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author | Andrei Karas <akaras@inbox.ru> | 2011-01-02 01:48:38 +0200 |
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committer | Andrei Karas <akaras@inbox.ru> | 2011-01-02 02:41:24 +0200 |
commit | 3eeae12c498d1a4dbe969462d2ba841f77ee3ccb (patch) | |
tree | ff8eab35e732bc0749fc11677c8873a7b3a58704 /docs/packages.txt | |
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Initial commit.
This code based on mana client http://www.gitorious.org/mana/mana
and my private repository.
Diffstat (limited to 'docs/packages.txt')
-rw-r--r-- | docs/packages.txt | 250 |
1 files changed, 250 insertions, 0 deletions
diff --git a/docs/packages.txt b/docs/packages.txt new file mode 100644 index 000000000..b46502414 --- /dev/null +++ b/docs/packages.txt @@ -0,0 +1,250 @@ +----------------------------- +MANA PACKAGE SYSTEM +----------------------------- + +1. INTRODUCTION +2. LOCATION OF DATA +3. CONTENTS OF DATA PACKAGE +4. TYPES OF DATA +5. INITIALIZING PACKAGE MANAGEMENT +6. LOADING A REQUESTED RESOURCE +7. RESOURCE MANAGEMENT DETAILS + + +1. INTRODUCTION + +Mana is expected to grow continuously with updates to the game world +occurring relatively frequently. More often so than for example new releases +of the game client. To make sure players don't have to update their data +manually all the time, by for example downloading the latest from the website, +the Mana client should be able to automatically obtain new data packages from +the server. + + Note: To reduce the load on the server (which isn't expected to have huge + free uploading resources), the idea is that the server will only send a + torrent file to the client and that the file is subsequently downloaded from + several locations that have volunteered to spread Mana data files. Ultimately + a simple option on the client will even allow players to contribute their + excess bandwidth to help other players get the updates faster. + + +2. LOCATION OF DATA + +There are two locations where Mana can look for game data. The install data +directory and the data directory in the user's home directory. The latter one +doesn't have to be used for Windows users, but is required for dynamic updates +for UNIX users, who generally won't have write permissions to the install +data directory. So for UNIX the two locations are: + + /usr/local/share/manaworld/data/* + + ~/.manaworld/data/* + +While for Windows all the data will be located at: + + C:\Program Files\Mana\data\* + +In the UNIX case it doesn't matter in which order the data directories are +examined. + + +3. CONTENTS OF DATA PACKAGE + +The contents of the data packages are strictly categorized and all packages +share a single root, similar to the paths on a UNIX system. The name of the +package is irrelevant. An example of the contents is given by: + + /graphics/sprites/forest/pinetree.png + /graphics/sprites/furniture/bed.png + /graphics/tiles/dark_forest.png + /graphics/tiles/city.png + /music/eagles_are_watching.xm + /music/silent_rose.xm + /sound/battle/sword1.ogg + /sound/battle/sword2.ogg + /maps/deep_desert.tmx + /maps/desert_town.tmx + /tilesets/dark_forest.tsx + /tilesets/city.tsx + /scripts/Portal.rb + /scripts/PawnShop.rb + /scripts/Fountain.rb + + +4. TYPES OF DATA + + png - The preferred format for images + xm - The preferred format for music (or other kinds of module formats) + ogg - The preferred format for sound effects + tmx - The map format (to be implemented) + tsx - The tile set format (to be implemented) + rb - A Ruby script file (application to be discussed) + + +5. INITIALIZING PACKAGE MANAGEMENT + +When Mana starts it will scan its data directories for both packages (archives) +and directories. When a directory is found with the same name as a package, the +directory is the preferred location to load data from as it is assumed to be +more up to date. + +Each package will have an ID and a file listing associated with it. Having made +a list of all packages they are processed in the order of their IDs. A mapping +is made from file to package, as follows: + + /music/eagles_are_watching.xm -> /usr/local/share/manaworld/data/musicpack + /music/silent_rose.xm -> /usr/local/share/manaworld/data/musicpack + /sound/battle/sword1.ogg -> ~/.manaworld/data/patch1 + /sound/battle/sword2.ogg -> ~/.manaworld/data/patch1 + ... + +Because the packages are loaded in the order of their IDs, it is made sure that +each file will always point to the package in which is was last updated. The +package IDs make sure that there is an absolute ordering of the packages. + +To allow