Textures, FrameBuffers and VertexBuffers allocated by the Sdl2 Renderer were only being released via finalizers. This could lead to OpenGL out of memory errors since resources may not be cleaned up in a timely manner. To avoid this, IDisposable has been implemented and transitively applied to classes that use these resources. As a side-effect some static state is no longer static, particularly in Renderer, in order to facilitate this change and just for nicer design in general. Also dispose some bitmaps.
250 lines
7.0 KiB
C#
250 lines
7.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Text;
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using System.Threading;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA
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{
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public sealed class MapCache : IEnumerable<MapPreview>, IDisposable
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{
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public static readonly MapPreview UnknownMap = new MapPreview(null, null);
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readonly Cache<string, MapPreview> previews;
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readonly ModData modData;
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readonly SheetBuilder sheetBuilder;
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Thread previewLoaderThread;
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bool previewLoaderThreadShutDown = true;
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object syncRoot = new object();
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Queue<MapPreview> generateMinimap = new Queue<MapPreview>();
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public MapCache(ModData modData)
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{
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this.modData = modData;
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previews = new Cache<string, MapPreview>(uid => new MapPreview(uid, this));
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sheetBuilder = new SheetBuilder(SheetType.BGRA);
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}
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public void LoadMaps()
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{
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// Expand the dictionary (dir path, dir type) to a dictionary of (map path, dir type)
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var mapPaths = modData.Manifest.MapFolders.SelectMany(kv =>
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FindMapsIn(kv.Key).ToDictionary(p => p, p => string.IsNullOrEmpty(kv.Value) ? MapClassification.Unknown : Enum<MapClassification>.Parse(kv.Value)));
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foreach (var path in mapPaths)
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{
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try
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{
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using (new Support.PerfTimer(path.Key))
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{
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var map = new Map(path.Key, modData.Manifest.Mod.Id);
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if (modData.Manifest.MapCompatibility.Contains(map.RequiresMod))
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previews[map.Uid].UpdateFromMap(map, path.Value);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine("Failed to load map: {0}", path);
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Console.WriteLine("Details: {0}", e);
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}
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}
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}
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public void QueryRemoteMapDetails(IEnumerable<string> uids)
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{
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var maps = uids.Distinct()
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.Select(uid => previews[uid])
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.Where(p => p.Status == MapStatus.Unavailable)
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.ToDictionary(p => p.Uid, p => p);
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if (!maps.Any())
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return;
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foreach (var p in maps.Values)
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p.UpdateRemoteSearch(MapStatus.Searching, null);
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var url = Game.Settings.Game.MapRepository + "hash/" + string.Join(",", maps.Keys.ToArray()) + "/yaml";
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Action<DownloadDataCompletedEventArgs, bool> onInfoComplete = (i, cancelled) =>
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{
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if (cancelled || i.Error != null)
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{
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Log.Write("debug", "Remote map query failed with error: {0}", i.Error != null ? i.Error.Message : "cancelled");
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Log.Write("debug", "URL was: {0}", url);
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foreach (var p in maps.Values)
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p.UpdateRemoteSearch(MapStatus.Unavailable, null);
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return;
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}
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var data = Encoding.UTF8.GetString(i.Result);
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try
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{
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var yaml = MiniYaml.FromString(data);
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foreach (var kv in yaml)
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maps[kv.Key].UpdateRemoteSearch(MapStatus.DownloadAvailable, kv.Value);
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}
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catch
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{
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Log.Write("debug", "Can't parse remote map search data:\n{0}", data);
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}
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};
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new Download(url, _ => { }, onInfoComplete);
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}
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public static IEnumerable<string> FindMapsIn(string dir)
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{
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string[] noMaps = { };
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// Ignore optional flag
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if (dir.StartsWith("~"))
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dir = dir.Substring(1);
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dir = Platform.ResolvePath(dir);
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if (!Directory.Exists(dir))
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return noMaps;
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var dirsWithMaps = Directory.GetDirectories(dir)
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.Where(d => Directory.GetFiles(d, "map.yaml").Any() && Directory.GetFiles(d, "map.bin").Any());
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return dirsWithMaps.Concat(Directory.GetFiles(dir, "*.oramap"));
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}
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void LoadAsyncInternal()
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{
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Log.Write("debug", "MapCache.LoadAsyncInternal started");
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// Milliseconds to wait on one loop when nothing to do
