mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-24 21:12:03 +00:00
1150 lines
30 KiB
C++
1150 lines
30 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "File_SaveGame.h"
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/*
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TODO: CRC on each block
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*/
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/*
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========================
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ZlibAlloc
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========================
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*/
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void * ZlibAlloc( void *opaque, uInt items, uInt size ) {
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return Mem_Alloc( items * size, TAG_SAVEGAMES );
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}
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/*
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========================
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ZlibFree
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========================
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*/
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void ZlibFree( void *opaque, void * address ) {
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Mem_Free( address );
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}
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idCVar sgf_threads( "sgf_threads", "2", CVAR_INTEGER, "0 = all foreground, 1 = background write, 2 = background write + compress" );
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idCVar sgf_checksums( "sgf_checksums", "1", CVAR_BOOL, "enable save game file checksums" );
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idCVar sgf_testCorruption( "sgf_testCorruption", "-1", CVAR_INTEGER, "test corruption at the 128 kB compressed block" );
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// this is supposed to get faster going from -15 to -9, but it gets slower as well as worse compression
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idCVar sgf_windowBits( "sgf_windowBits", "-15", CVAR_INTEGER, "zlib window bits" );
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bool idFile_SaveGamePipelined::cancelToTerminate = false;
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class idSGFcompressThread : public idSysThread {
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public:
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virtual int Run() { sgf->CompressBlock(); return 0; }
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idFile_SaveGamePipelined * sgf;
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};
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class idSGFdecompressThread : public idSysThread {
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public:
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virtual int Run() { sgf->DecompressBlock(); return 0; }
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idFile_SaveGamePipelined * sgf;
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};
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class idSGFwriteThread : public idSysThread {
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public:
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virtual int Run() { sgf->WriteBlock(); return 0; }
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idFile_SaveGamePipelined * sgf;
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};
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class idSGFreadThread : public idSysThread {
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public:
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virtual int Run() { sgf->ReadBlock(); return 0; }
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idFile_SaveGamePipelined * sgf;
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};
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/*
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============================
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idFile_SaveGamePipelined::idFile_SaveGamePipelined
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============================
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*/
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idFile_SaveGamePipelined::idFile_SaveGamePipelined() :
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mode( CLOSED ),
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compressedLength( 0 ),
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uncompressedProducedBytes( 0 ),
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uncompressedConsumedBytes( 0 ),
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compressedProducedBytes( 0 ),
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compressedConsumedBytes( 0 ),
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dataZlib( NULL ),
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bytesZlib( 0 ),
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dataIO( NULL ),
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bytesIO( 0 ),
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zLibFlushType( Z_NO_FLUSH ),
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zStreamEndHit( false ),
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numChecksums( 0 ),
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nativeFile( NULL ),
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nativeFileEndHit( false ),
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finished( false ),
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readThread( NULL ),
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writeThread( NULL ),
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decompressThread( NULL ),
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compressThread( NULL ),
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blockFinished( true ),
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buildVersion( "" ),
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saveFormatVersion( 0 ) {
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memset( &zStream, 0, sizeof( zStream ) );
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memset( compressed, 0, sizeof( compressed ) );
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memset( uncompressed, 0, sizeof( uncompressed ) );
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zStream.zalloc = ZlibAlloc;
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zStream.zfree = ZlibFree;
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}
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/*
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============================
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idFile_SaveGamePipelined::~idFile_SaveGamePipelined
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============================
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*/
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idFile_SaveGamePipelined::~idFile_SaveGamePipelined() {
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Finish();
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// free the threads
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if ( compressThread != NULL ) {
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delete compressThread;
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compressThread = NULL;
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}
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if ( decompressThread != NULL ) {
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delete decompressThread;
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decompressThread = NULL;
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}
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if ( readThread != NULL ) {
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delete readThread;
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readThread = NULL;
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}
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if ( writeThread != NULL ) {
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delete writeThread;
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writeThread = NULL;
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}
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// close the native file
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/* if ( nativeFile != NULL ) {
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delete nativeFile;
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nativeFile = NULL;
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} */
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dataZlib = NULL;
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dataIO = NULL;
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}
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/*
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========================
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idFile_SaveGamePipelined::ReadBuildVersion
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========================
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*/
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bool idFile_SaveGamePipelined::ReadBuildVersion() {
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return ReadString( buildVersion ) != 0;
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}
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/*
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========================
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idFile_SaveGamePipelined::ReadSaveFormatVersion
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========================
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*/
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bool idFile_SaveGamePipelined::ReadSaveFormatVersion() {
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if ( ReadBig( pointerSize ) <= 0 ) {
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return false;
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}
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return ReadBig( saveFormatVersion ) != 0;
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}
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/*
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========================
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idFile_SaveGamePipelined::GetPointerSize
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========================
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*/
