
debug(1, "%d resources in %d cluster files", _totalResFiles, _totalClusters);
for (i = 0; i < _totalClusters; i++)
debug(2, "filename of cluster %d: -%s", i, _resourceFiles[i]);
_resList = (Resource *) malloc(_totalResFiles * sizeof(Resource));
for (i = 0; i < _totalResFiles; i++) {
_resList[i].ptr = NULL;
_resList[i].size = 0;
_resList[i].refCount = 0;
_resList[i].refTime = 0;
}
_resTime = 0;
}
ResourceManager::~ResourceManager(void) {
free(_resList);
free(_resConvTable);
}
// Quick macro to make swapping in-place easier to write
#define SWAP16(x) x = SWAP_BYTES_16(x)
#define SWAP32(x) x = SWAP_BYTES_32(x)
void convertEndian(byte *file, uint32 len) {
int i;
StandardHeader *hdr = (StandardHeader *) file;
file += sizeof(StandardHeader);
SWAP32(hdr->compSize);
SWAP32(hdr->decompSize);
switch (hdr->fileType) {
case ANIMATION_FILE: {
AnimHeader *animHead = (AnimHeader *) file;
SWAP16(animHead->noAnimFrames);
SWAP16(animHead->feetStartX);
SWAP16(animHead->feetStartY);
SWAP16(animHead->feetEndX);
SWAP16(animHead->feetEndY);
SWAP16(animHead->blend);
CdtEntry *cdtEntry = (CdtEntry *) (file + sizeof(AnimHeader));
for (i = 0; i < animHead->noAnimFrames; i++, cdtEntry++) {
SWAP16(cdtEntry->x);
SWAP16(cdtEntry->y);
SWAP32(cdtEntry->frameOffset);
FrameHeader *frameHeader = (FrameHeader *) (file + cdtEntry->frameOffset);
// Quick trick to prevent us from incorrectly applying the endian
// fixes multiple times. This assumes that frames are less than 1 MB
// and have height/width less than 4096.
if ((frameHeader->compSize & 0xFFF00000) ||
(frameHeader->width & 0xF000) ||
(frameHeader->height & 0xF000)) {
SWAP32(frameHeader->compSize);
SWAP16(frameHeader->width);
SWAP16(frameHeader->height);
}
}
break;
}
case SCREEN_FILE: {
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) file;
SWAP32(mscreenHeader->palette);
SWAP32(mscreenHeader->bg_parallax[0]);
SWAP32(mscreenHeader->bg_parallax[1]);
SWAP32(mscreenHeader->screen);
SWAP32(mscreenHeader->fg_parallax[0]);
SWAP32(mscreenHeader->fg_parallax[1]);
SWAP32(mscreenHeader->layers);
SWAP32(mscreenHeader->paletteTable);
SWAP32(mscreenHeader->maskOffset);
// screenHeader
ScreenHeader *screenHeader = (ScreenHeader *) (file + mscreenHeader->screen);
SWAP16(screenHeader->width);
SWAP16(screenHeader->height);
SWAP16(screenHeader->noLayers);
// layerHeader
LayerHeader *layerHeader = (LayerHeader *) (file + mscreenHeader->layers);
for (i = 0; i < screenHeader->noLayers; i++, layerHeader++) {
SWAP16(layerHeader->x);
SWAP16(layerHeader->y);
SWAP16(layerHeader->width);
SWAP16(layerHeader->height);
SWAP32(layerHeader->maskSize);
SWAP32(layerHeader->offset);
}
// backgroundParallaxLayer
Parallax *parallax;
int offset;
offset = mscreenHeader->bg_parallax[0];
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
offset = mscreenHeader->bg_parallax[1];
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
// backgroundLayer
offset = mscreenHeader->screen + sizeof(ScreenHeader);
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
// foregroundParallaxLayer
offset = mscreenHeader->fg_parallax[0];
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
offset = mscreenHeader->fg_parallax[1];
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
break;
}
case GAME_OBJECT: {
ObjectHub *objectHub = (ObjectHub *) file;
objectHub->type = (int) SWAP_BYTES_32(objectHub->type);
SWAP32(objectHub->logic_level);
for (i = 0; i < TREE_SIZE; i++) {
SWAP32(objectHub->logic[i]);
SWAP32(objectHub->script_id[i]);
SWAP32(objectHub->script_pc[i]);
}
break;
}
case WALK_GRID_FILE: {
WalkGridHeader *walkGridHeader = (WalkGridHeader *) file;
SWAP32(walkGridHeader->numBars);
SWAP32(walkGridHeader->numNodes);
BarData *barData = (BarData *) (file + sizeof(WalkGridHeader));
for (i = 0; i < walkGridHeader->numBars; i++) {
SWAP16(barData->x1);
SWAP16(barData->y1);
SWAP16(barData->x2);
SWAP16(barData->y2);
SWAP16(barData->xmin);
SWAP16(barData->ymin);
SWAP16(barData->xmax);
SWAP16(barData->ymax);
SWAP16(barData->dx);
SWAP16(barData->dy);
SWAP32(barData->co);
barData++;
}
uint16 *node = (uint16 *) (file + sizeof(WalkGridHeader) + walkGridHeader->numBars * sizeof(BarData));
for (i = 0; i < walkGridHeader->numNodes * 2; i++) {
SWAP16(*node);
node++;
}
break;
}
case GLOBAL_VAR_FILE:
break;
case PARALLAX_FILE_null:
break;
case RUN_LIST: {
uint32 *list = (uint32 *) file;
while (*list) {
SWAP32(*list);
list++;
}
break;
}
case TEXT_FILE: {
TextHeader *textHeader = (TextHeader *) file;
SWAP32(textHeader->noOfLines);
break;
}
case SCREEN_MANAGER:
break;
case MOUSE_FILE:
break;
case ICON_FILE:
break;
}
}
/**
* Returns the address of a resource. Loads if not in memory. Retains a count.
