TheManaWorld是一個開源2D MMORPGhttps://www.themanaworld.org/ 如下簡稱TMW,它的資源管理比較典型:node
1 基於引用計數使資源自動歸還ide
2 各類資源在加載時根據類型作分派函數
先從Resouce與ResouceManager這兩個類開始,Resouce主要提供了引用計數的功能,ResouceManager基於Resouce提供的抽象接口編寫資源管理的方法。動畫
class Resource { friend class ResourceManager; public: enum OrphanPolicy { DeleteLater, DeleteImmediately }; Resource(): mRefCount(0) {} /** * Increments the internal reference count. */ void incRef() { ++mRefCount; } /** * Decrements the reference count. When no references are left, either * schedules the object for deletion or deletes it immediately, * depending on the \a orphanPolicy. */ void decRef(OrphanPolicy orphanPolicy = DeleteLater); /** * Return the path identifying this resource. */ const std::string &getIdPath() const { return mIdPath; } protected: virtual ~Resource() {} private: std::string mIdPath; /**< Path identifying this resource. */ time_t mTimeStamp; /**< Time at which the resource was orphaned. */ unsigned mRefCount; /**< Reference count. */ };
OrphanPolicy指明瞭在引用計數降爲0時資源回收的策略,立刻回收與延後回收。延後回收的策略很是有用,好比遊戲中常有同造型的怪刪除後又立刻建立出來。this
void Resource::decRef(OrphanPolicy orphanPolicy) { // Reference may not already have reached zero if (mRefCount == 0) { logger->log("Warning: mRefCount already zero for %s", mIdPath.c_str()); assert(false); } --mRefCount; if (mRefCount == 0) { ResourceManager *resman = ResourceManager::getInstance(); switch (orphanPolicy) { case DeleteLater: default: resman->release(this); break; case DeleteImmediately: resman->remove(this); delete this; break; } } }
ResouceManager::getInstance()說明資源管理器採用的是單例模式,比較直觀。由於遊戲只須要一個資源管理器,且爲其餘地方的代碼直接訪問資源管理器提供了方便。spa
而後跟蹤Reslese和remove兩種方法有何不一樣指針
class ResouceManager { ... typedef std::map<std::string, Resource*> Resources; typedef Resources::iterator ResourceIterator; Resources mOrphanedResources; Resources mResources; } void ResourceManager::release(Resource *res) { ResourceIterator resIter = mResources.find(res->mIdPath); // The resource has to exist assert(resIter != mResources.end() && resIter->second == res); timeval tv; gettimeofday(&tv, NULL); time_t timestamp = tv.tv_sec; res->mTimeStamp = timestamp; if (mOrphanedResources.empty()) mOldestOrphan = timestamp; mOrphanedResources.insert(*resIter); mResources.erase(resIter); } void ResourceManager::remove(Resource *res) { mResources.erase(res->mIdPath); }
ResouceManager維護了兩個列表mOrphanedResources和mResources,code
延後刪除的資源從mResources中移除後放到mOrphanedResources中時時保存起來,而且記錄下時間戳.時間戳主要做用就是判斷mOrphanedResources中的資源是否長期不引用到了應該完全回收的時候xml
void ResourceManager::cleanOrphans() { timeval tv; gettimeofday(&tv, NULL); // Delete orphaned resources after 30 seconds. time_t oldest = tv.tv_sec; time_t threshold = oldest - 30; if (mOrphanedResources.empty() || mOldestOrphan >= threshold) return; ResourceIterator iter = mOrphanedResources.begin(); while (iter != mOrphanedResources.end()) { Resource *res = iter->second; time_t t = res->mTimeStamp; if (t >= threshold) { if (t < oldest) oldest = t; ++iter; } else { logger->log("ResourceManager::release(%s)", res->mIdPath.c_str()); ResourceIterator toErase = iter; ++iter; mOrphanedResources.erase(toErase); delete res; // delete only after removal from list, to avoid issues in recursion } } mOldestOrphan = oldest; }
從當前時間點往前推30秒threshold,若是在這個時間以前release的則應該回收,以後的保留,而且統計出保留的資源裏最老的時間戳mOldestOrphan,若是下次清理資源的時候發現mOldestOrphan還在threshold以後,那說明沒有資源須要回收,能夠避免沒必要要的遍歷.那麼cleanOrphans()什麼時候調用呢?這個因各個遊戲的資源管理策略而定,TMW是在每次請求資源的時候調用一次.blog
那外部如何從資源管理器請求資源,請求的資源又如何從硬盤加載?咱們從上層邏輯代碼往下跟.