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int idFile_SaveGamePipelined::GetPointerSize() const {
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if ( pointerSize == 0 ) {
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// in original savegames we weren't saving the pointer size, so the 2 high bytes of the save version will be 0
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return 4;
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} else {
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return pointerSize;
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}
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}
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/*
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============================
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idFile_SaveGamePipelined::Finish
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============================
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*/
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void idFile_SaveGamePipelined::Finish() {
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if ( mode == WRITE ) {
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// wait for the compression thread to complete, which may kick off a write
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if ( compressThread != NULL ) {
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compressThread->WaitForThread();
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}
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// force the next compression to emit everything
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zLibFlushType = Z_FINISH;
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FlushUncompressedBlock();
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if ( compressThread != NULL ) {
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compressThread->WaitForThread();
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}
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if ( writeThread != NULL ) {
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// wait for the IO thread to exit
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writeThread->WaitForThread();
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} else if ( nativeFile == NULL && !nativeFileEndHit ) {
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// wait for the last block to be consumed
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blockRequested.Wait();
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finished = true;
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blockAvailable.Raise();
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blockFinished.Wait();
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}
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// free zlib tables
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deflateEnd( &zStream );
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} else if ( mode == READ ) {
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// wait for the decompression thread to complete, which may kick off a read
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if ( decompressThread != NULL ) {
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decompressThread->WaitForThread();
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}
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if ( readThread != NULL ) {
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// wait for the IO thread to exit
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readThread->WaitForThread();
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} else if ( nativeFile == NULL && !nativeFileEndHit ) {
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// wait for the last block to be consumed
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blockAvailable.Wait();
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finished = true;
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blockRequested.Raise();
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blockFinished.Wait();
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}
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// free zlib tables
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inflateEnd( &zStream );
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}
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mode = CLOSED;
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}
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/*
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============================
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idFile_SaveGamePipelined::Abort
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============================
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*/
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void idFile_SaveGamePipelined::Abort() {
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if ( mode == WRITE ) {
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if ( compressThread != NULL ) {
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compressThread->WaitForThread();
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}
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if ( writeThread != NULL ) {
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writeThread->WaitForThread();
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} else if ( nativeFile == NULL && !nativeFileEndHit ) {
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blockRequested.Wait();
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finished = true;
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dataIO = NULL;
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bytesIO = 0;
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blockAvailable.Raise();
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blockFinished.Wait();
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}
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} else if ( mode == READ ) {
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if ( decompressThread != NULL ) {
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decompressThread->WaitForThread();
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}
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if ( readThread != NULL ) {
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readThread->WaitForThread();
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} else if ( nativeFile == NULL && !nativeFileEndHit ) {
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blockAvailable.Wait();
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finished = true;
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dataIO = NULL;
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bytesIO = 0;
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blockRequested.Raise();
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blockFinished.Wait();
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}
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}
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mode = CLOSED;
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}
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/*
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===================================================================================
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WRITE PATH
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===================================================================================
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*/
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/*
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============================
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idFile_SaveGamePipelined::OpenForWriting
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============================
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*/
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bool idFile_SaveGamePipelined::OpenForWriting( const char * const filename, bool useNativeFile ) {
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assert( mode == CLOSED );
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name = filename;
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osPath = filename;
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mode = WRITE;
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nativeFile = NULL;
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numChecksums = 0;
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if ( useNativeFile ) {
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nativeFile = fileSystem->OpenFileWrite( filename );
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if ( nativeFile == NULL ) {
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return false;
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}
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}
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// raw deflate with no header / checksum
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// use max memory for fastest compression
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// optimize for higher speed
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//mem.PushHeap();
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int status = deflateInit2( &zStream, Z_BEST_SPEED, Z_DEFLATED, sgf_windowBits.GetInteger(), 9, Z_DEFAULT_STRATEGY );
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//mem.PopHeap();
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if ( status != Z_OK ) {
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idLib::FatalError( "idFile_SaveGamePipelined::OpenForWriting: deflateInit2() error %i", status );
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}
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// initial buffer setup
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zStream.avail_out = COMPRESSED_BLOCK_SIZE;
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zStream.next_out = (Bytef * )compressed;
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if ( sgf_checksums.GetBool() ) {
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zStream.avail_out -= sizeof( uint32 );
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}
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if ( sgf_threads.GetInteger() >= 1 ) {
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compressThread = new (TAG_IDFILE) idSGFcompressThread();
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compressThread->sgf = this;
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compressThread->StartWorkerThread( "SGF_CompressThread", CORE_2B, THREAD_NORMAL );
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}
