smsvn -> ssc-hg glue: rearrange directory structure
This commit is contained in:
@@ -0,0 +1,758 @@
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#include "global.h"
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#include "MemoryCardManager.h"
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#include "arch/MemoryCard/MemoryCardDriver.h" // for UsbStorageDevice
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#include "ScreenManager.h"
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#include "ThemeManager.h"
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#include "RageLog.h"
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#include "RageFileManager.h"
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#include "RageFileDriver.h"
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#include "RageFileDriverTimeout.h"
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#include "MessageManager.h"
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#include "Foreach.h"
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#include "RageUtil_WorkerThread.h"
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#include "arch/MemoryCard/MemoryCardDriver_Null.h"
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#include "LuaManager.h"
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MemoryCardManager* MEMCARDMAN = NULL; // global and accessable from anywhere in our program
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static void MemoryCardOsMountPointInit( size_t /*PlayerNumber*/ i, RString &sNameOut, RString &defaultValueOut )
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{
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sNameOut = ssprintf( "MemoryCardOsMountPointP%d", int(i+1) );
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defaultValueOut = "";
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}
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static void MemoryCardUsbBusInit( size_t /*PlayerNumber*/ i, RString &sNameOut, int &defaultValueOut )
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{
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sNameOut = ssprintf( "MemoryCardUsbBusP%d", int(i+1) );
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defaultValueOut = -1;
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}
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static void MemoryCardUsbPortInit( size_t /*PlayerNumber*/ i, RString &sNameOut, int &defaultValueOut )
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{
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sNameOut = ssprintf( "MemoryCardUsbPortP%d",int(i+1) );
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defaultValueOut = -1;
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}
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static void MemoryCardUsbLevelInit( size_t /*PlayerNumber*/ i, RString &sNameOut, int &defaultValueOut )
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{
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sNameOut = ssprintf( "MemoryCardUsbLevelP%d", int(i+1) );
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defaultValueOut = -1;
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}
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static Preference<bool> g_bMemoryCards( "MemoryCards", true );
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static Preference<bool> g_bMemoryCardProfiles( "MemoryCardProfiles", true );
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// if set, always use the device that mounts to this point
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Preference1D<RString> MemoryCardManager::m_sMemoryCardOsMountPoint( MemoryCardOsMountPointInit, NUM_PLAYERS );
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// Look for this level, bus, port when assigning cards. -1 = match any
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Preference1D<int> MemoryCardManager::m_iMemoryCardUsbBus( MemoryCardUsbBusInit, NUM_PLAYERS );
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Preference1D<int> MemoryCardManager::m_iMemoryCardUsbPort( MemoryCardUsbPortInit, NUM_PLAYERS );
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Preference1D<int> MemoryCardManager::m_iMemoryCardUsbLevel( MemoryCardUsbLevelInit, NUM_PLAYERS );
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Preference<RString> MemoryCardManager::m_sEditorMemoryCardOsMountPoint( "EditorMemoryCardOsMountPoint", "" );
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const RString MEM_CARD_MOUNT_POINT[NUM_PLAYERS] =
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{
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/* @ is important; see RageFileManager LoadedDriver::GetPath */
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"/@mc1/",
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"/@mc2/",
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};
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static const RString MEM_CARD_MOUNT_POINT_INTERNAL[NUM_PLAYERS] =
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{
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/* @ is important; see RageFileManager LoadedDriver::GetPath */
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"/@mc1int/",
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"/@mc2int/",
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};
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/* Only access the memory card driver in a timeout-safe thread. */
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class ThreadedMemoryCardWorker: public RageWorkerThread
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{
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public:
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ThreadedMemoryCardWorker();
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~ThreadedMemoryCardWorker();
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enum MountThreadState
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{
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detect_and_mount,
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detect_and_dont_mount,
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paused
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};
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void SetMountThreadState( MountThreadState mts );
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/* These functions may time out. */
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bool Mount( const UsbStorageDevice *pDevice );
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bool Unmount( const UsbStorageDevice *pDevice );
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/* This function will not time out. */
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bool StorageDevicesChanged( vector<UsbStorageDevice> &aOut );
