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335 lines
11 KiB
C++
335 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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 for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "sword25/sword25.h" // for kDebugResource
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#include "sword25/kernel/resmanager.h"
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#include "sword25/kernel/resource.h"
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#include "sword25/kernel/resservice.h"
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#include "sword25/package/packagemanager.h"
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namespace Sword25 {
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// Sets the amount of resources that are simultaneously loaded.
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// This needs to be a relatively high number, as all the animation
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// frames in each scene are loaded as separate resources.
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// Also, George's walk states are all loaded here (150 files)
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#define SWORD25_RESOURCECACHE_MIN 400
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// The maximum number of loaded resources. If more than these resources
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// are loaded, the resource manager will start purging resources till it
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// hits the minimum limit above
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#define SWORD25_RESOURCECACHE_MAX 500
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ResourceManager::~ResourceManager() {
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// Clear all unlocked resources
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emptyCache();
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// All remaining resources are not released, so print warnings and release
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Common::List<Resource *>::iterator iter = _resources.begin();
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for (; iter != _resources.end(); ++iter) {
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warning("Resource \"%s\" was not released.", (*iter)->getFileName().c_str());
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// Set the lock count to zero
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while ((*iter)->getLockCount() > 0) {
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(*iter)->release();
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};
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// Delete the resource
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delete(*iter);
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}
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}
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/**
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* Registers a RegisterResourceService. This method is the constructor of
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* BS_ResourceService, and thus helps all resource services in the ResourceManager list
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* @param pService Which service
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*/
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bool ResourceManager::registerResourceService(ResourceService *pService) {
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if (!pService) {
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error("Can't register NULL resource service.");
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return false;
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}
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_resourceServices.push_back(pService);
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return true;
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}
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/**
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* Deletes resources as necessary until the specified memory limit is not being exceeded.
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*/
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void ResourceManager::deleteResourcesIfNecessary() {
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// If enough memory is available, or no resources are loaded, then the function can immediately end
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if (_resources.size() < SWORD25_RESOURCECACHE_MAX)
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return;
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// Keep deleting resources until the memory usage of the process falls below the set maximum limit.
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// The list is processed backwards in order to first release those resources that have been
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// not been accessed for the longest
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Common::List<Resource *>::iterator iter = _resources.end();
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do {
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--iter;
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// The resource may be released only if it isn't locked
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if ((*iter)->getLockCount() == 0)
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iter = deleteResource(*iter);
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} while (iter != _resources.begin() && _resources.size() >= SWORD25_RESOURCECACHE_MIN);
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// Are we still above the minimum? If yes, then start releasing locked resources
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// FIXME: This code shouldn't be needed at all, but it seems like there is a bug
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// in the resource lock code, and resources are not unlocked when changing rooms.
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// Only image/animation resources are unlocked forcibly, thus this shouldn't have
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// any impact on the game itself.
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if (_resources.size() <= SWORD25_RESOURCECACHE_MIN)
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return;
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iter = _resources.end();
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do {
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--iter;
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// Only unlock image/animation resources
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if ((*iter)->getFileName().hasSuffix(".swf") ||
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(*iter)->getFileName().hasSuffix(".png")) {
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warning("Forcibly unlocking %s", (*iter)->getFileName().c_str());
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// Forcibly unlock the resource
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while ((*iter)->getLockCount() > 0)
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(*iter)->release();
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iter = deleteResource(*iter);
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}
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} while (iter != _resources.begin() && _resources.size() >= SWORD25_RESOURCECACHE_MIN);
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}
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/**
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* Releases all resources that are not locked.
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*/
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void ResourceManager::emptyCache() {
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// Scan through the resource list
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Common::List<Resource *>::iterator iter = _resources.begin();
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while (iter != _resources.end()) {
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if ((*iter)->getLockCount() == 0) {
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// Delete the resource
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iter = deleteResource(*iter);
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} else
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++iter;
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}
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}
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void ResourceManager::emptyThumbnailCache() {
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// Scan through the resource list
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Common::List<Resource *>::iterator iter = _resources.begin();
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while (iter != _resources.end()) {
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if ((*iter)->getFileName().hasPrefix("/saves")) {
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// Unlock the thumbnail
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while ((*iter)->getLockCount() > 0)
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(*iter)->release();
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// Delete the thumbnail
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iter = deleteResource(*iter);
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} else
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++iter;
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}
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}
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/**
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* Returns a requested resource. If any error occurs, returns NULL
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* @param FileName Filename of resource
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*/
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Resource *ResourceManager::requestResource(const Common::String &fileName) {
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// Get the absolute path to the file
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Common::String uniqueFileName = getUniqueFileName(fileName);
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if (uniqueFileName.empty())
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return NULL;
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// Determine whether the resource is already loaded
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// If the resource is found, it will be placed at the head of the resource list and returned
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Resource *pResource = getResource(uniqueFileName);
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if (!pResource)
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pResource = loadResource(uniqueFileName);
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if (pResource) {
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moveToFront(pResource);
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(pResource)->addReference();
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return pResource;
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}
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return NULL;
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}
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#ifdef PRECACHE_RESOURCES
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/**
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* Loads a resource into the cache
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* @param FileName The filename of the resource to be cached
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* @param ForceReload Indicates whether the file should be reloaded if it's already in the cache.