*/
byte *ResourceManager::openResource(uint32 res, bool dump) {
assert(res < _totalResFiles);
// Is the resource in memory already? If not, load it.
if (!_resList[res].ptr) {
// Fetch the correct file and read in the correct portion.
// points to the number of the ascii filename
uint16 parent_res_file = _resConvTable[res * 2];
assert(parent_res_file != 0xffff);
// Relative resource within the file
uint16 actual_res = _resConvTable[(res * 2) + 1];
// First we have to find the file via the _resConvTable
debug(5, "openResource %s res %d", _resourceFiles[parent_res_file], res);
// If we're loading a cluster that's only available from one
// of the CDs, remember which one so that we can play the
// correct music.
if (!(_cdTab[parent_res_file] & LOCAL_PERM))
_curCd = _cdTab[parent_res_file] & 3;
// Actually, as long as the file can be found we don't really
// care which CD it's on. But if we can't find it, keep asking
// for the CD until we do.
File file;
while (!file.open(_resourceFiles[parent_res_file])) {
// If the file is supposed to be on hard disk, or we're
// playing a demo, then we're in trouble if the file
// can't be found!
if ((_vm->_features & GF_DEMO) || (_cdTab[parent_res_file] & LOCAL_PERM))
error("Could not find '%s'", _resourceFiles[parent_res_file]);
getCd(_cdTab[parent_res_file] & 3);
}
// 1st DWORD of a cluster is an offset to the look-up table
uint32 table_offset = file.readUint32LE();
debug(6, "table offset = %d", table_offset);
file.seek(table_offset + actual_res * 8, SEEK_SET);
uint32 pos = file.readUint32LE();
uint32 len = file.readUint32LE();
file.seek(pos, SEEK_SET);
debug(6, "res len %d", len);
// Ok, we know the length so try and allocate the memory.
// If it can't then old files will be ditched until it works.
_resList[res].ptr = _vm->_memory->memAlloc(len, res);
_resList[res].size = len;
_resList[res].refCount = 0;
file.read(_resList[res].ptr, len);
if (dump) {
StandardHeader *header = (StandardHeader *) _resList[res].ptr;
char buf[256];
char tag[10];
File out;
switch (header->fileType) {
case ANIMATION_FILE:
strcpy(tag, "anim");
break;
case SCREEN_FILE:
strcpy(tag, "layer");
break;
case GAME_OBJECT:
strcpy(tag, "object");
break;
case WALK_GRID_FILE:
strcpy(tag, "walkgrid");
break;
case GLOBAL_VAR_FILE:
strcpy(tag, "globals");
break;
case PARALLAX_FILE_null:
strcpy(tag, "parallax"); // Not used!
break;
case RUN_LIST:
strcpy(tag, "runlist");
break;
case TEXT_FILE:
strcpy(tag, "text");
break;
case SCREEN_MANAGER:
strcpy(tag, "screen");
break;
case MOUSE_FILE:
strcpy(tag, "mouse");
break;
case WAV_FILE:
strcpy(tag, "wav");
break;
case ICON_FILE:
strcpy(tag, "icon");
break;
case PALETTE_FILE:
strcpy(tag, "palette");
break;
default:
strcpy(tag, "unknown");
break;
}
#if defined(MACOS_CARBON)
sprintf(buf, ":dumps:%s-%d.dmp", tag, res);
#else
sprintf(buf, "dumps/%s-%d.dmp", tag, res);
#endif
if (!out.open(buf, File::kFileReadMode, "")) {
if (out.open(buf, File::kFileWriteMode, ""))
out.write(_resList[res].ptr, len);
}
if (out.isOpen())
out.close();
}
// close the cluster
file.close();
#ifdef SCUMM_BIG_ENDIAN
convertEndian(_resList[res].ptr, len);
#endif
}
_resList[res].refCount++;
_resList[res].refTime = _resTime;
return _resList[res].ptr;
}
void ResourceManager::closeResource(uint32 res) {
assert(res < _totalResFiles);
assert(_resList[res].refCount > 0);
_resList[res].refCount--;
_resList[res].refTime = _resTime;
#if !CACHE_CLUSTERS
// Maybe it's useful on some platforms if memory is released as
// quickly as possible?
