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152 lines
3.7 KiB
152 lines
3.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#include "shared_replaycontext.h"
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#include "replay/shared_defs.h"
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#include "replay/replayutils.h"
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#include "baserecordingsession.h"
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#include "baserecordingsessionblock.h"
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#include "baserecordingsessionmanager.h"
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#include "baserecordingsessionblockmanager.h"
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#include "thinkmanager.h"
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#include "filesystem.h"
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#include "errorsystem.h"
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#undef Yield
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#include "vstdlib/jobthread.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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CSharedReplayContext::CSharedReplayContext( IReplayContext *pOwnerContext )
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: m_pOwnerContext( pOwnerContext ),
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m_pRecordingSessionManager( NULL ),
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m_pRecordingSessionBlockManager( NULL ),
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m_pErrorSystem( NULL ),
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m_pThreadPool( NULL ),
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m_bInit( false )
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{
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}
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CSharedReplayContext::~CSharedReplayContext()
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{
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delete m_pRecordingSessionManager;
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delete m_pRecordingSessionBlockManager;
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delete m_pErrorSystem;
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delete m_pThreadPool;
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}
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bool CSharedReplayContext::Init( CreateInterfaceFn fnFactory )
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{
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m_strRelativeBasePath.Format(
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"%s%c%s%c",
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SUBDIR_REPLAY,
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CORRECT_PATH_SEPARATOR,
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m_strSubDir.Get(),
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CORRECT_PATH_SEPARATOR
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);
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m_strBasePath.Format(
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"%s%c%s",
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g_pEngine->GetGameDir(),
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CORRECT_PATH_SEPARATOR,
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m_strRelativeBasePath.Get()
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);
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// Owning context should have initialized these by now
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// NOTE: Session manager init must come after block manager init since session manager
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// assumes all blocks have been loaded.
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//
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m_pRecordingSessionBlockManager->Init();
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m_pRecordingSessionManager->Init();
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if ( !InitThreadPool() )
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return false;
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m_bInit = true;
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return true;
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}
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bool CSharedReplayContext::InitThreadPool()
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{
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// Create thread pool
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Log( "Replay: Creating thread pool..." );
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IThreadPool *pThreadPool = CreateThreadPool();
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if ( !pThreadPool )
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{
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Log( "failed!\n" );
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return false;
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}
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Log( "succeeded.\n" );
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// Jon says: The client only really needs a single "ReplayContext" thread, so that the replay editor can write
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// data asynchronously. The game server does in fact require 4 threads, and can be configured to use more
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// via the replay_max_publish_threads convar.
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int nMaxThreads = 1;
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if ( g_pEngine->IsDedicated() )
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{
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// Use the convar for max threads on servers
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extern ConVar replay_max_publish_threads;
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nMaxThreads = replay_max_publish_threads.GetInt();
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}
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// Start thread pool
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Log( "Replay: Starting thread pool with %i threads...", nMaxThreads );
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if ( !pThreadPool->Start( ThreadPoolStartParams_t( true, nMaxThreads ), "ReplayContext" ) )
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{
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Log( "failed!\n" );
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return false;
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}
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Log( "succeeded.\n" );
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m_pThreadPool = pThreadPool;
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return true;
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}
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void CSharedReplayContext::Shutdown()
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{
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m_pRecordingSessionBlockManager->Shutdown();
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m_pRecordingSessionManager->Shutdown();
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m_pThreadPool->Stop();
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}
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void CSharedReplayContext::Think()
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{
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}
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const char *CSharedReplayContext::GetRelativeBaseDir() const
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{
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return m_strRelativeBasePath.Get();
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}
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const char *CSharedReplayContext::GetBaseDir() const
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{
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return m_strBasePath.Get();
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}
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const char *CSharedReplayContext::GetReplaySubDir() const
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{
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return m_strSubDir.Get();
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}
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void CSharedReplayContext::EnsureDirHierarchy()
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{
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g_pFullFileSystem->CreateDirHierarchy( m_strBasePath.Get() );
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}
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//----------------------------------------------------------------------------------------
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bool RunJobToCompletion( IThreadPool *pThreadPool, CJob *pJob )
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{
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pThreadPool->AddJob( pJob );
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pJob->WaitForFinish();
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return pJob->Executed();
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}
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//----------------------------------------------------------------------------------------
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