jedi-academy/code/icarus/IcarusImplementation.cpp
2013-04-23 15:21:39 +10:00

809 lines
No EOL
17 KiB
C++

// IcarusImplementation.cpp
#include "stdafx.h"
#include "IcarusImplementation.h"
#include "BlockStream.h"
#include "Sequence.h"
#include "TaskManager.h"
#include "Sequencer.h"
#define STL_ITERATE( a, b ) for ( a = b.begin(); a != b.end(); a++ )
#define STL_INSERT( a, b ) a.insert( a.end(), b );
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// required implementation of CIcarusInterface
IIcarusInterface* IIcarusInterface::GetIcarus(int flavor,bool constructIfNecessary)
{
if(!CIcarus::s_instances && constructIfNecessary)
{
CIcarus::s_flavorsAvailable = IGameInterface::s_IcarusFlavorsNeeded;
if (!CIcarus::s_flavorsAvailable)
{
return NULL;
}
CIcarus::s_instances = new CIcarus*[CIcarus::s_flavorsAvailable];
for (int index = 0; index < CIcarus::s_flavorsAvailable; index++)
{
CIcarus::s_instances[index] = new CIcarus(index);
//OutputDebugString( "ICARUS flavor successfully created\n" );
}
}
if(flavor >= CIcarus::s_flavorsAvailable || !CIcarus::s_instances )
{
return NULL;
}
return CIcarus::s_instances[flavor];
}
void IIcarusInterface::DestroyIcarus()
{
for(int index = 0; index < CIcarus::s_flavorsAvailable; index++)
{
delete CIcarus::s_instances[index];
}
delete[] CIcarus::s_instances;
CIcarus::s_instances = NULL;
CIcarus::s_flavorsAvailable = 0;
}
IIcarusInterface::~IIcarusInterface()
{
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// CIcarus
double CIcarus::ICARUS_VERSION = 1.40;
int CIcarus::s_flavorsAvailable = 0;
CIcarus** CIcarus::s_instances = NULL;
CIcarus::CIcarus(int flavor) :
m_flavor(flavor), m_nextSequencerID(0)
{
m_GUID = 0;
#ifdef _DEBUG
m_DEBUG_NumSequencerAlloc = 0;
m_DEBUG_NumSequencerFreed = 0;
m_DEBUG_NumSequencerResidual = 0;
m_DEBUG_NumSequenceAlloc = 0;
m_DEBUG_NumSequenceFreed = 0;
m_DEBUG_NumSequenceResidual = 0;
#endif
m_ulBufferCurPos = 0;
m_ulBytesRead = 0;
m_byBuffer = NULL;
}
CIcarus::~CIcarus()
{
Delete();
}
#if defined (_DEBUG) && defined (_WIN32)
#include "../qcommon/platform.h" // for OutputDebugString
#endif
void CIcarus::Delete( void )
{
Free();
#ifdef _DEBUG
char buffer[1024];
OutputDebugString( "\nICARUS Instance Debug Info:\n---------------------------\n" );
sprintf( (char *) buffer, "Sequencers Allocated:\t%d\n", m_DEBUG_NumSequencerAlloc );
OutputDebugString( (const char *) &buffer );
sprintf( (char *) buffer, "Sequencers Freed:\t\t%d\n", m_DEBUG_NumSequencerFreed );
OutputDebugString( (const char *) &buffer );
sprintf( (char *) buffer, "Sequencers Residual:\t%d\n\n", m_DEBUG_NumSequencerResidual );
OutputDebugString( (const char *) &buffer );
sprintf( (char *) buffer, "Sequences Allocated:\t%d\n", m_DEBUG_NumSequenceAlloc );
OutputDebugString( (const char *) &buffer );
sprintf( (char *) buffer, "Sequences Freed:\t\t%d\n", m_DEBUG_NumSequenceFreed );
OutputDebugString( (const char *) &buffer );
sprintf( (char *) buffer, "Sequences Residual:\t\t%d\n\n", m_DEBUG_NumSequenceResidual );
OutputDebugString( (const char *) &buffer );
OutputDebugString( "\n" );
#endif
}
void CIcarus::Signal( const char *identifier )
{
m_signals[ identifier ] = 1;
}
bool CIcarus::CheckSignal( const char *identifier )
{
signal_m::iterator smi;
smi = m_signals.find( identifier );
if ( smi == m_signals.end() )