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protected:
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void HandleRequest( int iRequest );
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void RequestTimedOut();
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void DoHeartbeat();
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private:
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MemoryCardDriver *m_pDriver;
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MountThreadState m_MountThreadState;
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/* We make a copy of the device info we're working with, since the pointer
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* we're given will become invalid if the operation times out and DoRequest
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* returns. */
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UsbStorageDevice m_RequestDevice;
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bool m_bResult;
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RageMutex UsbStorageDevicesMutex;
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bool m_bUsbStorageDevicesChanged;
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vector<UsbStorageDevice> m_aUsbStorageDevices;
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vector<UsbStorageDevice> m_aMountedDevices;
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enum
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{
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REQ_MOUNT,
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REQ_UNMOUNT,
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};
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};
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bool ThreadedMemoryCardWorker::StorageDevicesChanged( vector<UsbStorageDevice> &aOut )
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{
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UsbStorageDevicesMutex.Lock();
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if( !m_bUsbStorageDevicesChanged )
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{
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UsbStorageDevicesMutex.Unlock();
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return false;
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}
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aOut = m_aUsbStorageDevices;
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m_aUsbStorageDevices.clear();
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m_bUsbStorageDevicesChanged = false;
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UsbStorageDevicesMutex.Unlock();
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return true;
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}
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ThreadedMemoryCardWorker::ThreadedMemoryCardWorker():
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RageWorkerThread("MemoryCardWorker"),
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UsbStorageDevicesMutex("UsbStorageDevicesMutex")
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{
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if( g_bMemoryCards )
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m_pDriver = MemoryCardDriver::Create();
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else
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m_pDriver = new MemoryCardDriver_Null;
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m_MountThreadState = detect_and_mount;
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SetHeartbeat( 0.1f );
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StartThread();
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}
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ThreadedMemoryCardWorker::~ThreadedMemoryCardWorker()
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{
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StopThread();
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delete m_pDriver;
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}
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void ThreadedMemoryCardWorker::SetMountThreadState( MountThreadState mts )
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{
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/* If "pause", stop calling updates in the heartbeat. In principle, we should
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* also not return from this function until the current heartbeat, if running,
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* finishes. However, since we can't guarantee that it'll exit within the timeout,
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* there's no point: we have to return when we time out, and in that case the
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* heartbeat will still be running. I don't know if the reasons for pausing
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* really need us to wait, so don't. */
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m_MountThreadState = mts;
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}
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void ThreadedMemoryCardWorker::HandleRequest( int iRequest )
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{
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switch( iRequest )
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{
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case REQ_MOUNT:
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m_bResult = m_pDriver->Mount( &m_RequestDevice );
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m_aMountedDevices.push_back( m_RequestDevice );
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break;
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case REQ_UNMOUNT:
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{
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m_pDriver->Unmount( &m_RequestDevice );
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vector<UsbStorageDevice>::iterator it =
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find( m_aMountedDevices.begin(), m_aMountedDevices.end(), m_RequestDevice );
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if( it == m_aMountedDevices.end() )
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LOG->Warn( "Unmounted a device that wasn't mounted" );
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else
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m_aMountedDevices.erase( it );
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break;
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}
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}
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}
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void ThreadedMemoryCardWorker::RequestTimedOut()