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var emptyDelay = 50;
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// Keep the thread alive for at least 5 seconds after the last minimap generation
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var maxKeepAlive = 5000 / emptyDelay;
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var keepAlive = maxKeepAlive;
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for (;;)
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{
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List<MapPreview> todo;
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lock (syncRoot)
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{
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todo = generateMinimap.Where(p => p.GetMinimap() == null).ToList();
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generateMinimap.Clear();
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if (keepAlive > 0)
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keepAlive--;
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if (keepAlive == 0 && todo.Count == 0)
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{
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previewLoaderThreadShutDown = true;
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break;
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}
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}
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if (todo.Count == 0)
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{
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Thread.Sleep(emptyDelay);
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continue;
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}
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else
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keepAlive = maxKeepAlive;
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// Render the minimap into the shared sheet
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foreach (var p in todo)
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{
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// The rendering is thread safe because it only reads from the passed instances and writes to a new bitmap
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var createdPreview = false;
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var bitmap = p.CustomPreview;
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if (bitmap == null)
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{
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createdPreview = true;
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bitmap = Minimap.RenderMapPreview(modData.DefaultRules.TileSets[p.Map.Tileset], p.Map, modData.DefaultRules, true);
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}
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// Note: this is not generally thread-safe, but it works here because:
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// (a) This worker is the only thread writing to this sheet
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// (b) The main thread is the only thread reading this sheet
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// (c) The sheet is marked dirty after the write is completed,
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// which causes the main thread to copy this to the texture during
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// the next render cycle.
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// (d) Any partially written bytes from the next minimap is in an
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// unallocated area, and will be committed in the next cycle.
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try
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{
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p.SetMinimap(sheetBuilder.Add(bitmap));
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}
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finally
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{
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if (createdPreview)
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bitmap.Dispose();
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}
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// Yuck... But this helps the UI Jank when opening the map selector significantly.
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Thread.Sleep(Environment.ProcessorCount == 1 ? 25 : 5);
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}
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}
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sheetBuilder.Current.ReleaseBuffer();
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// The buffer is not fully reclaimed until changes are written out to the texture.
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// We will access the texture in order to force changes to be written out, allowing the buffer to be freed.
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Game.RunAfterTick(() => sheetBuilder.Current.GetTexture());
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Log.Write("debug", "MapCache.LoadAsyncInternal ended");
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}
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public void CacheMinimap(MapPreview preview)
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{
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bool launchPreviewLoaderThread;
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lock (syncRoot)
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{
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generateMinimap.Enqueue(preview);
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launchPreviewLoaderThread = previewLoaderThreadShutDown;
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previewLoaderThreadShutDown = false;
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}
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if (launchPreviewLoaderThread)
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Game.RunAfterTick(() =>
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{
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// Wait for any existing thread to exit before starting a new one.
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if (previewLoaderThread != null)
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previewLoaderThread.Join();
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sheetBuilder.Current.CreateBuffer();
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previewLoaderThread = new Thread(LoadAsyncInternal)
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{
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Name = "Map Preview Loader",
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IsBackground = true
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};
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previewLoaderThread.Start();
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});
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}
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public MapPreview this[string key]
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{
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get { return previews[key]; }
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}
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public IEnumerator<MapPreview> GetEnumerator()
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{
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return previews.Values.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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public void Dispose()
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{
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sheetBuilder.Dispose();
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}
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}
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}
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