return false;
return true;
}
void CIcarus::ClearSignal( const char *identifier )
{
m_signals.erase( identifier );
}
void CIcarus::Free( void )
{
sequencer_l::iterator sri;
//Delete any residual sequencers
STL_ITERATE( sri, m_sequencers )
{
(*sri)->Free(this);
#ifdef _DEBUG
m_DEBUG_NumSequencerResidual++;
#endif
}
m_sequencers.clear();
m_signals.clear();
sequence_l::iterator si;
//Delete any residual sequences
STL_ITERATE( si, m_sequences )
{
(*si)->Delete(this);
delete (*si);
#ifdef _DEBUG
m_DEBUG_NumSequenceResidual++;
#endif
}
m_sequences.clear();
m_sequencerMap.clear();
}
int CIcarus::GetIcarusID( int gameID )
{
CSequencer *sequencer = CSequencer::Create();
CTaskManager *taskManager = CTaskManager::Create();
sequencer->Init( gameID, taskManager );
taskManager->Init( sequencer );
STL_INSERT( m_sequencers, sequencer );
m_sequencerMap[sequencer->GetID()] = sequencer;
#ifdef _DEBUG
m_DEBUG_NumSequencerAlloc++;
#endif
return sequencer->GetID();
}
void CIcarus::DeleteIcarusID( int& icarusID )
{
CSequencer* sequencer = FindSequencer(icarusID);
if(!sequencer)
{
icarusID = -1;
return;
}
CTaskManager *taskManager = sequencer->GetTaskManager();
if (taskManager->IsResident())
{
IGameInterface::GetGame()->DebugPrint( IGameInterface::WL_ERROR, "Refusing DeleteIcarusID(%d) because it is running!\n", icarusID);
assert(0);
return;
}
m_sequencerMap.erase(icarusID);
// added 2/12/2 to properly delete blocks that were passed to the task manager
sequencer->Recall(this);
if ( taskManager )
{
taskManager->Free();
delete taskManager;
}
m_sequencers.remove( sequencer );
sequencer->Free(this);
#ifdef _DEBUG
m_DEBUG_NumSequencerFreed++;
#endif
icarusID = -1;
}
CSequence *CIcarus::GetSequence( void )
{
CSequence *sequence = CSequence::Create();
//Assign the GUID
sequence->SetID( m_GUID++ );
STL_INSERT( m_sequences, sequence );
#ifdef _DEBUG
m_DEBUG_NumSequenceAlloc++;
#endif
return sequence;
}
CSequence *CIcarus::GetSequence( int id )
{
sequence_l::iterator si;
STL_ITERATE( si, m_sequences )
{
if ( (*si)->GetID() == id )
return (*si);
}
return NULL;
}
void CIcarus::DeleteSequence( CSequence *sequence )
{
m_sequences.remove( sequence );
sequence->Delete(this);
delete sequence;
#ifdef _DEBUG
m_DEBUG_NumSequenceFreed++;
#endif
}
int CIcarus::AllocateSequences( int numSequences, int *idTable )
{
CSequence *sequence;
for ( int i = 0; i < numSequences; i++ )
{
//If the GUID of this sequence is higher than the current, take this a the "current" GUID
if ( idTable[i] > m_GUID )
m_GUID = idTable[i];
//Allocate the container sequence
if ( ( sequence = GetSequence() ) == NULL )
return false;
//Override the given GUID with the real one
sequence->SetID( idTable[i] );
}
return true;
}
void CIcarus::Precache(char* buffer, long length)
{
IGameInterface* game = IGameInterface::GetGame(m_flavor);
CBlockStream stream;
CBlockMember *blockMember;
CBlock block;
if ( stream.Open( buffer, length ) == 0 )
return;
const char *sVal1, *sVal2;
//Now iterate through all blocks of the script, searching for keywords
while ( stream.BlockAvailable() )
{
//Get a block
if ( stream.ReadBlock( &block, this ) == 0 )
return;
//Determine what type of block this is
switch( block.GetBlockID() )
{
case ID_CAMERA: // to cache ROFF files
{
float f = *(float *) block.GetMemberData( 0 );
if (f == TYPE_PATH)
{