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{
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/* We timed out, so the current operation will abort. The unmount request
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* may be skipped, if it's attempted during the timeout, so unmount all
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* mounted devices. */
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for( unsigned i = 0; i < m_aMountedDevices.size(); ++i )
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m_pDriver->Unmount( &m_aMountedDevices[i] );
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m_aMountedDevices.clear();
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}
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void ThreadedMemoryCardWorker::DoHeartbeat()
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{
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if( m_MountThreadState == paused )
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return;
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/* If true, detect and mount. If false, only detect. */
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bool bMount = (m_MountThreadState == detect_and_mount);
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vector<UsbStorageDevice> aStorageDevices;
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// LOG->Trace("update");
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if( !m_pDriver->DoOneUpdate( bMount, aStorageDevices ) )
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return;
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UsbStorageDevicesMutex.Lock();
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m_aUsbStorageDevices = aStorageDevices;
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m_bUsbStorageDevicesChanged = true;
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UsbStorageDevicesMutex.Unlock();
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}
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bool ThreadedMemoryCardWorker::Mount( const UsbStorageDevice *pDevice )
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{
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ASSERT( TimeoutEnabled() );
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/* If we're currently in a timed-out state, fail. */
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if( IsTimedOut() )
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return false;
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m_RequestDevice = *pDevice;
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if( !DoRequest(REQ_MOUNT) )
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return false;
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return m_bResult;
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}
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bool ThreadedMemoryCardWorker::Unmount( const UsbStorageDevice *pDevice )
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{
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ASSERT( TimeoutEnabled() );
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/* If we're currently in a timed-out state, fail. */
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if( IsTimedOut() )
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return false;
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m_RequestDevice = *pDevice;
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if( !DoRequest(REQ_UNMOUNT) )
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return false;
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return true;
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}
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static ThreadedMemoryCardWorker *g_pWorker = NULL;
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MemoryCardManager::MemoryCardManager()
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{
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ASSERT( g_pWorker == NULL );
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// Register with Lua.
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{
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Lua *L = LUA->Get();
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lua_pushstring( L, "MEMCARDMAN" );
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this->PushSelf( L );
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lua_settable( L, LUA_GLOBALSINDEX );
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LUA->Release( L );
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}
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g_pWorker = new ThreadedMemoryCardWorker;
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FOREACH_PlayerNumber( p )
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{
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m_bCardLocked[p] = false;
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m_bMounted[p] = false;
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m_State[p] = MemoryCardState_NoCard;
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}
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/* These can play at any time. Preload them, so we don't cause a skip in gameplay. */
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m_soundReady.Load( THEME->GetPathS("MemoryCardManager","ready"), true );
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m_soundError.Load( THEME->GetPathS("MemoryCardManager","error"), true );
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m_soundTooLate.Load( THEME->GetPathS("MemoryCardManager","too late"), true );
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m_soundDisconnect.Load( THEME->GetPathS("MemoryCardManager","disconnect"), true );
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/* Mount the filesystems that we'll use with Mount(). Use a bogus root for the internal
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* mount for now, since we don't know where we'll mount to yet; nothing reads from it
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* until it's mounted, anyway. */
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FOREACH_PlayerNumber( pn )
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{
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FILEMAN->Mount( "dir", "/", MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
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FILEMAN->Mount( "timeout", MEM_CARD_MOUNT_POINT_INTERNAL[pn], MEM_CARD_MOUNT_POINT[pn] );
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}
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}
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MemoryCardManager::~MemoryCardManager()
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{
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// Unregister with Lua.
