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authorBjørn Lindeijer <bjorn@lindeijer.nl>2005-01-13 22:07:38 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2005-01-13 22:07:38 +0000
commit0b6e2b1e4a256da0c2418af63df1c90e9a120690 (patch)
tree620034c654e4a4bbfcb771eabb37c718c25f292d /docs/packages.txt
parentb7fbaaa48be3d9e1141c081d5660aadfb37b227d (diff)
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Committed zenogais' additions about resource manager.
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+++ b/docs/packages.txt
@@ -8,6 +8,7 @@ THE MANA WORLD PACKAGE SYSTEM
4. TYPES OF DATA
5. INITIALIZING PACKAGE MANAGEMENT
6. LOADING A REQUESTED RESOURCE
+7. RESOURCE MANAGEMENT DETAILS
1. INTRODUCTION
@@ -120,3 +121,130 @@ 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 TMW.
+
+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");