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* This is useful for files that may have changed in the interim
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*/
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bool ResourceManager::precacheResource(const Common::String &fileName, bool forceReload) {
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// Get the absolute path to the file
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Common::String uniqueFileName = getUniqueFileName(fileName);
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if (uniqueFileName.empty())
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return false;
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Resource *resourcePtr = getResource(uniqueFileName);
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if (forceReload && resourcePtr) {
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if (resourcePtr->getLockCount()) {
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error("Could not force precaching of \"%s\". The resource is locked.", fileName.c_str());
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return false;
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} else {
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deleteResource(resourcePtr);
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resourcePtr = 0;
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}
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}
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if (!resourcePtr && loadResource(uniqueFileName) == NULL) {
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// This isn't fatal - e.g. it can happen when loading saved games
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debugC(kDebugResource, "Could not precache \"%s\",", fileName.c_str());
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return false;
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}
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return true;
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}
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#endif
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/**
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* Moves a resource to the top of the resource list
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* @param pResource The resource
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*/
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void ResourceManager::moveToFront(Resource *pResource) {
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// Erase the resource from it's current position
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_resources.erase(pResource->_iterator);
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// Re-add the resource at the front of the list
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_resources.push_front(pResource);
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// Reset the resource iterator to the repositioned item
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pResource->_iterator = _resources.begin();
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}
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/**
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* Loads a resource and updates the m_UsedMemory total
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*
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* The resource must not already be loaded
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* @param FileName The unique filename of the resource to be loaded
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*/
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Resource *ResourceManager::loadResource(const Common::String &fileName) {
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// ResourceService finden, der die Resource laden kann.
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for (uint i = 0; i < _resourceServices.size(); ++i) {
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if (_resourceServices[i]->canLoadResource(fileName)) {
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// If more memory is desired, memory must be released
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deleteResourcesIfNecessary();
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// Load the resource
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Resource *pResource = _resourceServices[i]->loadResource(fileName);
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if (!pResource) {
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error("Responsible service could not load resource \"%s\".", fileName.c_str());
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return NULL;
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}
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// Add the resource to the front of the list
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_resources.push_front(pResource);
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pResource->_iterator = _resources.begin();
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// Also store the resource in the hash table for quick lookup
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_resourceHashMap[pResource->getFileName()] = pResource;
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return pResource;
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}
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}
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// This isn't fatal - e.g. it can happen when loading saved games
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debugC(kDebugResource, "Could not find a service that can load \"%s\".", fileName.c_str());
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return NULL;
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}
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/**
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* Returns the full path of a given resource filename.
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* It will return an empty string if a path could not be created.
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*/
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Common::String ResourceManager::getUniqueFileName(const Common::String &fileName) const {
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// Get a pointer to the package manager
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PackageManager *pPackage = (PackageManager *)_kernelPtr->getPackage();
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if (!pPackage) {
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error("Could not get package manager.");
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return Common::String();
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}
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// Absoluten Pfad der Datei bekommen und somit die Eindeutigkeit des Dateinamens sicherstellen
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Common::String uniquefileName = pPackage->getAbsolutePath(fileName);
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if (uniquefileName.empty())
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error("Could not create absolute file name for \"%s\".", fileName.c_str());
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return uniquefileName;
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}
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/**
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* Deletes a resource, removes it from the lists, and updates m_UsedMemory
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*/
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Common::List<Resource *>::iterator ResourceManager::deleteResource(Resource *pResource) {
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// Remove the resource from the hash table
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_resourceHashMap.erase(pResource->_fileName);
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// Delete the resource from the resource list
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Common::List<Resource *>::iterator result = _resources.erase(pResource->_iterator);
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// Delete the resource
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delete pResource;
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// Return the iterator
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return result;
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}
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/**
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* Returns a pointer to a loaded resource. If any error occurs, NULL will be returned.
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* @param UniquefileName The absolute path and filename
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*/
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Resource *ResourceManager::getResource(const Common::String &uniquefileName) const {
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// Determine whether the resource is already loaded
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ResMap::iterator it = _resourceHashMap.find(uniquefileName);
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if (it != _resourceHashMap.end())
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return it->_value;
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// Resource was not found, i.e. has not yet been loaded.
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return NULL;
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}
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/**
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* Writes the names of all currently locked resources to the log file
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*/
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void ResourceManager::dumpLockedResources() {
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for (Common::List<Resource *>::iterator iter = _resources.begin(); iter != _resources.end(); ++iter) {
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if ((*iter)->getLockCount() > 0) {
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debugC(kDebugResource, "%s", (*iter)->getFileName().c_str());
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}
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}
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}
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} // End of namespace Sword25
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