the client to get rid of old packages, a package can declare an +arbitrary amount of packages with a lower ID than itself as obsolete. These +packages will then be ignored by the client, and optionally they can be +automatically deleted. + + +6. LOADING A REQUESTED RESOURCE + +When the game starts and during the game, resources will continuously be asked +for. A resource manager will take care that each resource is only loaded once. +It also makes sure that the resources are loaded from the right package using +the constructed mapping. + +As noted above, the resource manager makes sure directories are preferred +to package files when resources are loaded. The presence of directories is +only expected in the case of developers that will relatively frequently update +the data while working on the next package to be released. + + +7. RESOURCE MANAGEMENT DETAILS + +The resource management technique is critical to the overall success of the +package management system as a whole. Resources are loaded at runtime as they +are needed, and unloaded as they become unused. In order to ensure the +autonomous functioning of this process reference counting is the agreed upon +technique for managing loaded resources in Mana. + +For those unfamiliar with the practice of reference counting, it involves +every resource object having a variable containing the number of references to +the object. When a reference is added the function addRef() is called and when +it is removed the function release() is called. When the reference count +reaches zero the object will automatically delete itself, thus handling the +cleanup of resources. + +Reference counting will form the core of the resource management system. Each +resource object will have the functionality of a reference counted object. The +resource manager will hold ResourceEntry objects. The resource entry object +contains a pointer to the resource as well as the location of the path of the +file the resource was loaded from. This would look something like: + + /** + * A generic reference counted resource object. + */ + class Resource { + public: + /** + * Loads the resource from the specified path. + * @param filePath The path to the file to be loaded. + * @return <code>true</code> if loaded <code>false</code> otherwise. + */ + virtual bool Load(std::string filePath) = 0; + ... + /** + * Increments the reference counted of this object. + */ + void addRef() { ++referenceCount; } + + /** + * Decrements the reference count and deletes the object + * if no references are left. + * @return <code>true</code> if the object was deleted + * <code>false</code> otherwise. + */ + void release() { + --referenceCount; + + if (!referenceCount) + { + delete this; + return true; + } + + return false; + } + private: + unsigned int referenceCount; + }; + ... + /** + * A resource entry descriptor. + */ + struct ResourceEntry { + Resource* resource; + std::string filePath; + }; + ... + +The resource manager would then hold a mapping containing the resource entry as +well as the string defining its resource identification path. The resource +manager would thus look something like this: + + /** + * A class for loading and managing resources. + */ + class ResourceManager { + public: + ... + private: + std::map<std::string, ResourceEntry> resources; + }; + ... + +This will allow the game to load resources with little awareness of the actual +path from which they were loaded. The resource manager will also act as a +resource object factory. A factory object is an object that creates an +instance of an object derived from a common base class. In this case it will +create Resource objects. This would make the ResourceManager object look like +this: + + /** + * A class for loading and managing resources. + */ + class ResourceManager { + public: + enum E_RESOURCE_TYPE + { + MAP, + MUSIC, + IMAGE, + SCRIPT, + TILESET, + SOUND_EFFECT + }; + + /** + * Creates a resource and adds it to the resource map. + * The idPath is converted into the appropriate path + * for the current operating system and the resource + * is loaded. + * @param type The type of resource to load. + * @param idPath The resource identifier path. + * @return A valid resource or <code>NULL</code> if + * the resource could not be loaded. + */ + Resource* Create(const E_RESOURCE_TYPE& type, + std::string idPath); + ... + private: + std::map<std::string, ResourceEntry> resources; + }; + ... + +Loading a resource would then look something like: + + Image* img = (Image*) ResourceManager.Create(ResourceManager::IMAGE, + "/graphics/tiles/dark_forest.png"); |