Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "sentence.h"
#include "wavefile.h"
#include "tier2/riff.h"
#include "filesystem.h"
#include <io.h>
#include <fcntl.h>
#include <sys/types.h>
#include "IFileLoader.h"
bool SceneManager_LoadSentenceFromWavFileUsingIO( char const *wavfile, CSentence& sentence, IFileReadBinary& io );
//-----------------------------------------------------------------------------
// Purpose: Implements the RIFF i/o interface on stdio
//-----------------------------------------------------------------------------
class ThreadIOReadBinary : public IFileReadBinary
{
public:
int open( const char *pFileName )
{
char filename[ 512 ];
Q_snprintf( filename, sizeof( filename ), "%s%s", SceneManager_GetGameDirectory(), pFileName );
return (int)_open( filename, _O_BINARY | _O_RDONLY );
}
int read( void *pOutput, int size, int file )
{
if ( file == -1 )
return 0;
return _read( file, pOutput, size );
}
void seek( int file, int pos )
{
if ( file == -1 )
return;
_lseek( file, pos, SEEK_SET );
}
unsigned int tell( int file )
{
if ( file == -1 )
return 0;
return _tell( file );
}
unsigned int size( int file )
{
if ( file == -1 )
return 0;
long curpos = tell( file );
_lseek( file, 0, SEEK_END );
int s = tell( file );
_lseek( file, curpos, SEEK_SET );
return s;
}
void close( int file )
{
if ( file == -1 )
return;
_close( file );
}
};
//-----------------------------------------------------------------------------
// Purpose: All wavefile I/O occurs on a thread
//-----------------------------------------------------------------------------
class CFileLoaderThread : public IFileLoader
{
public:
struct SentenceRequest
{
SentenceRequest()
{
filename[ 0 ] = 0;
sentence.Reset();
wavefile = NULL;
valid = false;
}
bool valid;
char filename[ 256 ];
CSentence sentence;
CWaveFile *wavefile;
};
// Construction
CFileLoaderThread( void );
virtual ~CFileLoaderThread( void );
// Sockets add/remove themselves via their constructor
virtual void AddWaveFilesToThread( CUtlVector< CWaveFile * >& wavefiles );
// Lock changes to wavefile list, etc.
virtual void Lock( void );
// Unlock wavefile list, etc.
virtual void Unlock( void );
// Retrieve handle to shutdown event
virtual HANDLE GetShutdownHandle( void );
// Caller should call lock before accessing any of these methods and unlock afterwards!!!
virtual int ProcessCompleted();
int DoThreadWork();
virtual void Start();
private:
// Critical section used for synchronizing access to wavefile list
CRITICAL_SECTION cs;
// List of wavefiles we are listening on
CUtlVector< SentenceRequest * > m_FileList;
CUtlVector< SentenceRequest * > m_Pending;
CUtlVector< SentenceRequest * > m_Completed;
// Thread handle
HANDLE m_hThread;
// Thread id
DWORD m_nThreadId;
// Event to set when we want to tell the thread to shut itself down
HANDLE m_hShutdown;
ThreadIOReadBinary m_ThreadIO;
bool m_bLocked;
int m_nTotalAdds;
int m_nTotalPending;
int m_nTotalProcessed;
int m_nTotalCompleted;
};
// Singleton handler
static CFileLoaderThread g_WaveLoader;
extern IFileLoader *fileloader = &g_WaveLoader;
int CFileLoaderThread::DoThreadWork()
{
int i;
// Check for shutdown event
if ( WAIT_OBJECT_0 == WaitForSingleObject( GetShutdownHandle(), 0 ) )
{
return 0;
}
// No changes to list right now
Lock();
// Move new items to work list
int newItems = m_FileList.Count();
for ( i = 0; i < newItems; i++ )
{
// Move to pending and issue async i/o calls
m_Pending.AddToTail( m_FileList[ i ] );
m_nTotalPending++;
}
m_FileList.RemoveAll();
// Done adding new work items
Unlock();
int remaining = m_Pending.Count();
if ( !remaining )
return 1;
int workitems = remaining; // min( remaining, 1000 );
CUtlVector< SentenceRequest * > transfer;
