1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "sword25/sword25.h" // for kDebugResource
#include "sword25/kernel/resmanager.h"
#include "sword25/kernel/resource.h"
#include "sword25/kernel/resservice.h"
#include "sword25/package/packagemanager.h"
namespace Sword25 {
// Sets the amount of resources that are simultaneously loaded.
// This needs to be a relatively high number, as all the animation
// frames in each scene are loaded as separate resources.
// Also, George's walk states are all loaded here (150 files)
#define SWORD25_RESOURCECACHE_MIN 400
// The maximum number of loaded resources. If more than these resources
// are loaded, the resource manager will start purging resources till it
// hits the minimum limit above
#define SWORD25_RESOURCECACHE_MAX 500
ResourceManager::~ResourceManager() {
// Clear all unlocked resources
emptyCache();
// All remaining resources are not released, so print warnings and release
Common::List<Resource *>::iterator iter = _resources.begin();
for (; iter != _resources.end(); ++iter) {
warning("Resource \"%s\" was not released.", (*iter)->getFileName().c_str());
// Set the lock count to zero
while ((*iter)->getLockCount() > 0) {
(*iter)->release();
};
// Delete the resource
delete(*iter);
}
}
/**
* Registers a RegisterResourceService. This method is the constructor of
* BS_ResourceService, and thus helps all resource services in the ResourceManager list
* @param pService Which service
*/
bool ResourceManager::registerResourceService(ResourceService *pService) {
if (!pService) {
error("Can't register NULL resource service.");
return false;
}
_resourceServices.push_back(pService);
return true;
}
/**
* Deletes resources as necessary until the specified memory limit is not being exceeded.
*/
void ResourceManager::deleteResourcesIfNecessary() {
// If enough memory is available, or no resources are loaded, then the function can immediately end
if (_resources.size() < SWORD25_RESOURCECACHE_MAX)
return;
// Keep deleting resources until the memory usage of the process falls below the set maximum limit.
// The list is processed backwards in order to first release those resources that have been
// not been accessed for the longest
Common::List<Resource *>::iterator iter = _resources.end();
do {
--iter;
// The resource may be released only if it isn't locked
if ((*iter)->getLockCount() == 0)
iter = deleteResource(*iter);
} while (iter != _resources.begin() && _resources.size() >= SWORD25_RESOURCECACHE_MIN);
// Are we still above the minimum? If yes, then start releasing locked resources
// FIXME: This code shouldn't be needed at all, but it seems like there is a bug
// in the resource lock code, and resources are not unlocked when changing rooms.
// Only image/animation resources are unlocked forcibly, thus this shouldn't have
// any impact on the game itself.
if (_resources.size() <= SWORD25_RESOURCECACHE_MIN)
return;
iter = _resources.end();
do {
--iter;
// Only unlock image/animation resources
if ((*iter)->getFileName().hasSuffix(".swf") ||
(*iter)->getFileName().hasSuffix(".png")) {
warning("Forcibly unlocking %s", (*iter)->getFileName().c_str());
// Forcibly unlock the resource
while ((*iter)->getLockCount() > 0)
(*iter)->release();
iter = deleteResource(*iter);
}
} while (iter != _resources.begin() && _resources.size() >= SWORD25_RESOURCECACHE_MIN);
}
/**
* Releases all resources that are not locked.
*/
void ResourceManager::emptyCache() {
// Scan through the resource list
Common::List<Resource *>::iterator iter = _resources.begin();
while (iter != _resources.end()) {
if ((*iter)->getLockCount() == 0) {
// Delete the resource
iter = deleteResource(*iter);
} else
++iter;
}
}
void ResourceManager::emptyThumbnailCache() {
// Scan through the resource list
Common::List<Resource *>::iterator iter = _resources.begin();
while (iter != _resources.end()) {
if ((*iter)->getFileName().hasPrefix("/saves")) {
// Unlock the thumbnail
while ((*iter)->getLockCount() > 0)
(*iter)->release();
// Delete the thumbnail
iter = deleteResource(*iter);
} else
++iter;
}
}
/**
* Returns a requested resource. If any error occurs, returns NULL
* @param FileName Filename of resource
*/
Resource *ResourceManager::requestResource(const Common::String &fileName) {
// Get the absolute path to the file
Common::String uniqueFileName = getUniqueFileName(fileName);
if (uniqueFileName.empty())
return NULL;
// Determine whether the resource is already loaded
// If the resource is found, it will be placed at the head of the resource list and returned
Resource *pResource = getResource(uniqueFileName);
if (!pResource)
pResource = loadResource(uniqueFileName);
if (pResource) {
moveToFront(pResource);
(pResource)->addReference();
return pResource;
}
return NULL;
}
#ifdef PRECACHE_RESOURCES
/**
* Loads a resource into the cache
* @param FileName The filename of the resource to be cached
* @param ForceReload Indicates whether the file should be reloaded if it's already in the cache.