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if ( nativeFile != NULL && sgf_threads.GetInteger() >= 2 ) {
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writeThread = new (TAG_IDFILE) idSGFwriteThread();
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writeThread->sgf = this;
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writeThread->StartWorkerThread( "SGF_WriteThread", CORE_2A, THREAD_NORMAL );
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}
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return true;
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}
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/*
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============================
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idFile_SaveGamePipelined::OpenForWriting
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============================
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*/
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bool idFile_SaveGamePipelined::OpenForWriting( idFile * file ) {
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assert( mode == CLOSED );
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if ( file == NULL ) {
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return false;
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}
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name = file->GetName();
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osPath = file->GetFullPath();
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mode = WRITE;
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nativeFile = file;
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numChecksums = 0;
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// raw deflate with no header / checksum
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// use max memory for fastest compression
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// optimize for higher speed
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//mem.PushHeap();
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int status = deflateInit2( &zStream, Z_BEST_SPEED, Z_DEFLATED, sgf_windowBits.GetInteger(), 9, Z_DEFAULT_STRATEGY );
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//mem.PopHeap();
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if ( status != Z_OK ) {
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idLib::FatalError( "idFile_SaveGamePipelined::OpenForWriting: deflateInit2() error %i", status );
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}
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// initial buffer setup
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zStream.avail_out = COMPRESSED_BLOCK_SIZE;
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zStream.next_out = (Bytef * )compressed;
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if ( sgf_checksums.GetBool() ) {
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zStream.avail_out -= sizeof( uint32 );
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}
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if ( sgf_threads.GetInteger() >= 1 ) {
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compressThread = new (TAG_IDFILE) idSGFcompressThread();
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compressThread->sgf = this;
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compressThread->StartWorkerThread( "SGF_CompressThread", CORE_2B, THREAD_NORMAL );
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}
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if ( nativeFile != NULL && sgf_threads.GetInteger() >= 2 ) {
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writeThread = new (TAG_IDFILE) idSGFwriteThread();
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writeThread->sgf = this;
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writeThread->StartWorkerThread( "SGF_WriteThread", CORE_2A, THREAD_NORMAL );
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}
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return true;
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}
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/*
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============================
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idFile_SaveGamePipelined::NextWriteBlock
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Modifies:
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dataIO
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bytesIO
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============================
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*/
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bool idFile_SaveGamePipelined::NextWriteBlock( blockForIO_t * block ) {
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assert( mode == WRITE );
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blockRequested.Raise(); // the background thread is done with the last block
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if ( nativeFileEndHit ) {
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return false;
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}
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blockAvailable.Wait(); // wait for a new block to come through the pipeline
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if ( finished || block == NULL ) {
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nativeFileEndHit = true;
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blockRequested.Raise();
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blockFinished.Raise();
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return false;
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}
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compressedLength += bytesIO;
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block->data = dataIO;
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block->bytes = bytesIO;
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dataIO = NULL;
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bytesIO = 0;
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return true;
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}
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/*
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============================
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idFile_SaveGamePipelined::WriteBlock
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Modifies:
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dataIO
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bytesIO
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nativeFile
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============================
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*/
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void idFile_SaveGamePipelined::WriteBlock() {
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assert( nativeFile != NULL );
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compressedLength += bytesIO;
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nativeFile->Write( dataIO, bytesIO );
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dataIO = NULL;
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bytesIO = 0;
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}
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/*
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============================
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idFile_SaveGamePipelined::FlushCompressedBlock
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Called when a compressed block fills up, and also to flush the final partial block.
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Flushes everything from [compressedConsumedBytes -> compressedProducedBytes)
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Reads:
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compressed
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compressedProducedBytes
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Modifies:
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dataZlib
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bytesZlib
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compressedConsumedBytes
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============================
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*/
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void idFile_SaveGamePipelined::FlushCompressedBlock() {
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// block until the background thread is done with the last block
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if ( writeThread != NULL ) {
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writeThread->WaitForThread();
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} if ( nativeFile == NULL ) {
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if ( !nativeFileEndHit ) {
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blockRequested.Wait();
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}
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}
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// prepare the next block to be written out
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dataIO = &compressed[ compressedConsumedBytes & ( COMPRESSED_BUFFER_SIZE - 1 ) ];
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bytesIO = compressedProducedBytes - compressedConsumedBytes;
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compressedConsumedBytes = compressedProducedBytes;
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if ( writeThread != NULL ) {
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// signal a new block is available to be written out
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writeThread->SignalWork();
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} else if ( nativeFile != NULL ) {
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// write syncronously
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WriteBlock();
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} else {
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// signal a new block is available to be written out
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blockAvailable.Raise();
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}
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}
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|
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/*
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============================
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idFile_SaveGamePipelined::CompressBlock
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Called when an uncompressed block fills up, and also to flush the final partial block.
