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Note that level dir listing still uses plenty of STL (including the end product - the `LevelMetaData` struct - which, for the purposes of 2.3, is okay enough (2.4 should remove STL usage entirely)); it's just that the initial act of iterating over the levels directory no longer takes four or SIX(!!!) heap allocations (not counting reallocations and other heap allocations this patch does not remove), and no longer does any data marshalling. Like text splitting, and binary blob extra indice grabbing, the current approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary std::vector of std::strings as a middleman to store all the filenames, and the game iterates over that std::vector to grab each level metadata. Except, it's even worse in this case, because PHYSFS_enumerateFiles() ALREADY does a heap allocation. Oh, and FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah, let me explain: 1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles(). 2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of chars on the heap. For each filename, it will: a. Allocate an array of chars for the filename. b. Reallocate the array of pointers to add the pointer to the above char array. (In this step, it also inserts the filename in alphabetically - without any further allocations, as far as I know - but this is a COMPLETELY unnecessary step, because we are going to sort the list of levels by ourselves via the metadata title in the end anyways.) 3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and allocates an std::vector on the heap to shove the list into. Then, for each filename, it will: a. Allocate an std::string, initialized to "levels/". b. Append the filename to the std::string above. This will most likely require a re-allocation. c. Duplicate the std::string - which requires allocating more memory again - to put it into the std::vector. (Compared to the PhysFS list above, the std::vector does less reallocations; it however will still end up reallocating a certain amount of times in the end.) 4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list. 5. Then to get the std::vector<std::string> back to the caller, we end up having to reallocate the std::vector again - reallocating every single std::string inside it, too - to give it back to the caller. And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed to either be called two times, or three times. This is because editorclass::getDirectoryData() will call editorclass::loadZips(), which will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call it AGAIN if a zip was found. Then once the function returns, getDirectoryData() will still unconditionally call FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting something on without regard for the whole picture of the system, but whatever; I can clean up their mess just fine. So, what do I do about this? Well, just like I did with text splitting and binary blob extras, make the final for-loop - the one that does the actual metadata parsing - more immediate. So how do I do that? Well, PhysFS has a function named PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function internally, and is basically just a wrapper with some allocation and alphabetization. PHYSFS_enumerate() takes in a pointer to a function, which it will call for every single entry that it iterates over. It also lets you pass in another arbitrary pointer that it leaves alone, which I use to pass through a function pointer that is the actual callback. So to clarify, there are two callbacks - one callback is passed through into another callback that gets passed through to PHYSFS_enumerate(). The callback that gets passed to PHYSFS_enumerate() is always the same, but the callback that gets passed through the callback can be different (if you look at the calling code, you can see that one caller passes through a normal level metadata callback; the other passes through a zip file callback). Furthermore, I've also cleaned it up so that if editorclass::loadZips() finds a zip file, it won't iterate over all the files in the levels directory a third time. Instead, the level directory only gets iterated over twice - once to check for zips, and another to load every level plus all zips; the second time is when all the heap allocations happen. And with that, level list loading now uses less STL templated stuff and much less heap allocations. Also, ed.directoryList basically has no reason to exist other than being a temporary std::vector, so I've removed it. This further decreases memory usage, depending on how many levels you have in your levels folder (I know that I usually have a lot and don't really ever clean it up, lol). Lastly, in the callback passed to PhysFS, `builtLocation` is actually no longer hardcoded to just the `levels` directory, since instead we now use the `origdir` variable that PhysFS passes us. So that's good, too. |
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README.md |
This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!
License
VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.
In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!
Authors
- Created by Terry Cavanagh
- Room Names by Bennett Foddy
- Music by Magnus Pålsson
- Metal Soundtrack by FamilyJules
- 2.0 Update (C++ Port) by Simon Roth
- 2.2 Update (SDL2/PhysicsFS/Steamworks port) by Ethan Lee
- Beta Testing by Sam Kaplan and Pauli Kohberger
- Ending Picture by Pauli Kohberger
Versions
There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).