怪物,NPC,玩家都是類Being,Being的構造函數調用setSubtype()->setupSpriteDisplay
void ActorSprite::setupSpriteDisplay(const SpriteDisplay &display, bool forceDisplay) { clear(); SpriteRefs it, it_end; for (it = display.sprites.begin(), it_end = display.sprites.end(); it != it_end; it++) { std::string file = paths.getStringValue("sprites") + it->sprite; int variant = it->variant; addSprite(AnimatedSprite::load(file, variant)); }
…
setupSpriteDisplay會遍歷所須要加載的sprite信息,調用addSprite,addSprite是CompoundSprite類的成員函數,Being繼承於CompoundSprite,是Sprite的組合。跟進AnimatedSprite::load(file, variant)看sprite是如何加載的
AnimatedSpritre::load
ResourceManager *resman = ResourceManager::getInstance();
SpriteDef *s = resman->getSprite(filename, variant);
SpriteDef *ResourceManager::getSprite(const std::string &path, int variant) { SpriteDefLoader l = { path, variant }; std::stringstream ss; ss << path << "[" << variant << "]"; return static_cast<SpriteDef*>(get(ss.str(), SpriteDefLoader::load, &l)); } Resource *ResourceManager::get(const std::string &idPath, generator fun, void *data) { // Check if the id exists, and return the value if it does. ResourceIterator resIter = mResources.find(idPath); if (resIter != mResources.end()) { resIter->second->incRef(); return resIter->second; } resIter = mOrphanedResources.find(idPath); if (resIter != mOrphanedResources.end()) { Resource *res = resIter->second; mResources.insert(*resIter); mOrphanedResources.erase(resIter); res->incRef(); return res; } Resource *resource = fun(data); if (resource) { resource->incRef(); resource->mIdPath = idPath; mResources[idPath] = resource; cleanOrphans(); } // Returns NULL if the object could not be created. return resource; }
struct SpriteDefLoader
{
std::string path;
int variant;
static Resource *load(void *v)
{
SpriteDefLoader *l = static_cast< SpriteDefLoader * >(v);
return SpriteDef::load(l->path, l->variant);
}
};
注意get資源的第二個參數SpriteDefLoader::load ,參數類型在ResouceManager中有定義typedef Resource *(*generator)(void *) 是一個函數指針,函數指針爲完成各類類型資源加載提供了間接層
而SpriteDef繼承於Resouce,其成員函數load完成讀取xml配置加載動畫的任務.加載動畫時又會進一步分解爲加載幀圖片的任務
void SpriteDef::loadImageSet(xmlNodePtr node, const std::string &palettes) { const std::string name = XML::getProperty(node, "name", ""); // We don't allow redefining image sets. This way, an included sprite // definition will use the already loaded image set with the same name. if (mImageSets.find(name) != mImageSets.end()) return; const int width = XML::getProperty(node, "width", 0); const int height = XML::getProperty(node, "height", 0); std::string imageSrc = XML::getProperty(node, "src", ""); Dye::instantiate(imageSrc, palettes); ResourceManager *resman = ResourceManager::getInstance(); ImageSet *imageSet = resman->getImageSet(imageSrc, width, height); if (!imageSet) { logger->error(strprintf("Couldn't load imageset (%s)!", imageSrc.c_str()).c_str()); } imageSet->setOffsetX(XML::getProperty(node, "offsetX", 0)); imageSet->setOffsetY(XML::getProperty(node, "offsetY", 0)); mImageSets[name] = imageSet; }
獲取幀圖片是又會經過ResouceManager提供的獲取圖片的接口.而getImageSet與getSprite代碼幾乎一致 也是有個ImageSetLoader配接類型和繼承於Resource的ImageSet.
ImageSet是調用一連串的幀圖片,也會經過ResourceManager的getImage接口
struct DyedImageLoader { ResourceManager *manager; std::string path; static Resource *load(void *v) { DyedImageLoader *l = static_cast< DyedImageLoader * >(v); std::string path = l->path; std::string::size_type p = path.find('|'); Dye *d = NULL; if (p != std::string::npos) { d = new Dye(path.substr(p + 1)); path = path.substr(0, p); } SDL_RWops *rw = PHYSFSRWOPS_openRead(path.c_str()); if (!rw) { delete d; return NULL; } Resource *res = d ? Image::load(rw, *d) : Image::load(rw); delete d; return res; } }; Image *ResourceManager::getImage(const std::string &idPath) { DyedImageLoader l = { this, idPath }; return static_cast<Image*>(get(idPath, DyedImageLoader::load, &l)); }
image的load很是簡單,PHYSFSRWOPS_openRead是PHYSFS與SDL_RWops的封裝函數.PHYSFS好像是一個提供了掛接解壓等功能的跨平臺文件庫,開源遊戲裏常常見到,有時間研究下…
致此TMW的資源管理思路就大體摸清了,其餘如粒子和音效的資源也是這麼管理的,跟蹤resourceManager的get就能看到脈絡。
TMW的資源管理比較簡單,功能也比較單一,只是使用引用計數來跟蹤回收。遊戲中的資源管理器有着各類各樣的策略,因需求而定。有的遊戲會分別擬定每種類型的資源佔用內存的上限,若是超過上限會單獨回收這種資源,還有的會結合內存池的使用,減小堆的碎片。遊戲的資源管理老是跟內存管理息息相關,而C++在內存管理方面天生的定製能力提供了優點。頁遊中的資源管理方式則與此截然不同的,如AS依賴於垃圾回收又苦於垃圾回收對穩定速度的干擾,帶寬的緊張使得資源的釋放也不能這麼隨意等等,思路又是大相徑庭。
總之,這個資源管理器對於2D小遊戲來講足夠簡單實用,想在上面加功能也是比較容易的。