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Flushes everything from [uncompressedConsumedBytes -> uncompressedProducedBytes)
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Modifies:
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dataZlib
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bytesZlib
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compressed
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compressedProducedBytes
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zStream
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zStreamEndHit
|
|
============================
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|
*/
|
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void idFile_SaveGamePipelined::CompressBlock() {
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zStream.next_in = (Bytef * )dataZlib;
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zStream.avail_in = (uInt) bytesZlib;
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dataZlib = NULL;
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bytesZlib = 0;
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// if this is the finish block, we may need to write
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// multiple buffers even after all input has been consumed
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while( zStream.avail_in > 0 || zLibFlushType == Z_FINISH ) {
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const int zstat = deflate( &zStream, zLibFlushType );
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if ( zstat != Z_OK && zstat != Z_STREAM_END ) {
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idLib::FatalError( "idFile_SaveGamePipelined::CompressBlock: deflate() returned %i", zstat );
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}
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if ( zStream.avail_out == 0 || zLibFlushType == Z_FINISH ) {
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|
|
if ( sgf_checksums.GetBool() ) {
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|
size_t blockSize = zStream.total_out + numChecksums * sizeof( uint32 ) - compressedProducedBytes;
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uint32 checksum = MD5_BlockChecksum( zStream.next_out - blockSize, blockSize );
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zStream.next_out[0] = ( ( checksum >> 0 ) & 0xFF );
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zStream.next_out[1] = ( ( checksum >> 8 ) & 0xFF );
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zStream.next_out[2] = ( ( checksum >> 16 ) & 0xFF );
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zStream.next_out[3] = ( ( checksum >> 24 ) & 0xFF );
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numChecksums++;
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}
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// flush the output buffer IO
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|
compressedProducedBytes = zStream.total_out + numChecksums * sizeof( uint32 );
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|
FlushCompressedBlock();
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|
if ( zstat == Z_STREAM_END ) {
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|
assert( zLibFlushType == Z_FINISH );
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|
zStreamEndHit = true;
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|
return;
|
|
}
|
|
|
|
assert( 0 == ( compressedProducedBytes & ( COMPRESSED_BLOCK_SIZE - 1 ) ) );
|
|
|
|
zStream.avail_out = COMPRESSED_BLOCK_SIZE;
|
|
zStream.next_out = (Bytef * )&compressed[ compressedProducedBytes & ( COMPRESSED_BUFFER_SIZE - 1 ) ];
|
|
|
|
if ( sgf_checksums.GetBool() ) {
|
|
zStream.avail_out -= sizeof( uint32 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::FlushUncompressedBlock
|
|
|
|
Called when an uncompressed block fills up, and also to flush the final partial block.
|
|
Flushes everything from [uncompressedConsumedBytes -> uncompressedProducedBytes)
|
|
|
|
Reads:
|
|
uncompressed
|
|
uncompressedProducedBytes
|
|
|
|
Modifies:
|
|
dataZlib
|
|
bytesZlib
|
|
uncompressedConsumedBytes
|
|
============================
|
|
*/
|
|
void idFile_SaveGamePipelined::FlushUncompressedBlock() {
|
|
// block until the background thread has completed
|
|
if ( compressThread != NULL ) {
|
|
// make sure thread has completed the last work
|
|
compressThread->WaitForThread();
|
|
}
|
|
|
|
// prepare the next block to be consumed by Zlib
|
|
dataZlib = &uncompressed[ uncompressedConsumedBytes & ( UNCOMPRESSED_BUFFER_SIZE - 1 ) ];
|
|
bytesZlib = uncompressedProducedBytes - uncompressedConsumedBytes;
|
|
uncompressedConsumedBytes = uncompressedProducedBytes;
|
|
|
|
if ( compressThread != NULL ) {
|
|
// signal thread for more work
|
|
compressThread->SignalWork();
|
|
} else {
|
|
// run syncronously
|
|
CompressBlock();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::Write
|
|
|
|
Modifies:
|
|
uncompressed
|
|
uncompressedProducedBytes
|
|
============================
|
|
*/
|
|
