/* 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::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::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::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::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::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::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::iterator iter = _resources.begin(); iter != _resources.end(); ++iter) { if ((*iter)->getLockCount() > 0) { debugC(kDebugResource, "%s", (*iter)->getFileName().c_str()); } } } } // End of namespace Sword25