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LUA->UnsetGlobal( "MEMCARDMAN" );
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ASSERT( g_pWorker != NULL );
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SAFE_DELETE(g_pWorker);
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FOREACH_PlayerNumber( pn )
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{
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FILEMAN->Unmount( "", "", MEM_CARD_MOUNT_POINT[pn] );
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FILEMAN->Unmount( "", "", MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
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}
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}
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void MemoryCardManager::Update()
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{
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vector<UsbStorageDevice> vOld;
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vOld = m_vStorageDevices; // copy
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if( !g_pWorker->StorageDevicesChanged( m_vStorageDevices ) )
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return;
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UpdateAssignments();
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MESSAGEMAN->Broadcast( Message_StorageDevicesChanged );
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}
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/* Assign cards from m_vStorageDevices to m_Device. */
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void MemoryCardManager::UpdateAssignments()
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{
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if( !g_bMemoryCardProfiles.Get() )
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return;
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// make a list of unassigned
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vector<UsbStorageDevice> vUnassignedDevices = m_vStorageDevices; // copy
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// remove cards that are already assigned
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FOREACH_PlayerNumber( p )
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{
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UsbStorageDevice &assigned_device = m_Device[p];
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if( assigned_device.IsBlank() ) // no card assigned to this player
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continue;
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FOREACH( UsbStorageDevice, vUnassignedDevices, d )
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{
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if( *d == assigned_device )
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{
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vUnassignedDevices.erase( d );
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break;
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}
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}
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}
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// Try to assign each device to a player. If a player already has a device
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// assigned, and the device still exists, keep him on the same card.
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FOREACH_PlayerNumber( p )
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{
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UsbStorageDevice &assigned_device = m_Device[p];
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if( !assigned_device.IsBlank() )
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{
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/* The player has a card assigned. If it's been removed, clear it. */
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vector<UsbStorageDevice>::iterator it = find( m_vStorageDevices.begin(), m_vStorageDevices.end(), assigned_device );
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if( it != m_vStorageDevices.end() )
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{
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/* The player has a card, and it's still plugged in. Update any changed
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* state, such as m_State. */
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LOG->Trace( "Player %d already has a card: '%s'", p+1, assigned_device.sOsMountDir.c_str() );
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assigned_device = *it;
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continue;
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}
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/* The assigned card has been removed; clear it and re-search. */
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LOG->Trace( "Player %i: disconnected bus %d port %d device %d path %s",
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p+1, assigned_device.iBus, assigned_device.iPort, assigned_device.iLevel, assigned_device.sOsMountDir.c_str() );
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assigned_device.MakeBlank();
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}
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LOG->Trace( "Looking for a card for Player %d", p+1 );
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FOREACH( UsbStorageDevice, vUnassignedDevices, d )
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{
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// search for card dir match
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if( !m_sMemoryCardOsMountPoint[p].Get().empty() &&
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d->sOsMountDir.CompareNoCase(m_sMemoryCardOsMountPoint[p].Get()) )
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continue; // not a match
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// search for USB bus match
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if( m_iMemoryCardUsbBus[p] != -1 &&
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m_iMemoryCardUsbBus[p] != d->iBus )
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continue; // not a match
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if( m_iMemoryCardUsbPort[p] != -1 &&
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m_iMemoryCardUsbPort[p] != d->iPort )
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continue; // not a match
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if( m_iMemoryCardUsbLevel[p] != -1 &&
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m_iMemoryCardUsbLevel[p] != d->iLevel )
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continue; // not a match
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LOG->Trace( "Player %i: matched %s", p+1, d->sDevice.c_str() );
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assigned_device = *d; // save a copy
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vUnassignedDevices.erase( d ); // remove the device so we don't match it for another player
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break;
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}
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}
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CheckStateChanges();
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}
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void MemoryCardManager::CheckStateChanges()
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{
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/* Deal with assignment changes. */
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FOREACH_PlayerNumber( p )
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{
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const UsbStorageDevice &new_device = m_Device[p];
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MemoryCardState state = MemoryCardState_Invalid;
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RString sError;
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if( m_bCardLocked[p] )
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{
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if( m_FinalDevice[p].m_State == UsbStorageDevice::STATE_NONE )
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{
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/* We didn't have a card when we finalized, so we won't accept anything.