int idFile_SaveGamePipelined::Write( const void * buffer, int length ) {
|
|
if ( buffer == NULL || length <= 0 ) {
|
|
return 0;
|
|
}
|
|
|
|
#if 1 // quick and dirty fix for user-initiated forced shutdown during a savegame
|
|
if ( cancelToTerminate ) {
|
|
if ( mode != CLOSED ) {
|
|
Abort();
|
|
}
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
assert( mode == WRITE );
|
|
size_t lengthRemaining = length;
|
|
const byte * buffer_p = (const byte *)buffer;
|
|
while ( lengthRemaining > 0 ) {
|
|
const size_t ofsInBuffer = uncompressedProducedBytes & ( UNCOMPRESSED_BUFFER_SIZE - 1 );
|
|
const size_t ofsInBlock = uncompressedProducedBytes & ( UNCOMPRESSED_BLOCK_SIZE - 1 );
|
|
const size_t remainingInBlock = UNCOMPRESSED_BLOCK_SIZE - ofsInBlock;
|
|
const size_t copyToBlock = ( lengthRemaining < remainingInBlock ) ? lengthRemaining : remainingInBlock;
|
|
|
|
memcpy( uncompressed + ofsInBuffer, buffer_p, copyToBlock );
|
|
uncompressedProducedBytes += copyToBlock;
|
|
|
|
buffer_p += copyToBlock;
|
|
lengthRemaining -= copyToBlock;
|
|
|
|
if ( copyToBlock == remainingInBlock ) {
|
|
FlushUncompressedBlock();
|
|
}
|
|
}
|
|
return length;
|
|
}
|
|
|
|
/*
|
|
===================================================================================
|
|
|
|
READ PATH
|
|
|
|
===================================================================================
|
|
*/
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::OpenForReading
|
|
============================
|
|
*/
|
|
bool idFile_SaveGamePipelined::OpenForReading( const char * const filename, bool useNativeFile ) {
|
|
assert( mode == CLOSED );
|
|
|
|
name = filename;
|
|
osPath = filename;
|
|
mode = READ;
|
|
nativeFile = NULL;
|
|
numChecksums = 0;
|
|
|
|
if ( useNativeFile ) {
|
|
nativeFile = fileSystem->OpenFileRead( filename );
|
|
if ( nativeFile == NULL ) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// init zlib for raw inflate with a 32k dictionary
|
|
//mem.PushHeap();
|
|
int status = inflateInit2( &zStream, sgf_windowBits.GetInteger() );
|
|
//mem.PopHeap();
|
|
if ( status != Z_OK ) {
|
|
idLib::FatalError( "idFile_SaveGamePipelined::OpenForReading: inflateInit2() error %i", status );
|
|
}
|
|
|
|
// spawn threads
|
|
if ( sgf_threads.GetInteger() >= 1 ) {
|
|
decompressThread = new (TAG_IDFILE) idSGFdecompressThread();
|
|
decompressThread->sgf = this;
|
|
decompressThread->StartWorkerThread( "SGF_DecompressThread", CORE_2B, THREAD_NORMAL );
|
|
}
|
|
if ( nativeFile != NULL && sgf_threads.GetInteger() >= 2 ) {
|
|
readThread = new (TAG_IDFILE) idSGFreadThread();
|
|
readThread->sgf = this;
|
|
readThread->StartWorkerThread( "SGF_ReadThread", CORE_2A, THREAD_NORMAL );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::OpenForReading
|
|
============================
|
|
*/
|
|
bool idFile_SaveGamePipelined::OpenForReading( idFile * file ) {
|
|
assert( mode == CLOSED );
|
|
|
|
if ( file == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
name = file->GetName();
|
|
osPath = file->GetFullPath();
|
|
mode = READ;
|
|
nativeFile = file;
|
|
numChecksums = 0;
|
|
|
|
// init zlib for raw inflate with a 32k dictionary
|
|
//mem.PushHeap();
|
|
int status = inflateInit2( &zStream, sgf_windowBits.GetInteger() );
|
|
//mem.PopHeap();
|
|
if ( status != Z_OK ) {
|
|
idLib::FatalError( "idFile_SaveGamePipelined::OpenForReading: inflateInit2() error %i", status );
|
|
}
|
|
|
|
// spawn threads
|
|
if ( sgf_threads.GetInteger() >= 1 ) {
|
|
decompressThread = new (TAG_IDFILE) idSGFdecompressThread();
|
|
decompressThread->sgf = this;
|
|
decompressThread->StartWorkerThread( "SGF_DecompressThread", CORE_1B, THREAD_NORMAL );
|
|
}
|
|
if ( nativeFile != NULL && sgf_threads.GetInteger() >= 2 ) {
|
|
readThread = new (TAG_IDFILE) idSGFreadThread();
|
|
readThread->sgf = this;
|
|
readThread->StartWorkerThread( "SGF_ReadThread", CORE_1A, THREAD_NORMAL );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::NextReadBlock
|
|
|
|
Reads the next data block from the filesystem into the memory buffer.
|
|
|
|
Modifies:
|
|
compressed
|
|
compressedProducedBytes
|
|
nativeFileEndHit
|
|
============================
|
|
*/
|
|
bool idFile_SaveGamePipelined::NextReadBlock( blockForIO_t * block, size_t lastReadBytes ) {
|
|
assert( mode == READ );
|
|
|
|
assert( ( lastReadBytes & ( COMPRESSED_BLOCK_SIZE - 1 ) ) == 0 || block == NULL );
|
|
compressedProducedBytes += lastReadBytes;
|
|
|
|
blockAvailable.Raise(); // a new block is available for the pipeline to consume
|
|
|
|
if ( nativeFileEndHit ) {
|
|
return false;
|
|
}
|
|
|
|
blockRequested.Wait(); // wait for the last block to be consumed by the pipeline
|
|
|
|
if ( finished || block == NULL ) {
|
|
nativeFileEndHit = true;
|
|
blockAvailable.Raise();
|
|
blockFinished.Raise();
|
|
return false;
|
|
}
|
|
|
|
assert( 0 == ( compressedProducedBytes & ( COMPRESSED_BLOCK_SIZE - 1 ) ) );
|
|
block->data = & compressed[compressedProducedBytes & ( COMPRESSED_BUFFER_SIZE - 1 )];
|
|
block->bytes = COMPRESSED_BLOCK_SIZE;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::ReadBlock
|
|
|
|
Reads the next data block from the filesystem into the memory buffer.