sVal1 = (const char *) block.GetMemberData( 1 );
game->PrecacheRoff(sVal1);
}
}
break;
case ID_PLAY: // to cache ROFF files
sVal1 = (const char *) block.GetMemberData( 0 );
if (!stricmp(sVal1,"PLAY_ROFF"))
{
sVal1 = (const char *) block.GetMemberData( 1 );
game->PrecacheRoff(sVal1);
}
break;
//Run commands
case ID_RUN:
sVal1 = (const char *) block.GetMemberData( 0 );
game->PrecacheScript( sVal1 );
break;
case ID_SOUND:
sVal1 = (const char *) block.GetMemberData( 1 ); //0 is channel, 1 is filename
game->PrecacheSound(sVal1);
break;
case ID_SET:
blockMember = block.GetMember( 0 );
//NOTENOTE: This will not catch special case get() inlines! (There's not really a good way to do that)
//Make sure we're testing against strings
if ( blockMember->GetID() == TK_STRING )
{
sVal1 = (const char *) block.GetMemberData( 0 );
sVal2 = (const char *) block.GetMemberData( 1 );
game->PrecacheFromSet( sVal1 , sVal2);
}
break;
default:
break;
}
//Clean out the block for the next pass
block.Free(this);
}
//All done
stream.Free();
}
CSequencer* CIcarus::FindSequencer(int sequencerID)
{
sequencer_m::iterator mi = m_sequencerMap.find( sequencerID );
if ( mi == m_sequencerMap.end() )
return NULL;
return (*mi).second;
}
int CIcarus::Run(int icarusID, char* buffer, long length)
{
CSequencer* sequencer = FindSequencer(icarusID);
if(sequencer)
{
return sequencer->Run(buffer, length, this);
}
return ICARUS_INVALID;
}
int CIcarus::SaveSequenceIDTable()
{
//Save out the number of sequences to follow
int numSequences = m_sequences.size();
BufferWrite( &numSequences, sizeof( numSequences ) );
//Sequences are saved first, by ID and information
sequence_l::iterator sqi;
//First pass, save all sequences ID for reconstruction
int *idTable = new int[ numSequences ];
int itr = 0;
if ( idTable == NULL )
return false;
STL_ITERATE( sqi, m_sequences )
{
idTable[itr++] = (*sqi)->GetID();
}
//game->WriteSaveData( 'SQTB', idTable, sizeof( int ) * numSequences );
BufferWrite( idTable, sizeof( int ) * numSequences );
delete[] idTable;
return true;
}
int CIcarus::SaveSequences()
{
//Save out a listing of all the used sequences by ID
SaveSequenceIDTable();
//Save all the information in order
sequence_l::iterator sqi;
STL_ITERATE( sqi, m_sequences )
{
(*sqi)->Save();
}
return true;
}
int CIcarus::SaveSequencers()
{
//Save out the number of sequences to follow
int numSequencers = m_sequencers.size();
BufferWrite( &numSequencers, sizeof( numSequencers ) );
//The sequencers are then saved
int sequencessaved = 0;
sequencer_l::iterator si;
STL_ITERATE( si, m_sequencers )
{
(*si)->Save();
sequencessaved++;
}
assert( sequencessaved == numSequencers );
return true;
}
int CIcarus::SaveSignals()
{
int numSignals = m_signals.size();
//game->WriteSaveData( 'ISIG', &numSignals, sizeof( numSignals ) );
BufferWrite( &numSignals, sizeof( numSignals ) );
signal_m::iterator si;
STL_ITERATE( si, m_signals )
{
//game->WriteSaveData( 'ISIG', &numSignals, sizeof( numSignals ) );
const char *name = ((*si).first).c_str();
int length = strlen( name ) + 1;
//Save out the string size
BufferWrite( &length, sizeof( length ) );
//Write out the string
BufferWrite( (void *) name, length );
}
return true;
}
// Get the current Game flavor.
int CIcarus::GetFlavor()
{
return m_flavor;
}
int CIcarus::Save()
{
// Allocate the temporary buffer.