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* If anything is inserted (even if it's still checking), say TOO LATE. */
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if( new_device.m_State == UsbStorageDevice::STATE_NONE )
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state = MemoryCardState_NoCard;
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else
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state = MemoryCardState_TooLate;
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}
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else
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{
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/* We had a card inserted when we finalized. */
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if( new_device.m_State == UsbStorageDevice::STATE_NONE )
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state = MemoryCardState_Removed;
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if( new_device.m_State == UsbStorageDevice::STATE_READY )
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{
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if( m_FinalDevice[p].sSerial != new_device.sSerial )
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{
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/* A different card is inserted than we had when we finalized. */
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state = MemoryCardState_Error;
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sError = "Changed";
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}
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}
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/* Otherwise, the card is checking or has an error. Use the regular logic. */
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}
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}
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if( state == MemoryCardState_Invalid )
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{
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switch( new_device.m_State )
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{
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case UsbStorageDevice::STATE_NONE:
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state = MemoryCardState_NoCard;
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break;
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case UsbStorageDevice::STATE_CHECKING:
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state = MemoryCardState_Checking;
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break;
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case UsbStorageDevice::STATE_ERROR:
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state = MemoryCardState_Error;
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sError = new_device.m_sError;
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break;
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case UsbStorageDevice::STATE_READY:
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state = MemoryCardState_Ready;
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break;
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}
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}
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MemoryCardState LastState = m_State[p];
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if( m_State[p] != state )
|
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{
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// play sound
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RageSoundParams params;
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params.m_bIsCriticalSound = true;
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switch( state )
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||||
{
|
||||
case MemoryCardState_NoCard:
|
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case MemoryCardState_Removed:
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||||
if( LastState == MemoryCardState_Ready )
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||||
{
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||||
m_soundDisconnect.Play( ¶ms );
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MESSAGEMAN->Broadcast( (MessageID)(Message_CardRemovedP1+p) );