|
|
|
|
Modifies:
|
|
compressed
|
|
compressedProducedBytes
|
|
nativeFile
|
|
nativeFileEndHit
|
|
============================
|
|
*/
|
|
void idFile_SaveGamePipelined::ReadBlock() {
|
|
assert( nativeFile != NULL );
|
|
// normally run in a separate thread
|
|
if ( nativeFileEndHit ) {
|
|
return;
|
|
}
|
|
// when we are reading the last block of the file, we may not fill the entire block
|
|
assert( 0 == ( compressedProducedBytes & ( COMPRESSED_BLOCK_SIZE - 1 ) ) );
|
|
byte * dest = &compressed[ compressedProducedBytes & ( COMPRESSED_BUFFER_SIZE - 1 ) ];
|
|
size_t ioBytes = nativeFile->Read( dest, COMPRESSED_BLOCK_SIZE );
|
|
compressedProducedBytes += ioBytes;
|
|
if ( ioBytes != COMPRESSED_BLOCK_SIZE ) {
|
|
nativeFileEndHit = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::PumpCompressedBlock
|
|
|
|
Reads:
|
|
compressed
|
|
compressedProducedBytes
|
|
|
|
Modifies:
|
|
dataIO
|
|
byteIO
|
|
compressedConsumedBytes
|
|
============================
|
|
*/
|
|
void idFile_SaveGamePipelined::PumpCompressedBlock() {
|
|
// block until the background thread is done with the last block
|
|
if ( readThread != NULL ) {
|
|
readThread->WaitForThread();
|
|
} else if ( nativeFile == NULL ) {
|
|
if ( !nativeFileEndHit ) {
|
|
blockAvailable.Wait();
|
|
}
|
|
}
|
|
|
|
// fetch the next block read in
|
|
dataIO = &compressed[ compressedConsumedBytes & ( COMPRESSED_BUFFER_SIZE - 1 ) ];
|
|
bytesIO = compressedProducedBytes - compressedConsumedBytes;
|
|
compressedConsumedBytes = compressedProducedBytes;
|
|
|
|
if ( readThread != NULL ) {
|
|
// signal read thread to read another block
|
|
readThread->SignalWork();
|
|
} else if ( nativeFile != NULL ) {
|
|
// run syncronously
|
|
ReadBlock();
|
|
} else {
|
|
// request a new block
|
|
blockRequested.Raise();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::DecompressBlock
|
|
|
|
Decompresses the next data block from the memory buffer
|
|
|
|
Normally this runs in a separate thread when signalled, but
|
|
can be called in the main thread for debugging.
|
|
|
|
This will not exit until a complete block has been decompressed,
|
|
unless end-of-file is reached.
|
|
|
|
This may require additional compressed blocks to be read.
