scummvm/sword2/mem_view.cpp
Torbjörn Andersson 6ae8218d53 Hopefully the last big renaming. Now the datatypes have names like
"StandardHeader" instead of "_standardHeader".

svn-id: r11997
2003-12-28 15:08:12 +00:00

163 lines
4.1 KiB
C++

/* Copyright (C) 1994-2003 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 "sword2/sword2.h"
#define Debug_Printf _vm->_debugger->DebugPrintf
namespace Sword2 {
void MemoryManager::displayMemory(void) {
int pass, found_end, k, j, free = 0;
StandardHeader *file_header;
char inf[][20] = {
{ "M_null " },
{ "M_free " },
{ "M_locked" },
{ "M_float " }
};
j = _baseMemBlock;
do {
if (_memList[j].uid < 65536) {
file_header = (StandardHeader *) _vm->_resman->openResource(_memList[j].uid);
// close immediately so give a true count
_vm->_resman->closeResource(_memList[j].uid);
debug(5, "view %d", _memList[j].uid);
pass = 0;
found_end = 0;
for (k = 0; k < 30; k++) {
if (file_header->name[k] == 0) {
found_end = 1;
break;
}
if (file_header->name[k] < ' ' || file_header->name[k] > 'z')
pass = 1;
}
if (file_header->name[0] == 0)
pass = 1; // also illegal
if (!pass && found_end) { // && file_header->fileType < 10)
Debug_Printf("%d %s, size 0x%.5x (%dk %d%%), res %d %s %s, A%d, C%d\n",
j, inf[_memList[j].state],
_memList[j].size,
_memList[j].size / 1024,
(_memList[j].size * 100) / _totalFreeMemory,
_memList[j].uid,
_vm->_resman->fetchCluster(_memList[j].uid),
file_header->name,
_vm->_resman->fetchAge(_memList[j].uid),
_vm->_resman->fetchCount(_memList[j].uid));
} else
Debug_Printf(" %d is an illegal resource\n", _memList[j].uid);
} else {
Debug_Printf("%d %s, size 0x%.5x (%dk %d%%), %s\n",
j, inf[_memList[j].state], _memList[j].size,
_memList[j].size / 1024,
(_memList[j].size * 100) / _totalFreeMemory,
fetchOwner(_memList[j].uid));
}
if (_memList[j].state == MEM_free)
free += _memList[j].size;
j = _memList[j].child;
} while (j != -1);
Debug_Printf("(total memory block 0x%.8x %dk %dMB) %d / %d%% free\n",
_totalFreeMemory, _totalFreeMemory / 1024,
_totalFreeMemory / (1000 * 1024), free,
(free * 100) / _totalFreeMemory);
}
const char *MemoryManager::fetchOwner(uint32 uid) {
static char buf[50];
switch (uid) {
case UID_memman:
return "MEMMAN";
case UID_font:
return "font";
case UID_temp:
return "temp ram allocation";
case UID_decompression_buffer:
return "decompression buffer";
case UID_shrink_buffer:
return "shrink buffer";
case UID_con_sprite:
return "console sprite buffer";
case UID_text_sprite:
return "text sprite";
case UID_walk_anim:
return "walk anim";
case UID_savegame_buffer:
return "savegame buffer";
default:
sprintf(buf, "<sob> %d?", uid);
return buf;
}
}
void MemoryManager::memoryString(char *string) {
int blockNo = _baseMemBlock;
int blocksUsed = 0;
int mem_free = 0;
int mem_locked = 0;
int mem_floating = 0;
int memUsed = 0;
int percent;
while (blockNo != -1) {
switch (_memList[blockNo].state) {
case MEM_free:
mem_free++;
break;
case MEM_locked:
mem_locked++;
memUsed += _memList[blockNo].size;
break;
case MEM_float:
mem_floating++;
memUsed += _memList[blockNo].size;
break;
}
blocksUsed++;
blockNo = _memList[blockNo].child;
}
percent = (memUsed * 100) / _totalFreeMemory;
sprintf(string,
"locked(%u)+float(%u)+free(%u) = %u/%u blocks (%u%% used)(cur %uk)",
mem_locked, mem_floating, mem_free, blocksUsed, MAX_mem_blocks,
percent, (_vm->_resman->fetchUsage() / 1024));
}
} // End of namespace Sword2