d468e15435
worker threads (though somewhat simpler). Changes: MemoryCardDriverThreaded is going away; all memory card drivers are implicitly threaded at a higher level (there's no reason to not do so). Memory card drivers can safely time out; we'll recover sanely. This needs a bit more work, but should be more tolerant of long memory card recovery periods.
604 lines
16 KiB
C++
604 lines
16 KiB
C++
#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 "PrefsManager.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 "ScreenManager.h"
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#include "ProfileManager.h"
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#include "Foreach.h"
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#include "GameState.h"
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#include "RageUtil_WorkerThread.h"
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MemoryCardManager* MEMCARDMAN = NULL; // global and accessable from anywhere in our program
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const CString MEM_CARD_MOUNT_POINT[NUM_PLAYERS] =
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{
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/* @ is importast; see RageFileManager LoadedDriver::GetPath */
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"@mc1/",
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"@mc2/",
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};
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static const CString MEM_CARD_MOUNT_POINT_INTERNAL[NUM_PLAYERS] =
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{
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/* @ is importast; 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 WorkerThread
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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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bool Flush( const UsbStorageDevice *pDevice );
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void Reset();
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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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enum
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{
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REQ_MOUNT,
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REQ_UNMOUNT,
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REQ_FLUSH,
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REQ_RESET
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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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WorkerThread("ThreadedMemoryCardWorker"),
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UsbStorageDevicesMutex("UsbStorageDevicesMutex")
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{
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m_pDriver = MakeMemoryCardDriver();
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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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break;
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case REQ_UNMOUNT:
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m_pDriver->Unmount( &m_RequestDevice );
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break;
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case REQ_FLUSH:
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m_pDriver->Flush( &m_RequestDevice );
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break;
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case REQ_RESET:
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m_pDriver->Reset();
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break;
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}
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}
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void ThreadedMemoryCardWorker::RequestTimedOut()
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{
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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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bool ThreadedMemoryCardWorker::Flush( 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_FLUSH) )
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return false;
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return true;
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}
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void ThreadedMemoryCardWorker::Reset()
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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;
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DoRequest( REQ_RESET );
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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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g_pWorker = new ThreadedMemoryCardWorker;
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m_bCardsLocked = false;
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FOREACH_PlayerNumber( p )
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{
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m_bTooLate[p] = false;
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m_bMounted[p] = false;
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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->GetPathToS("MemoryCardManager ready"), true );
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m_soundError.Load( THEME->GetPathToS("MemoryCardManager error"), true );
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m_soundTooLate.Load( THEME->GetPathToS("MemoryCardManager too late"), true );
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m_soundDisconnect.Load( THEME->GetPathToS("MemoryCardManager disconnect"), true );
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}
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MemoryCardManager::~MemoryCardManager()
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{
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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( float fDelta )
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{
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const vector<UsbStorageDevice> vOld = m_vStorageDevices; // copy
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if( !g_pWorker->StorageDevicesChanged( m_vStorageDevices ) )
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return;
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const vector<UsbStorageDevice> &vNew = m_vStorageDevices;
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vector<UsbStorageDevice> vConnects; // fill these in below
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vector<UsbStorageDevice> vDisconnects; // fill these in below
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// check for disconnects
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FOREACH_CONST( UsbStorageDevice, vOld, old )
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{
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vector<UsbStorageDevice>::const_iterator iter = find( vNew.begin(), vNew.end(), *old );
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if( iter == vNew.end() ) // card no longer present
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{
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LOG->Trace( "Disconnected bus %d port %d device %d path %s", old->iBus, old->iPort, old->iLevel, old->sOsMountDir.c_str() );
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vDisconnects.push_back( *old );
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}
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}
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// check for connects
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FOREACH_CONST( UsbStorageDevice, vNew, newd )
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{
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vector<UsbStorageDevice>::const_iterator iter = find( vOld.begin(), vOld.end(), *newd );
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if( iter == vOld.end() ) // card wasn't present last update
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{
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LOG->Trace( "Connected bus %d port %d device %d path %s", newd->iBus, newd->iPort, newd->iLevel, newd->sOsMountDir.c_str() );
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vConnects.push_back( *newd );
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}
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}
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// unassign cards that were disconnected
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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() ) // not assigned a card
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continue;
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vector<UsbStorageDevice>::iterator iter = find( vDisconnects.begin(), vDisconnects.end(), assigned_device );
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if( iter != vDisconnects.end() )
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{
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UnmountCard( p );
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assigned_device.MakeBlank();
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m_soundDisconnect.Play();
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if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(p) )
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PROFILEMAN->UnloadProfile( p );
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}
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}
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// Update the status of already-assigned cards. It may contain updated info
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// like WriteTest results and a new sName.