if (_resList[res].refCount == 0)
remove(res);
#endif
}
/**
* Returns true if resource is valid, otherwise false.
*/
bool ResourceManager::checkValid(uint32 res) {
// Resource number out of range
if (res >= _totalResFiles)
return false;
// Points to the number of the ascii filename
uint16 parent_res_file = _resConvTable[res * 2];
// Null & void resource
if (parent_res_file == 0xffff)
return false;
return true;
}
void ResourceManager::passTime() {
// In the original game this was called every game cycle. This allowed
// for a more exact measure of when a loaded resouce was most recently
// used. When the memory pool got too fragmented, the oldest and
// largest of the closed resources would be expelled from the cache.
// With the new memory manager, there is no single memory block that
// can become fragmented. Therefore, it makes more sense to me to
// measure an object's age in how many rooms ago it was last used.
// Therefore, this function is now called when a new room is loaded.
_resTime++;
}
/**
* Returns the total file length of a resource - i.e. all headers are included
* too.
*/
uint32 ResourceManager::fetchLen(uint32 res) {
if (_resList[res].ptr)
return _resList[res].size;
// Does this ever happen?
warning("fetchLen: Resource %u is not loaded; reading length from file", res);
// Points to the number of the ascii filename
uint16 parent_res_file = _resConvTable[res * 2];
// relative resource within the file
uint16 actual_res = _resConvTable[(res * 2) + 1];
// first we have to find the file via the _resConvTable
// open the cluster file
File file;
if (!file.open(_resourceFiles[parent_res_file]))
error("Cannot open %s", _resourceFiles[parent_res_file]);
// 1st DWORD of a cluster is an offset to the look-up table
uint32 table_offset = file.readUint32LE();
// 2 dwords per resource + skip the position dword
file.seek(table_offset + (actual_res * 8) + 4, SEEK_SET);
return file.readUint32LE();
}
void ResourceManager::expireOldResources() {
int nuked = 0;
for (uint i = 0; i < _totalResFiles; i++) {
if (_resList[i].ptr && _resList[i].refCount == 0 && _resTime - _resList[i].refTime >= MAX_CACHE_AGE) {
remove(i);
nuked++;
}
}
debug(1, "%d resources died of old age", nuked);
}
void ResourceManager::printConsoleClusters(void) {
if (_totalClusters) {
for (uint i = 0; i < _totalClusters; i++) {
Debug_Printf("%-20s ", _resourceFiles[i]);
if (!(_cdTab[i] & LOCAL_PERM)) {
switch (_cdTab[i] & 3) {
case BOTH:
Debug_Printf("CD 1 & 2\n");
break;
case CD1:
Debug_Printf("CD 1\n");
break;
case CD2:
Debug_Printf("CD 2\n");
break;
default:
Debug_Printf("CD 3? Huh?!\n");
break;
}
} else
Debug_Printf("HD\n");
}
Debug_Printf("%d resources\n", _totalResFiles);
} else
Debug_Printf("Argh! No resources!\n");
}
void ResourceManager::listResources(uint minCount) {
for (uint i = 0; i < _totalResFiles; i++) {
if (_resList[i].ptr && _resList[i].refCount >= minCount) {
StandardHeader *head = (StandardHeader *) _resList[i].ptr;
Debug_Printf("%-4d: %-35s refCount: %-3d age: %-2d\n", i, head->name, _resList[i].refCount, _resTime - _resList[i].refTime);
}
}
}
void ResourceManager::examine(int res) {
if (res < 0 || res >= (int) _totalResFiles)
Debug_Printf("Illegal resource %d (there are %d resources 0-%d)\n", res, _totalResFiles, _totalResFiles - 1);
else if (_resConvTable[res * 2] == 0xffff)
Debug_Printf("%d is a null & void resource number\n", res);
else {
// open up the resource and take a look inside!
