172 lines
5.8 KiB
C++
172 lines
5.8 KiB
C++
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "tier1/utlsymbol.h"
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#include "tier1/UtlStringMap.h"
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#include "tier2/tier2.h"
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#include "datacache/iprecachesystem.h"
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#include "datacache/iresourceaccesscontrol.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Implementation class
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//-----------------------------------------------------------------------------
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class CPrecacheSystem : public CTier2AppSystem< IPrecacheSystem >
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{
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typedef CTier2AppSystem< IPrecacheSystem > BaseClass;
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// Inherited from IAppSystem
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public:
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// Inherited from IResourceAccessControl
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public:
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void Register( IResourcePrecacher *pResourcePrecacherFirst, PrecacheSystem_t nSystem );
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// Precaches/uncaches all resources used by a particular system
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void Cache( IPrecacheHandler *pPrecacheHandler, PrecacheSystem_t nSystem, const char *pName, bool bPrecache, ResourceList_t hResourceList, bool bBuildResourceList );
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void UncacheAll( IPrecacheHandler *pPrecacheHandler );
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// Limits resource access to only resources used by this particular system
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// Use GLOBAL system, and NULL name to disable limited resource access
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void LimitResourceAccess( PrecacheSystem_t nSystem, const char *pName );
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void EndLimitedResourceAccess();
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private:
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IResourcePrecacher *m_pFirstPrecacher[PRECACHE_SYSTEM_COUNT];
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CUtlStringMap< ResourceList_t > m_ResourceList[ PRECACHE_SYSTEM_COUNT ];
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};
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//-----------------------------------------------------------------------------
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// String names corresponding to resource types
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//-----------------------------------------------------------------------------
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static const char *s_pResourceSystemName[] =
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{
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"global client resource",
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"global server resource",
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"vgui panel",
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"dispatch effect",
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"shared system",
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};
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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CPrecacheSystem g_PrecacheSystem;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CPrecacheSystem, IPrecacheSystem,
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PRECACHE_SYSTEM_INTERFACE_VERSION, g_PrecacheSystem );
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//-----------------------------------------------------------------------------
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// Precaches/uncaches all resources used by a particular system
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//-----------------------------------------------------------------------------
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void CPrecacheSystem::Cache( IPrecacheHandler *pPrecacheHandler, PrecacheSystem_t nSystem, const char *pName, bool bPrecache, ResourceList_t hResourceList, bool bBuildResourceList )
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{
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COMPILE_TIME_ASSERT( ARRAYSIZE( s_pResourceSystemName ) == PRECACHE_SYSTEM_COUNT );
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IResourcePrecacher *pPrecacher = m_pFirstPrecacher[nSystem];
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for( ; pPrecacher; pPrecacher = pPrecacher->GetNext() )
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{
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if ( pName && Q_stricmp( pName, pPrecacher->GetName() ) )
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continue;
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if ( bBuildResourceList && g_pResourceAccessControl )
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{
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Assert( hResourceList == RESOURCE_LIST_INVALID );
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UtlSymId_t idx = m_ResourceList[ nSystem ].Find( pName );
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if ( idx != UTL_INVAL_SYMBOL )
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{
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hResourceList = m_ResourceList[ nSystem ][ idx ];
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}
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else
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{
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char pDebugName[256];
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Q_snprintf( pDebugName, sizeof(pDebugName), "%s \"%s\"", s_pResourceSystemName[nSystem], pName );
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hResourceList = g_pResourceAccessControl->CreateResourceList( pDebugName );
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m_ResourceList[ nSystem ][ pName ] = hResourceList;
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}
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}
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pPrecacher->Cache( pPrecacheHandler, bPrecache, hResourceList, false );
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if ( !bPrecache )
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{
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m_ResourceList[ nSystem ][ pName ] = NULL;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Uncaches everything
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//-----------------------------------------------------------------------------
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void CPrecacheSystem::UncacheAll( IPrecacheHandler *pPrecacheHandler )
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{
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int nSystem;
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for ( nSystem = 0; nSystem < PRECACHE_SYSTEM_COUNT; nSystem ++ )
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{
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IResourcePrecacher *pPrecacher = m_pFirstPrecacher[nSystem];
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for( ; pPrecacher; pPrecacher = pPrecacher->GetNext() )
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{
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pPrecacher->Cache( pPrecacheHandler, false, RESOURCE_LIST_INVALID, false );
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}
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m_ResourceList[nSystem].Purge();
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}
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}
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//-----------------------------------------------------------------------------
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// Called to register a list of resource precachers for a given system
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//-----------------------------------------------------------------------------
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void CPrecacheSystem::Register( IResourcePrecacher *pResourcePrecacherFirst, PrecacheSystem_t nSystem )
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{
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// do we already have any precachers registered for this system?
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IResourcePrecacher *pCur = m_pFirstPrecacher[nSystem];
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if ( pCur )
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{
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while ( pCur->GetNext() != NULL )
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{
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pCur = pCur->GetNext();
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}
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// add the head of the new list to the tail of the existing list
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pCur->SetNext( pResourcePrecacherFirst );
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}
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else
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{
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m_pFirstPrecacher[nSystem] = pResourcePrecacherFirst;
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}
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}
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//-----------------------------------------------------------------------------
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// Limits resource access to only resources used by this particular system
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// Use GLOBAL system, and NULL name to disable limited resource access
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//-----------------------------------------------------------------------------
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void CPrecacheSystem::LimitResourceAccess( PrecacheSystem_t nSystem, const char *pName )
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{
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if ( g_pResourceAccessControl )
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{
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UtlSymId_t nSym = ( pName != NULL ) ? m_ResourceList[nSystem].Find( pName ) : UTL_INVAL_SYMBOL;
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if ( nSym != UTL_INVAL_SYMBOL )
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{
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g_pResourceAccessControl->LimitAccess( m_ResourceList[nSystem][nSym] );
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}
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else
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{
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g_pResourceAccessControl->LimitAccess( RESOURCE_LIST_INVALID );
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}
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}
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}
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void CPrecacheSystem::EndLimitedResourceAccess()
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{
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if ( g_pResourceAccessControl )
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{
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g_pResourceAccessControl->LimitAccess( RESOURCE_LIST_INVALID );
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}
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}
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