pcsx2/pcsx2/GameDatabase.cpp

149 lines
3.8 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "GameDatabase.h"
BaseGameDatabaseImpl::BaseGameDatabaseImpl()
: gHash( 9400 )
, m_baseKey( L"Serial" )
{
m_BlockTable.reserve(48);
m_CurBlockWritePos = 0;
m_BlockTableWritePos = 0;
m_GamesPerBlock = 256;
m_BlockTable.push_back(NULL);
}
BaseGameDatabaseImpl::~BaseGameDatabaseImpl() throw()
{
for(uint blockidx=0; blockidx<=m_BlockTableWritePos; ++blockidx)
{
if( !m_BlockTable[blockidx] ) continue;
const uint endidx = (blockidx == m_BlockTableWritePos) ? m_CurBlockWritePos : m_GamesPerBlock;
for( uint gameidx=0; gameidx<endidx; ++gameidx )
m_BlockTable[blockidx][gameidx].~Game_Data();
safe_free( m_BlockTable[blockidx] );
}
}
// Sets the current game to the one matching the serial id given
// Returns true if game found, false if not found...
bool BaseGameDatabaseImpl::findGame(Game_Data& dest, const wxString& id) {
GameDataHash::const_iterator iter( gHash.find(id) );
if( iter == gHash.end() ) {
dest.clear();
return false;
}
dest = *iter->second;
return true;
}
Game_Data* BaseGameDatabaseImpl::createNewGame( const wxString& id )
{
if(!m_BlockTable[m_BlockTableWritePos])
m_BlockTable[m_BlockTableWritePos] = (Game_Data*)malloc(m_GamesPerBlock * sizeof(Game_Data));
Game_Data* block = m_BlockTable[m_BlockTableWritePos];
Game_Data* retval = &block[m_CurBlockWritePos];
gHash[id] = retval;
new (retval) Game_Data(id);
if( ++m_CurBlockWritePos >= m_GamesPerBlock )
{
++m_BlockTableWritePos;
m_CurBlockWritePos = 0;
m_BlockTable.push_back(NULL);
}
return retval;
}
void BaseGameDatabaseImpl::updateGame(const Game_Data& game)
{
GameDataHash::const_iterator iter( gHash.find(game.id) );
if( iter == gHash.end() ) {
*(createNewGame( game.id )) = game;
}
else
{
// Re-assign existing vector/array entry!
*gHash[game.id] = game;
}
}
// Searches the current game's data to see if the given key exists
bool Game_Data::keyExists(const wxChar* key) const {
KeyPairArray::const_iterator it( kList.begin() );
for ( ; it != kList.end(); ++it) {
if (it->CompareKey(key)) {
return true;
}
}
return false;
}
// Totally Deletes the specified key/pair value from the current game's data
void Game_Data::deleteKey(const wxChar* key) {
KeyPairArray::iterator it( kList.begin() );
for ( ; it != kList.end(); ++it) {
if (it->CompareKey(key)) {
kList.erase(it);
return;
}
}
}
// Gets a string representation of the 'value' for the given key
wxString Game_Data::getString(const wxChar* key) const {
KeyPairArray::const_iterator it( kList.begin() );
for ( ; it != kList.end(); ++it) {
if (it->CompareKey(key)) {
return it->value;
}
}
return wxString();
}
void Game_Data::writeString(const wxString& key, const wxString& value) {
KeyPairArray::iterator it( kList.begin() );
for ( ; it != kList.end(); ++it) {
if (it->CompareKey(key)) {
if( value.IsEmpty() )
kList.erase(it);
else
it->value = value;
return;
}
}
if( !value.IsEmpty() ) {
kList.push_back(key_pair(key, value));
}
}
// Write a bool value to the specified key
void Game_Data::writeBool(const wxString& key, bool value) {
writeString(key, value ? L"1" : L"0");
}