for ( i = 0; i < workitems; i++ )
{
SentenceRequest *r = m_Pending[ 0 ];
m_Pending.Remove( 0 );
transfer.AddToTail( r );
// Do the work
m_nTotalProcessed++;
r->valid = SceneManager_LoadSentenceFromWavFileUsingIO( r->filename, r->sentence, m_ThreadIO );
}
// Now move to completed list
Lock();
for ( i = 0; i < workitems; i++ )
{
SentenceRequest *r = transfer[ i ];
if ( r->valid )
{
m_nTotalCompleted++;
m_Completed.AddToTail( r );
}
else
{
delete r;
}
}
Unlock();
return 1;
}
int CFileLoaderThread::ProcessCompleted()
{
Lock();
int c = m_Completed.Count();
for ( int i = c - 1; i >= 0 ; i-- )
{
SentenceRequest *r = m_Completed[ i ];
r->wavefile->SetThreadLoadedSentence( r->sentence );
delete r;
}
m_Completed.RemoveAll();
Unlock();
return c;
}
//-----------------------------------------------------------------------------
// Purpose: Main winsock processing thread
// Input : threadobject -
// Output : static DWORD WINAPI
//-----------------------------------------------------------------------------
static DWORD WINAPI FileLoaderThreadFunc( LPVOID threadobject )
{
// Get pointer to CFileLoaderThread object
CFileLoaderThread *wavefilethread = ( CFileLoaderThread * )threadobject;
Assert( wavefilethread );
if ( !wavefilethread )
{
return 0;
}
// Keep looking for data until shutdown event is triggered
while ( 1 )
{
if( !wavefilethread->DoThreadWork() )
break;
// Yield a small bit of time to main app
Sleep( 100 );
}
ExitThread( 0 );
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Construction
//-----------------------------------------------------------------------------
CFileLoaderThread::CFileLoaderThread( void )
{
m_nTotalAdds = 0;
m_nTotalProcessed = 0;
m_nTotalCompleted = 0;
m_nTotalPending = 0;
m_bLocked = false;
InitializeCriticalSection( &cs );
m_hShutdown = CreateEvent( NULL, TRUE, FALSE, NULL );
Assert( m_hShutdown );
m_hThread = NULL;
Start();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFileLoaderThread::Start()
{
m_hThread = CreateThread( NULL, 0, FileLoaderThreadFunc, (void *)this, 0, &m_nThreadId );
Assert( m_hThread );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFileLoaderThread::~CFileLoaderThread( void )
{
Lock();
{
SetEvent( m_hShutdown );
Sleep( 2 );
TerminateThread( m_hThread, 0 );
}
Unlock();
// Kill the wavefile
//!! need to validate this line
// Assert( !m_FileList );
CloseHandle( m_hThread );
CloseHandle( m_hShutdown );
DeleteCriticalSection( &cs );
}
//-----------------------------------------------------------------------------
// Purpose: Returns handle of shutdown event
// Output : HANDLE
//-----------------------------------------------------------------------------
HANDLE CFileLoaderThread::GetShutdownHandle( void )
{
return m_hShutdown;
}
//-----------------------------------------------------------------------------
// Purpose: Locks object and adds wavefile to thread
// Input : *wavefile -
//-----------------------------------------------------------------------------
void CFileLoaderThread::AddWaveFilesToThread( CUtlVector< CWaveFile * >& wavefiles )
{
Lock();
int c = wavefiles.Count();
for ( int i = 0; i < c; i++ )
{
SentenceRequest *request = new SentenceRequest;
request->wavefile = wavefiles[ i ];
Q_strncpy( request->filename, request->wavefile->GetFileName(), sizeof( request->filename ) );
m_FileList.AddToTail( request );
m_nTotalAdds++;
}
Unlock();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFileLoaderThread::Lock( void )
{
EnterCriticalSection( &cs );
Assert( !m_bLocked );
m_bLocked = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFileLoaderThread::Unlock( void )
{
Assert( m_bLocked );
m_bLocked = false;
LeaveCriticalSection( &cs );
}