CreateBuffer();
IGameInterface* game = IGameInterface::GetGame(m_flavor);
//Save out a ICARUS save block header with the ICARUS version
double version = ICARUS_VERSION;
game->WriteSaveData( 'ICAR', &version, sizeof( version ) );
//Save out the signals
if ( SaveSignals() == false )
{
DestroyBuffer();
return false;
}
//Save out the sequences
if ( SaveSequences() == false )
{
DestroyBuffer();
return false;
}
//Save out the sequencers
if ( SaveSequencers() == false )
{
DestroyBuffer();
return false;
}
// Write out the buffer with all our collected data.
game->WriteSaveData( 'ISEQ', m_byBuffer, m_ulBufferCurPos );
// De-allocate the temporary buffer.
DestroyBuffer();
return true;
}
int CIcarus::LoadSignals()
{
int numSignals;
BufferRead( &numSignals, sizeof( numSignals ) );
for ( int i = 0; i < numSignals; i++ )
{
char buffer[1024];
int length;
//Get the size of the string
BufferRead( &length, sizeof( length ) );
//Get the string
BufferRead( &buffer, length );
//Turn it on and add it to the system
Signal( (const char *) &buffer );
}
return true;
}
int CIcarus::LoadSequence()
{
CSequence *sequence = GetSequence();
//Load the sequence back in
sequence->Load(this);
//If this sequence had a higher GUID than the current, save it
if ( sequence->GetID() > m_GUID )
m_GUID = sequence->GetID();
return true;
}
int CIcarus::LoadSequences()
{
CSequence *sequence;
int numSequences;
//Get the number of sequences to read in
BufferRead( &numSequences, sizeof( numSequences ) );
int *idTable = new int[ numSequences ];
if ( idTable == NULL )
return false;
//Load the sequencer ID table
BufferRead( idTable, sizeof( int ) * numSequences );
//First pass, allocate all container sequences and give them their proper IDs
if ( AllocateSequences( numSequences, idTable ) == false )
return false;
//Second pass, load all sequences
for ( int i = 0; i < numSequences; i++ )
{
//Get the proper sequence for this load
if ( ( sequence = GetSequence( idTable[i] ) ) == NULL )
return false;
//Load the sequence
if ( ( sequence->Load(this) ) == false )
return false;
}
//Free the idTable
delete[] idTable;
return true;
}
int CIcarus::LoadSequencers()
{
CSequencer *sequencer;
int numSequencers;
IGameInterface* game = IGameInterface::GetGame(m_flavor);
//Get the number of sequencers to load
BufferRead( &numSequencers, sizeof( numSequencers ) );
//Load all sequencers
for ( int i = 0; i < numSequencers; i++ )
{
//NOTENOTE: The ownerID will be replaced in the loading process
int sequencerID = GetIcarusID(-1);
if ( ( sequencer = FindSequencer(sequencerID) ) == NULL )
return false;
if ( sequencer->Load(this, game) == false )
return false;
}
return true;
}
int CIcarus::Load()
{
CreateBuffer();
IGameInterface* game = IGameInterface::GetGame(m_flavor);
//Clear out any old information
Free();
//Check to make sure we're at the ICARUS save block
double version;
game->ReadSaveData( 'ICAR', &version, sizeof( version ) );
//Versions must match!
if ( version != ICARUS_VERSION )
{
DestroyBuffer();
game->DebugPrint( IGameInterface::WL_ERROR, "save game data contains outdated ICARUS version information!\n");
return false;
}
// Read into the buffer all our data.