* This is useful for files that may have changed in the interim
*/
bool ResourceManager::precacheResource(const Common::String &fileName, bool forceReload) {
// Get the absolute path to the file
Common::String uniqueFileName = getUniqueFileName(fileName);
if (uniqueFileName.empty())
return false;
Resource *resourcePtr = getResource(uniqueFileName);
if (forceReload && resourcePtr) {
if (resourcePtr->getLockCount()) {
error("Could not force precaching of \"%s\". The resource is locked.", fileName.c_str());
return false;
} else {
deleteResource(resourcePtr);
resourcePtr = 0;
}
}
if (!resourcePtr && loadResource(uniqueFileName) == NULL) {
// This isn't fatal - e.g. it can happen when loading saved games
debugC(kDebugResource, "Could not precache \"%s\",", fileName.c_str());
return false;
}
return true;
}
#endif
/**
* Moves a resource to the top of the resource list
* @param pResource The resource
*/
void ResourceManager::moveToFront(Resource *pResource) {
// Erase the resource from it's current position
_resources.erase(pResource->_iterator);
// Re-add the resource at the front of the list
_resources.push_front(pResource);
// Reset the resource iterator to the repositioned item
pResource->_iterator = _resources.begin();
}
/**
* Loads a resource and updates the m_UsedMemory total
*
* The resource must not already be loaded
* @param FileName The unique filename of the resource to be loaded
*/
Resource *ResourceManager::loadResource(const Common::String &fileName) {
// ResourceService finden, der die Resource laden kann.
for (uint i = 0; i < _resourceServices.size(); ++i) {
if (_resourceServices[i]->canLoadResource(fileName)) {
// If more memory is desired, memory must be released
deleteResourcesIfNecessary();
// Load the resource
Resource *pResource = _resourceServices[i]->loadResource(fileName);
if (!pResource) {
error("Responsible service could not load resource \"%s\".", fileName.c_str());
return NULL;
}
// Add the resource to the front of the list
_resources.push_front(pResource);
pResource->_iterator = _resources.begin();
// Also store the resource in the hash table for quick lookup
_resourceHashMap[pResource->getFileName()] = pResource;
return pResource;
}
}
// This isn't fatal - e.g. it can happen when loading saved games
debugC(kDebugResource, "Could not find a service that can load \"%s\".", fileName.c_str());
return NULL;
}
/**
* Returns the full path of a given resource filename.
* It will return an empty string if a path could not be created.
*/
Common::String ResourceManager::getUniqueFileName(const Common::String &fileName) const {
// Get a pointer to the package manager
PackageManager *pPackage = (PackageManager *)_kernelPtr->getPackage();
if (!pPackage) {
error("Could not get package manager.");
return Common::String();
}
// Absoluten Pfad der Datei bekommen und somit die Eindeutigkeit des Dateinamens sicherstellen
Common::String uniquefileName = pPackage->getAbsolutePath(fileName);
if (uniquefileName.empty())
error("Could not create absolute file name for \"%s\".", fileName.c_str());
return uniquefileName;
}
/**
* Deletes a resource, removes it from the lists, and updates m_UsedMemory
*/
Common::List<Resource *>::iterator ResourceManager::deleteResource(Resource *pResource) {
// Remove the resource from the hash table
_resourceHashMap.erase(pResource->_fileName);
// Delete the resource from the resource list
Common::List<Resource *>::iterator result = _resources.erase(pResource->_iterator);
// Delete the resource
delete pResource;
// Return the iterator
return result;
}
/**
* Returns a pointer to a loaded resource. If any error occurs, NULL will be returned.
* @param UniquefileName The absolute path and filename
*/
Resource *ResourceManager::getResource(const Common::String &uniquefileName) const {
// Determine whether the resource is already loaded
ResMap::iterator it = _resourceHashMap.find(uniquefileName);
if (it != _resourceHashMap.end())
return it->_value;
// Resource was not found, i.e. has not yet been loaded.
return NULL;
}
/**
* Writes the names of all currently locked resources to the log file
*/
void ResourceManager::dumpLockedResources() {
for (Common::List<Resource *>::iterator iter = _resources.begin(); iter != _resources.end(); ++iter) {
if ((*iter)->getLockCount() > 0) {
debugC(kDebugResource, "%s", (*iter)->getFileName().c_str());
}
}
}
} // End of namespace Sword25
|