mirror of https://github.com/PCSX2/pcsx2.git
149 lines
3.8 KiB
C++
149 lines
3.8 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "GameDatabase.h"
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BaseGameDatabaseImpl::BaseGameDatabaseImpl()
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: gHash( 9400 )
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, m_baseKey( L"Serial" )
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{
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m_BlockTable.reserve(48);
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m_CurBlockWritePos = 0;
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m_BlockTableWritePos = 0;
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m_GamesPerBlock = 256;
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m_BlockTable.push_back(NULL);
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}
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BaseGameDatabaseImpl::~BaseGameDatabaseImpl() throw()
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{
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for(uint blockidx=0; blockidx<=m_BlockTableWritePos; ++blockidx)
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{
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if( !m_BlockTable[blockidx] ) continue;
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const uint endidx = (blockidx == m_BlockTableWritePos) ? m_CurBlockWritePos : m_GamesPerBlock;
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for( uint gameidx=0; gameidx<endidx; ++gameidx )
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m_BlockTable[blockidx][gameidx].~Game_Data();
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safe_free( m_BlockTable[blockidx] );
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}
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}
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// Sets the current game to the one matching the serial id given
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// Returns true if game found, false if not found...
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bool BaseGameDatabaseImpl::findGame(Game_Data& dest, const wxString& id) {
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GameDataHash::const_iterator iter( gHash.find(id) );
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if( iter == gHash.end() ) {
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dest.clear();
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return false;
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}
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dest = *iter->second;
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return true;
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}
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Game_Data* BaseGameDatabaseImpl::createNewGame( const wxString& id )
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{
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if(!m_BlockTable[m_BlockTableWritePos])
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m_BlockTable[m_BlockTableWritePos] = (Game_Data*)malloc(m_GamesPerBlock * sizeof(Game_Data));
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Game_Data* block = m_BlockTable[m_BlockTableWritePos];
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Game_Data* retval = &block[m_CurBlockWritePos];
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gHash[id] = retval;
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new (retval) Game_Data(id);
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if( ++m_CurBlockWritePos >= m_GamesPerBlock )
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{
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++m_BlockTableWritePos;
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m_CurBlockWritePos = 0;
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m_BlockTable.push_back(NULL);
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}
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return retval;
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}
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void BaseGameDatabaseImpl::updateGame(const Game_Data& game)
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{
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GameDataHash::const_iterator iter( gHash.find(game.id) );
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if( iter == gHash.end() ) {
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*(createNewGame( game.id )) = game;
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}
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else
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{
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// Re-assign existing vector/array entry!
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*gHash[game.id] = game;
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}
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}
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// Searches the current game's data to see if the given key exists
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bool Game_Data::keyExists(const wxChar* key) const {
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KeyPairArray::const_iterator it( kList.begin() );
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for ( ; it != kList.end(); ++it) {
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if (it->CompareKey(key)) {
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return true;
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}
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}
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return false;
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}
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// Totally Deletes the specified key/pair value from the current game's data
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void Game_Data::deleteKey(const wxChar* key) {
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KeyPairArray::iterator it( kList.begin() );
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for ( ; it != kList.end(); ++it) {
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if (it->CompareKey(key)) {
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kList.erase(it);
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return;
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}
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}
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}
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// Gets a string representation of the 'value' for the given key
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wxString Game_Data::getString(const wxChar* key) const {
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KeyPairArray::const_iterator it( kList.begin() );
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for ( ; it != kList.end(); ++it) {
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if (it->CompareKey(key)) {
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return it->value;
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}
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}
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return wxString();
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}
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void Game_Data::writeString(const wxString& key, const wxString& value) {
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KeyPairArray::iterator it( kList.begin() );
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for ( ; it != kList.end(); ++it) {
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if (it->CompareKey(key)) {
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if( value.IsEmpty() )
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kList.erase(it);
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else
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it->value = value;
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return;
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}
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}
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if( !value.IsEmpty() ) {
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kList.push_back(key_pair(key, value));
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}
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}
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// Write a bool value to the specified key
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void Game_Data::writeBool(const wxString& key, bool value) {
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writeString(key, value ? L"1" : L"0");
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} |