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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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vector<UsbStorageDevice>::iterator iter = find( m_vStorageDevices.begin(), m_vStorageDevices.end(), assigned_device );
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if( iter != m_vStorageDevices.end() )
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{
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// play write test error sound if write test failed since we last checked
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if( assigned_device.bNeedsWriteTest && !iter->bNeedsWriteTest && !iter->bWriteTestSucceeded )
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m_soundError.Play();
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assigned_device = *iter;
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}
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}
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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
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FOREACH_PlayerNumber( p )
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{
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LOG->Trace( "Looking for a card for Player %d", p+1 );
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UsbStorageDevice &assigned_device = m_Device[p];
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if( !assigned_device.IsBlank() ) // they already have an assigned card
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{
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LOG->Trace( "Player %d already has a card: '%s'", p+1, assigned_device.sOsMountDir.c_str() );
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continue; // skip
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}
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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( !PREFSMAN->m_sMemoryCardOsMountPoint[p].empty() &&
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d->sOsMountDir.CompareNoCase(PREFSMAN->m_sMemoryCardOsMountPoint[p]) )
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continue; // not a match
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// search for USB bus match
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if( PREFSMAN->m_iMemoryCardUsbBus[p] != -1 &&
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PREFSMAN->m_iMemoryCardUsbBus[p] != d->iBus )
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continue; // not a match
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if( PREFSMAN->m_iMemoryCardUsbPort[p] != -1 &&
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PREFSMAN->m_iMemoryCardUsbPort[p] != d->iPort )
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continue; // not a match
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if( PREFSMAN->m_iMemoryCardUsbLevel[p] != -1 &&
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PREFSMAN->m_iMemoryCardUsbLevel[p] != d->iLevel )
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continue; // not a match
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LOG->Trace( "device match: iScsiIndex: %d, iBus: %d, iLevel: %d, iPort: %d, sOsMountDir: %s",
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d->iScsiIndex, d->iBus, d->iLevel, d->iPort, d->sOsMountDir.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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m_bTooLate[p] = GAMESTATE->m_bPlayersFinalized; // the device is too late if inserted when cards were locked
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// play sound
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if( m_bTooLate[p] )
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m_soundTooLate.Play();
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else if( !d->bNeedsWriteTest && !d->bWriteTestSucceeded )
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m_soundError.Play();
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else
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m_soundReady.Play();
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break;
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}
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}
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SCREENMAN->RefreshCreditsMessages();
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}
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MemoryCardState MemoryCardManager::GetCardState( PlayerNumber pn )
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{
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UsbStorageDevice &d = m_Device[pn];
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if( d.IsBlank() )
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return MEMORY_CARD_STATE_NO_CARD;
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else if( m_bTooLate[pn] )
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return MEMORY_CARD_STATE_TOO_LATE;
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else if( !d.bNeedsWriteTest && !d.bWriteTestSucceeded )
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return MEMORY_CARD_STATE_WRITE_ERROR;
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else
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return MEMORY_CARD_STATE_READY;
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}
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void MemoryCardManager::LockCards()
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{
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if( m_bCardsLocked )
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return;
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m_bCardsLocked = true;
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}
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void MemoryCardManager::UnlockCards()
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{
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m_bCardsLocked = false;
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// clear too late flag
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FOREACH_PlayerNumber( p )
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m_bTooLate[p] = false;
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g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::detect_and_mount );
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}
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/* Called just before reading or writing to the memory card. Should block. */
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void MemoryCardManager::MountCard( PlayerNumber pn )
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{
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if( GetCardState(pn) != MEMORY_CARD_STATE_READY )
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return;
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ASSERT( !m_Device[pn].IsBlank() );
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/* Pause the mounting thread when we mount the first drive. */
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bool bStartingMemoryCardAccess = true;
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FOREACH_PlayerNumber( p )
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if( m_bMounted[p] )
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bStartingMemoryCardAccess = false; /* already did */
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if( bStartingMemoryCardAccess )
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{
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/* We're starting to do stuff to the memory cards. */
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this->PauseMountingThread();
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}
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if( !g_pWorker->Mount( &m_Device[pn] ) )
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{
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if( bStartingMemoryCardAccess )
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this->UnPauseMountingThread();
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return;
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}
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m_bMounted[pn] = true;
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/* If this is the first time we're mounting the device, mount the VFS drivers.