|
|
|
|
Reads:
|
|
nativeFileEndHit
|
|
|
|
Modifies:
|
|
dataIO
|
|
bytesIO
|
|
uncompressed
|
|
uncompressedProducedBytes
|
|
zStreamEndHit
|
|
zStream
|
|
============================
|
|
*/
|
|
void idFile_SaveGamePipelined::DecompressBlock() {
|
|
if ( zStreamEndHit ) {
|
|
return;
|
|
}
|
|
|
|
assert( ( uncompressedProducedBytes & ( UNCOMPRESSED_BLOCK_SIZE - 1 ) ) == 0 );
|
|
zStream.next_out = (Bytef * )&uncompressed[ uncompressedProducedBytes & ( UNCOMPRESSED_BUFFER_SIZE - 1 ) ];
|
|
zStream.avail_out = UNCOMPRESSED_BLOCK_SIZE;
|
|
|
|
while( zStream.avail_out > 0 ) {
|
|
if ( zStream.avail_in == 0 ) {
|
|
do {
|
|
PumpCompressedBlock();
|
|
if ( bytesIO == 0 && nativeFileEndHit ) {
|
|
// don't try to decompress any more if there is no more data
|
|
zStreamEndHit = true;
|
|
return;
|
|
}
|
|
} while ( bytesIO == 0 );
|
|
|
|
zStream.next_in = (Bytef *) dataIO;
|
|
zStream.avail_in = (uInt) bytesIO;
|
|
|
|
dataIO = NULL;
|
|
bytesIO = 0;
|
|
|
|
if ( sgf_checksums.GetBool() ) {
|
|
if ( sgf_testCorruption.GetInteger() == numChecksums ) {
|
|
zStream.next_in[0] ^= 0xFF;
|
|
}
|
|
zStream.avail_in -= sizeof( uint32 );
|
|
uint32 checksum = MD5_BlockChecksum( zStream.next_in, zStream.avail_in );
|
|
if ( !verify( zStream.next_in[zStream.avail_in + 0] == ( ( checksum >> 0 ) & 0xFF ) ) ||
|
|
!verify( zStream.next_in[zStream.avail_in + 1] == ( ( checksum >> 8 ) & 0xFF ) ) ||
|
|
!verify( zStream.next_in[zStream.avail_in + 2] == ( ( checksum >> 16 ) & 0xFF ) ) ||
|
|
!verify( zStream.next_in[zStream.avail_in + 3] == ( ( checksum >> 24 ) & 0xFF ) ) ) {
|
|
// don't try to decompress any more if the checksum is wrong
|
|
zStreamEndHit = true;
|
|
return;
|
|
}
|
|
numChecksums++;
|
|
}
|
|
}
|
|
|
|
const int zstat = inflate( &zStream, Z_SYNC_FLUSH );
|
|
|
|
uncompressedProducedBytes = zStream.total_out;
|
|
|
|
if ( zstat == Z_STREAM_END ) {
|
|
// don't try to decompress any more
|
|
zStreamEndHit = true;
|
|
return;
|
|
}
|
|
if ( zstat != Z_OK ) {
|
|
idLib::Warning( "idFile_SaveGamePipelined::DecompressBlock: inflate() returned %i", zstat );
|
|
zStreamEndHit = true;
|
|
return;
|
|
}
|
|
}
|
|
|
|
assert( ( uncompressedProducedBytes & ( UNCOMPRESSED_BLOCK_SIZE - 1 ) ) == 0 );
|
|
}
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::PumpUncompressedBlock
|
|
|
|
Called when an uncompressed block is drained.
|
|
|
|
Reads:
|
|
uncompressed
|
|
uncompressedProducedBytes
|
|
|
|
Modifies:
|
|
dataZlib
|
|
bytesZlib
|
|
uncompressedConsumedBytes
|
|
============================
|
|
*/
|
|
void idFile_SaveGamePipelined::PumpUncompressedBlock() {
|
|
if ( decompressThread != NULL ) {
|
|
// make sure thread has completed the last work
|
|
decompressThread->WaitForThread();
|
|
}
|
|
|
|
// fetch the next block produced by Zlib
|
|
dataZlib = &uncompressed[ uncompressedConsumedBytes & ( UNCOMPRESSED_BUFFER_SIZE - 1 ) ];
|
|
bytesZlib = uncompressedProducedBytes - uncompressedConsumedBytes;
|
|
uncompressedConsumedBytes = uncompressedProducedBytes;
|
|
|
|
if ( decompressThread != NULL ) {
|
|
// signal thread for more work
|
|
decompressThread->SignalWork();
|
|
} else {
|
|
// run syncronously
|
|
DecompressBlock();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================
|
|
idFile_SaveGamePipelined::Read
|
|
|
|
Modifies:
|
|
dataZlib
|
|
bytesZlib
|
|
============================
|
|
*/
|
|
int idFile_SaveGamePipelined::Read( void * buffer, int length ) {
|
|
if ( buffer == NULL || length <= 0 ) {
|
|
return 0;
|
|
}
|
|
|
|
assert( mode == READ );
|
|
|
|
size_t ioCount = 0;
|
|
size_t lengthRemaining = length;
|
|
byte * buffer_p = (byte *)buffer;
|
|
while ( lengthRemaining > 0 ) {
|
|
while ( bytesZlib == 0 ) {
|
|
PumpUncompressedBlock();
|
|
if ( bytesZlib == 0 && zStreamEndHit ) {
|
|
return ioCount;
|
|
}
|
|
}
|
|
|
|
const size_t copyFromBlock = ( lengthRemaining < bytesZlib ) ? lengthRemaining : bytesZlib;
|
|
|
|
memcpy( buffer_p, dataZlib, copyFromBlock );
|
|
dataZlib += copyFromBlock;
|
|
bytesZlib -= copyFromBlock;
|
|
|
|
buffer_p += copyFromBlock;
|
|
ioCount += copyFromBlock;
|
|
lengthRemaining -= copyFromBlock;
|
|
}
|
|
return ioCount;
|
|
}
|
|
|
|
/*
|
|
===================================================================================
|
|
|
|
TEST CODE
|
|
|
|
===================================================================================
|
|
*/
|
|
|
|
/*
|
|
============================
|
|
TestProcessFile
|
|
============================
|
|
*/
|
|
static void TestProcessFile( const char * const filename ) {
|
|
idLib::Printf( "Processing %s:\n", filename );
|
|
// load some test data
|
|
void *testData;
|
|
const int testDataLength = fileSystem->ReadFile( filename, &testData, NULL );