StandardHeader *file_header = (StandardHeader *) openResource(res);
switch (file_header->fileType) {
case ANIMATION_FILE:
Debug_Printf("<anim> %s\n", file_header->name);
break;
case SCREEN_FILE:
Debug_Printf("<layer> %s\n", file_header->name);
break;
case GAME_OBJECT:
Debug_Printf("<game object> %s\n", file_header->name);
break;
case WALK_GRID_FILE:
Debug_Printf("<walk grid> %s\n", file_header->name);
break;
case GLOBAL_VAR_FILE:
Debug_Printf("<global variables> %s\n", file_header->name);
break;
case PARALLAX_FILE_null:
Debug_Printf("<parallax file NOT USED!> %s\n", file_header->name);
break;
case RUN_LIST:
Debug_Printf("<run list> %s\n", file_header->name);
break;
case TEXT_FILE:
Debug_Printf("<text file> %s\n", file_header->name);
break;
case SCREEN_MANAGER:
Debug_Printf("<screen manager> %s\n", file_header->name);
break;
case MOUSE_FILE:
Debug_Printf("<mouse pointer> %s\n", file_header->name);
break;
case ICON_FILE:
Debug_Printf("<menu icon> %s\n", file_header->name);
break;
default:
Debug_Printf("unrecognised fileType %d\n", file_header->fileType);
break;
}
closeResource(res);
}
}
void ResourceManager::kill(int res) {
if (res < 0 || res >= (int) _totalResFiles) {
Debug_Printf("Illegal resource %d (there are %d resources 0-%d)\n", res, _totalResFiles, _totalResFiles - 1);
return;
}
if (!_resList[res].ptr) {
Debug_Printf("Resource %d is not in memory\n", res);
return;
}
if (_resList[res].refCount) {
Debug_Printf("Resource %d is open - cannot remove\n", res);
return;
}
remove(res);
Debug_Printf("Trashed %d\n", res);
}
void ResourceManager::remove(int res) {
if (_resList[res].ptr) {
_vm->_memory->memFree(_resList[res].ptr);
_resList[res].ptr = NULL;
_resList[res].refCount = 0;
}
}
/**
* Remove all res files from memory - ready for a total restart. This includes
* the player object and global variables resource.
*/
void ResourceManager::removeAll(void) {
// We need to clear the FX queue, because otherwise the sound system
// will still believe that the sound resources are in memory, and that
// it's ok to close them.
_vm->clearFxQueue();
for (uint i = 0; i < _totalResFiles; i++)
remove(i);
}
/**
* Remove all resources from memory.
*/
void ResourceManager::killAll(bool wantInfo) {
int nuked = 0;
// We need to clear the FX queue, because otherwise the sound system
// will still believe that the sound resources are in memory, and that
// it's ok to close them.
_vm->clearFxQueue();
for (uint i = 0; i < _totalResFiles; i++) {
// Don't nuke the global variables or the player object!
if (i == 1 || i == CUR_PLAYER_ID)
continue;
if (_resList[i].ptr) {
StandardHeader *header = (StandardHeader *) _resList[i].ptr;
if (wantInfo)
Debug_Printf("Nuked %5d: %s\n", i, header->name);
remove(i);
nuked++;
}
}
if (wantInfo)
Debug_Printf("Expelled %d resources\n", nuked);
}
/**
* Like killAll but only kills objects (except George & the variable table of
* course) - ie. forcing them to reload & restart their scripts, which
* simulates the effect of a save & restore, thus checking that each object's
* re-entrant logic works correctly, and doesn't cause a statuette to
* disappear forever, or some plaster-filled holes in sand to crash the game &
* get James in trouble again.
*/
void ResourceManager::killAllObjects(bool wantInfo) {
int nuked = 0;
for (uint i = 0; i < _totalResFiles; i++) {
// Don't nuke the global variables or the player object!
if (i == 1 || i == CUR_PLAYER_ID)
continue;
if (_resList[i].ptr) {
StandardHeader *header = (StandardHeader *) _resList[i].ptr;
if (header->fileType == GAME_OBJECT) {
if (wantInfo)
Debug_Printf("Nuked %5d: %s\n", i, header->name);
remove(i);
nuked++;
}
}
}
if (wantInfo)
Debug_Printf("Expelled %d resources\n", nuked);
}
void ResourceManager::getCd(int cd) {
byte *textRes;
// stop any music from playing - so the system no longer needs the
// current CD - otherwise when we take out the CD, Windows will
// complain!
_vm->_logic->fnStopMusic(NULL);
textRes = openResource(2283);
_vm->displayMsg(_vm->fetchTextLine(textRes, 5 + cd) + 2, 0);
closeResource(2283);
// The original code probably determined automagically when the correct
// CD had been inserted, but our backend doesn't support that, and
// anyway I don't know if all systems allow that sort of thing. So we
// wait for the user to press any key instead, or click the mouse.
//
// But just in case we ever try to identify the CDs by their labels,
// they should be:
//
// CD1: "RBSII1" (or "PCF76" for the PCF76 version, whatever that is)
// CD2: "RBSII2"
}
} // End of namespace Sword2