/*m_ulBytesAvailable = */game->ReadSaveData( 'ISEQ', m_byBuffer, 0 ); //fixme, use real buff size
//Load all signals
if ( LoadSignals() == false )
{
DestroyBuffer();
game->DebugPrint( IGameInterface::WL_ERROR, "failed to load signals from save game!\n");
return false;
}
//Load in all sequences
if ( LoadSequences() == false )
{
DestroyBuffer();
game->DebugPrint( IGameInterface::WL_ERROR, "failed to load sequences from save game!\n");
return false;
}
//Load in all sequencers
if ( LoadSequencers() == false )
{
DestroyBuffer();
game->DebugPrint( IGameInterface::WL_ERROR, "failed to load sequencers from save game!\n");
return false;
}
DestroyBuffer();
return true;
}
int CIcarus::Update(int icarusID)
{
CSequencer* sequencer = FindSequencer(icarusID);
if(sequencer)
{
return sequencer->GetTaskManager()->Update(this);
}
return -1;
}
int CIcarus::IsRunning(int icarusID)
{
CSequencer* sequencer = FindSequencer(icarusID);
if(sequencer)
{
return sequencer->GetTaskManager()->IsRunning();
}
return false;
}
void CIcarus::Completed( int icarusID, int taskID )
{
CSequencer* sequencer = FindSequencer(icarusID);
if(sequencer)
{
sequencer->GetTaskManager()->Completed(taskID);
}
}
// Destroy the File Buffer.
void CIcarus::DestroyBuffer()
{
if ( m_byBuffer )
{
IGameInterface::GetGame()->Free( m_byBuffer );
m_byBuffer = NULL;
}
}
// Create the File Buffer.
void CIcarus::CreateBuffer()
{
DestroyBuffer();
m_byBuffer = (unsigned char *)IGameInterface::GetGame()->Malloc( MAX_BUFFER_SIZE );
m_ulBufferCurPos = 0;
}
// Write to a buffer.
void CIcarus::BufferWrite( void *pSrcData, unsigned long ulNumBytesToWrite )
{
if ( !pSrcData )
return;
// Make sure we have enough space in the buffer to write to.
if ( MAX_BUFFER_SIZE - m_ulBufferCurPos < ulNumBytesToWrite )
{ // Write out the buffer with all our collected data so far...
IGameInterface::GetGame()->DebugPrint( IGameInterface::WL_ERROR, "BufferWrite: Out of buffer space, Flushing." );
IGameInterface::GetGame()->WriteSaveData( 'ISEQ', m_byBuffer, m_ulBufferCurPos );
m_ulBufferCurPos = 0; //reset buffer
}
assert( MAX_BUFFER_SIZE - m_ulBufferCurPos >= ulNumBytesToWrite );
{
memcpy( m_byBuffer + m_ulBufferCurPos, pSrcData, ulNumBytesToWrite );
m_ulBufferCurPos += ulNumBytesToWrite;
}
}
// Read from a buffer.
void CIcarus::BufferRead( void *pDstBuff, unsigned long ulNumBytesToRead )
{
if ( !pDstBuff )
return;
// If we can read this data...
if ( m_ulBytesRead + ulNumBytesToRead > MAX_BUFFER_SIZE )
{// We've tried to read past the buffer...
IGameInterface::GetGame()->DebugPrint( IGameInterface::WL_ERROR, "BufferRead: Buffer underflow, Looking for new block." );
// Read in the next block.
/*m_ulBytesAvailable = */IGameInterface::GetGame()->ReadSaveData( 'ISEQ', m_byBuffer, 0 ); //FIXME, to actually check underflows, use real buff size
m_ulBytesRead = 0; //reset buffer
}
assert(m_ulBytesRead + ulNumBytesToRead <= MAX_BUFFER_SIZE);
{
memcpy( pDstBuff, m_byBuffer + m_ulBytesRead, ulNumBytesToRead );
m_ulBytesRead += ulNumBytesToRead;
}
}