|
|
|
|
const char * const outFileName = "junk/savegameTest.bin";
|
|
idFile_SaveGamePipelined *saveFile = new (TAG_IDFILE) idFile_SaveGamePipelined;
|
|
saveFile->OpenForWriting( outFileName, true );
|
|
|
|
const uint64 startWriteMicroseconds = Sys_Microseconds();
|
|
|
|
saveFile->Write( testData, testDataLength );
|
|
delete saveFile; // final flush
|
|
const int readDataLength = fileSystem->GetFileLength( outFileName );
|
|
|
|
const uint64 endWriteMicroseconds = Sys_Microseconds();
|
|
const uint64 writeMicroseconds = endWriteMicroseconds - startWriteMicroseconds;
|
|
|
|
idLib::Printf( "%lld microseconds to compress %i bytes to %i written bytes = %4.1f MB/s\n",
|
|
writeMicroseconds, testDataLength, readDataLength, (float)readDataLength / writeMicroseconds );
|
|
|
|
void * readData = (void *)Mem_Alloc( testDataLength, TAG_SAVEGAMES );
|
|
|
|
const uint64 startReadMicroseconds = Sys_Microseconds();
|
|
|
|
idFile_SaveGamePipelined *loadFile = new (TAG_IDFILE) idFile_SaveGamePipelined;
|
|
loadFile->OpenForReading( outFileName, true );
|
|
loadFile->Read( readData, testDataLength );
|
|
delete loadFile;
|
|
|
|
const uint64 endReadMicroseconds = Sys_Microseconds();
|
|
const uint64 readMicroseconds = endReadMicroseconds - startReadMicroseconds;
|
|
|
|
idLib::Printf( "%lld microseconds to decompress = %4.1f MB/s\n", readMicroseconds, (float)testDataLength / readMicroseconds );
|
|
|
|
int comparePoint;
|
|
for ( comparePoint = 0; comparePoint < testDataLength; comparePoint++ ) {
|
|
if ( ((byte *)readData)[comparePoint] != ((byte *)testData)[comparePoint] ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( comparePoint != testDataLength ) {
|
|
idLib::Printf( "Compare failed at %i.\n", comparePoint );
|
|
assert( 0 );
|
|
} else {
|
|
idLib::Printf( "Compare succeeded.\n" );
|
|
}
|
|
Mem_Free( readData );
|
|
Mem_Free( testData );
|
|
}
|
|
|
|
/*
|
|
============================
|
|
TestSaveGameFile
|
|
============================
|
|
*/
|
|
CONSOLE_COMMAND( TestSaveGameFile, "Exercises the pipelined savegame code", 0 ) {
|
|
#if 1
|
|
TestProcessFile( "maps/game/wasteland1/wasteland1.map" );
|
|
#else
|
|
// test every file in base (found a fencepost error >100 files in originally!)
|
|
idFileList * fileList = fileSystem->ListFiles( "", "" );
|
|
for ( int i = 0; i < fileList->GetNumFiles(); i++ ) {
|
|
TestProcessFile( fileList->GetFile( i ) );
|
|
common->UpdateConsoleDisplay();
|
|
}
|
|
delete fileList;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
============================
|
|
TestCompressionSpeeds
|
|
============================
|
|
*/
|
|
CONSOLE_COMMAND( TestCompressionSpeeds, "Compares zlib and our code", 0 ) {
|
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const char * const filename = "-colorMap.tga";
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idLib::Printf( "Processing %s:\n", filename );
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// load some test data
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void *testData;
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const int testDataLength = fileSystem->ReadFile( filename, &testData, NULL );
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const int startWriteMicroseconds = Sys_Microseconds();
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idCompressor *compressor = idCompressor::AllocLZW();
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// idFile *f = fileSystem->OpenFileWrite( "junk/lzwTest.bin" );
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idFile_Memory *f = new (TAG_IDFILE) idFile_Memory( "junk/lzwTest.bin" );
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compressor->Init( f, true, 8 );
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compressor->Write( testData, testDataLength );
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const int readDataLength = f->Tell();
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delete compressor;
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delete f;
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const int endWriteMicroseconds = Sys_Microseconds();
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const int writeMicroseconds = endWriteMicroseconds - startWriteMicroseconds;
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idLib::Printf( "%i microseconds to compress %i bytes to %i written bytes = %4.1f MB/s\n",
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writeMicroseconds, testDataLength, readDataLength, (float)readDataLength / writeMicroseconds );
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}
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