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author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-01-13 22:07:38 +0000 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-01-13 22:07:38 +0000 |
commit | 0b6e2b1e4a256da0c2418af63df1c90e9a120690 (patch) | |
tree | 620034c654e4a4bbfcb771eabb37c718c25f292d /docs | |
parent | b7fbaaa48be3d9e1141c081d5660aadfb37b227d (diff) | |
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Committed zenogais' additions about resource manager.
Diffstat (limited to 'docs')
-rw-r--r-- | docs/packages.txt | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/docs/packages.txt b/docs/packages.txt index cbcd3406..40ade7f9 100644 --- a/docs/packages.txt +++ 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"); |