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||||
}
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break;
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case MemoryCardState_Ready:
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||||
m_soundReady.Play( ¶ms );
|
||||
break;
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||||
case MemoryCardState_TooLate:
|
||||
m_soundTooLate.Play( ¶ms );
|
||||
break;
|
||||
case MemoryCardState_Error:
|
||||
m_soundError.Play( ¶ms );
|
||||
break;
|
||||
}
|
||||
|
||||
m_State[p] = state;
|
||||
m_sError[p] = sError;
|
||||
}
|
||||
}
|
||||
|
||||
SCREENMAN->RefreshCreditsMessages();
|
||||
}
|
||||
|
||||
void MemoryCardManager::WaitForCheckingToComplete()
|
||||
{
|
||||
g_pWorker->SetTimeout( 5 );
|
||||
|
||||
/* If either player's card is in STATE_CHECKING, we need to give it a chance
|
||||
* to finish up before returning. */
|
||||
bool bLogged = false;
|
||||
while( !g_pWorker->IsTimedOut() )
|
||||
{
|
||||
/* Check for changes. */
|
||||
Update();
|
||||
|
||||
bool bEitherPlayerIsChecking = false;
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( m_Device[p].m_State == UsbStorageDevice::STATE_CHECKING )
|
||||
bEitherPlayerIsChecking = true;
|
||||
if( !bEitherPlayerIsChecking )
|
||||
break;
|
||||
|
||||
/* Only if we need to, wait for something to happen. If we time out waiting for
|
||||
* a heartbeat, give up. */
|
||||
if( !bLogged )
|
||||
{
|
||||
bLogged = true;
|
||||
LOG->Trace( "One or more cards are in STATE_CHECKING; waiting for them ..." );
|
||||
}
|
||||
|
||||
if( !g_pWorker->WaitForOneHeartbeat() )
|
||||
{
|
||||
LOG->Trace( "STATE_CHECKING wait timed out" );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
g_pWorker->SetTimeout( -1 );
|
||||
}
|
||||
|
||||
bool MemoryCardManager::CardInserted( PlayerNumber pn )
|
||||
{
|
||||
return m_Device[pn].m_State == UsbStorageDevice::STATE_CHECKING ||
|
||||
m_Device[pn].m_State == UsbStorageDevice::STATE_READY;
|
||||
}
|
||||
|
||||
void MemoryCardManager::LockCard( PlayerNumber pn )
|
||||
{
|
||||
if( m_bCardLocked[pn] )
|
||||
return;
|
||||
|
||||
/* Set the final state. */
|
||||
CheckStateChanges();
|
||||
|
||||
/* If the card in this player's slot is ready, then use it. If there is
|
||||
* no card ready when we finalize, clear m_FinalDevice. */
|
||||
if( m_Device[pn].m_State == UsbStorageDevice::STATE_READY )
|
||||
m_FinalDevice[pn] = m_Device[pn];
|
||||
else
|
||||
m_FinalDevice[pn] = UsbStorageDevice();
|
||||
|
||||
/* Set this last, since it changes the behavior of CheckStateChanges. */
|
||||
m_bCardLocked[pn] = true;
|
||||
}
|
||||
|
||||
void MemoryCardManager::UnlockCard( PlayerNumber pn )
|
||||
{
|
||||
m_bCardLocked[pn] = false;
|
||||
|
||||
g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::detect_and_mount );
|
||||
|
||||
/* If a memory card was inserted too late last game, allow it now. */
|
||||
CheckStateChanges();
|
||||
}
|
||||
|
||||
/* Called just before reading or writing to the memory card. Should block. */
|
||||
bool MemoryCardManager::MountCard( PlayerNumber pn, int iTimeout )
|
||||
{
|
||||
LOG->Trace( "MemoryCardManager::MountCard(%i)", pn );
|
||||
if( GetCardState(pn) != MemoryCardState_Ready )
|
||||
return false;
|
||||
ASSERT( !m_Device[pn].IsBlank() );
|
||||
|
||||
/* Pause the mounting thread when we mount the first drive. */
|
||||
bool bStartingMemoryCardAccess = true;
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( m_bMounted[p] )
|
||||
bStartingMemoryCardAccess = false; /* already did */
|
||||
if( bStartingMemoryCardAccess )
|
||||
{
|
||||
/* We're starting to do stuff to the memory cards. */
|
||||
this->PauseMountingThread( iTimeout );
|
||||
}
|
||||
|
||||
if( !g_pWorker->Mount( &m_Device[pn] ) )
|
||||
{
|
||||
LOG->Trace( "MemoryCardManager::MountCard: mount failed" );
|
||||
if( bStartingMemoryCardAccess )
|
||||
this->UnPauseMountingThread();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
m_bMounted[pn] = true;
|
||||
|
||||
RageFileDriver *pDriver = FILEMAN->GetFileDriver( MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
|
||||
if( pDriver == NULL )
|
||||
{
|
||||
LOG->Warn( "FILEMAN->GetFileDriver(%s) failed", MEM_CARD_MOUNT_POINT_INTERNAL[pn].c_str() );