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* Simply mounting our VFS on a directory doesn't actually touch the directory,
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* so this isn't a timeout risk. (This is important for other reasons; for example,
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* if we mount a CDROM, we should not spin up the disc simply by mounting it.) */
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RageFileDriver *pDriver = FILEMAN->GetFileDriver( MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
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if( pDriver == NULL )
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{
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FILEMAN->Mount( "dir", m_Device[pn].sOsMountDir, 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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else
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{
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/* It's already mounted. We don't want to unmount the timeout FS. Instead, just
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* move the target. */
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pDriver->Remount( m_Device[pn].sOsMountDir );
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FILEMAN->ReleaseFileDriver( pDriver );
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}
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}
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/* Called in EndGame just after writing the profile. Called by PlayersFinalized just after
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* reading the profile. Should never block; use FlushAndReset to block until writes complete. */
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void MemoryCardManager::UnmountCard( PlayerNumber pn )
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{
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if ( m_Device[pn].IsBlank() )
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return;
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if( !m_bMounted[pn] )
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return;
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/* Leave our own filesystem drivers mounted. */
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g_pWorker->Unmount( &m_Device[pn] );
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m_bMounted[pn] = false;
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/* Unpause the mounting thread when we unmount the last drive. */
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bool bNeedUnpause = true;
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FOREACH_PlayerNumber( p )
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if( m_bMounted[p] )
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bNeedUnpause = false;
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if( bNeedUnpause )
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this->UnPauseMountingThread();
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}
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void MemoryCardManager::FlushAndReset()
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{
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FOREACH_PlayerNumber( p )
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{
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UsbStorageDevice &d = m_Device[p];
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if( d.IsBlank() ) // no card assigned
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continue; // skip
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if( (!d.bNeedsWriteTest && !d.bWriteTestSucceeded) || m_bTooLate[p] )
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continue; // skip
|
|
g_pWorker->Flush( &m_Device[p] );
|
|
}
|
|
|
|
g_pWorker->Reset(); // forces cards to be re-detected
|
|
}
|
|
|
|
bool MemoryCardManager::PathIsMemCard( CString 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;
|
|
}
|
|
|
|
CString MemoryCardManager::GetName( PlayerNumber pn ) const
|
|
{
|
|
return m_Device[pn].sName;
|
|
}
|
|
|
|
void MemoryCardManager::PauseMountingThread()
|
|
{
|
|
g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::paused );
|
|
|
|
/* Start the timeout period. */
|
|
g_pWorker->SetTimeout( 10 );
|
|
RageFileDriverTimeout::SetTimeout( 10 );
|
|
}
|
|
|
|
void MemoryCardManager::UnPauseMountingThread()
|
|
{
|
|
g_pWorker->SetMountThreadState(
|
|
m_bCardsLocked ?
|
|
ThreadedMemoryCardWorker::detect_and_dont_mount : ThreadedMemoryCardWorker::detect_and_mount );
|
|
|
|
/* End the timeout period. */
|
|
g_pWorker->SetTimeout( -1 );
|
|
RageFileDriverTimeout::SetTimeout( -1 );
|
|
}
|
|
|
|
bool IsAnyPlayerUsingMemoryCard()
|
|
{
|
|
FOREACH_HumanPlayer( pn )
|
|
{
|
|
if( MEMCARDMAN->GetCardState(pn) == MEMORY_CARD_STATE_READY )
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#include "LuaFunctions.h"
|
|
LuaFunction_NoArgs( IsAnyPlayerUsingMemoryCard, IsAnyPlayerUsingMemoryCard() )
|
|
|
|
/*
|
|
* (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.
|
|
*/
|