|
||||
return true;
|
||||
}
|
||||
|
||||
/* We don't want to unmount the timeout FS. Instead, just move the target. */
|
||||
pDriver->Remount( m_Device[pn].sOsMountDir );
|
||||
|
||||
/* Flush mountpoints pointing to what we've mounted. */
|
||||
FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT[pn] );
|
||||
FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
|
||||
|
||||
FILEMAN->ReleaseFileDriver( pDriver );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/* Temporarily mount a specific card. On unmount, the device will be reverted. This is used
|
||||
* to access cards in the editor. */
|
||||
bool MemoryCardManager::MountCard( PlayerNumber pn, const UsbStorageDevice &d, int iTimeout )
|
||||
{
|
||||
m_Device[pn] = d;
|
||||
CheckStateChanges();
|
||||
return MountCard( pn, iTimeout );
|
||||
}
|
||||
|
||||
/* Called when finished accessing a memory card. If writes have been performed,
|
||||
* will block until flushed. */
|
||||
void MemoryCardManager::UnmountCard( PlayerNumber pn )
|
||||
{
|
||||
LOG->Trace( "MemoryCardManager::UnmountCard(%i) (mounted: %i)", pn, m_bMounted[pn] );
|
||||
if( m_Device[pn].IsBlank() )
|
||||
return;
|
||||
|
||||
if( !m_bMounted[pn] )
|
||||
return;
|
||||
|
||||
/* Leave our own filesystem drivers mounted. Unmount the kernel mount. */
|
||||
g_pWorker->Unmount( &m_Device[pn] );
|
||||
|
||||
/* Flush mountpoints pointing to what we've unmounted. */
|
||||
FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT[pn] );
|
||||
FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
|
||||
|
||||
m_bMounted[pn] = false;
|
||||
|
||||
/* Unpause the mounting thread when we unmount the last drive. */
|
||||
bool bNeedUnpause = true;
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( m_bMounted[p] )
|
||||
bNeedUnpause = false;
|
||||
if( bNeedUnpause )
|
||||
this->UnPauseMountingThread();
|
||||
|
||||
/* If memory card profiles are disabled, then this was assigned by passing to a
|
||||
* UsbStorageDevice to MountCard. Remove the temporary assignment. */
|
||||
if( !g_bMemoryCardProfiles.Get() )
|
||||
{
|
||||
m_Device[pn] = UsbStorageDevice();
|
||||
CheckStateChanges();
|
||||
}
|
||||
}
|
||||
|
||||
bool MemoryCardManager::PathIsMemCard( RString sDir ) const
|
||||
{
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( !sDir.Left(MEM_CARD_MOUNT_POINT[p].size()).CompareNoCase( MEM_CARD_MOUNT_POINT[p] ) )
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool MemoryCardManager::IsNameAvailable( PlayerNumber pn ) const
|
||||
{
|
||||
return m_Device[pn].bIsNameAvailable;
|
||||
}
|
||||
|
||||
RString MemoryCardManager::GetName( PlayerNumber pn ) const
|
||||
{
|
||||
return m_Device[pn].sName;
|
||||
}
|
||||
|
||||
void MemoryCardManager::PauseMountingThread( int iTimeout )
|
||||
{
|
||||
LOG->Trace( "MemoryCardManager::PauseMountingThread" );
|
||||
|
||||
g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::paused );
|
||||
|
||||
/* Start the timeout period. */
|
||||
g_pWorker->SetTimeout( (float) iTimeout );
|
||||
RageFileDriverTimeout::SetTimeout( (float) iTimeout );
|
||||
}
|
||||
|
||||
void MemoryCardManager::UnPauseMountingThread()
|
||||
{
|
||||
LOG->Trace( "MemoryCardManager::UnPauseMountingThread" );
|
||||
|
||||
g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::detect_and_mount );
|
||||
|
||||
/* End the timeout period. */
|
||||
g_pWorker->SetTimeout( -1 );
|
||||
RageFileDriverTimeout::SetTimeout( -1 );
|
||||
}
|
||||
|
||||
// lua start
|
||||
#include "LuaBinding.h"
|
||||
|
||||
class LunaMemoryCardManager: public Luna<MemoryCardManager>
|
||||
{
|
||||
public:
|
||||
static int GetCardState( T* p, lua_State *L )
|
||||
{
|
||||
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
|
||||
LuaHelpers::Push( L, p->GetCardState( pn ) );
|
||||
return 1;
|
||||
}
|
||||
|
||||
LunaMemoryCardManager()
|
||||
{
|
||||
ADD_METHOD( GetCardState );
|
||||
}
|
||||
};
|
||||
|
||||
LUA_REGISTER_CLASS( MemoryCardManager )
|
||||
// lua end
|
||||
|
||||
|
||||
/*
|
||||
* (c) 2003-2005 Chris Danford, Glenn Maynard
|
||||
* All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
||||
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
||||
* PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
Reference in New Issue
Block a user