83976016c7
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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.. | ||
src | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
README.md | ||
version.cmake |
How to Build
VVVVVV's official desktop versions are built with the following environments:
- Windows: Visual Studio 2010
- macOS: Xcode CLT, currently targeting 10.9 SDK
- GNU/Linux: CentOS 7
The engine depends solely on SDL2 and SDL2_mixer. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from their respective websites, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source (including libogg/libvorbis/libvorbisfile).
Steamworks support is included and the DLL is loaded dynamically, you do not need the SDK headers and there is no special Steam or non-Steam version. The current implementation has been tested with Steamworks SDK v1.46.
To generate the projects on Windows:
# Put your SDL2/SDL2_mixer folders somewhere nice!
mkdir flibitBuild
cd flibitBuild
cmake -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.0.10\include;C:\SDL2_mixer-2.0.4\include" -DSDL2_LIBRARIES="C:\SDL2-2.0.10\lib\x86\SDL2;C:\SDL2-2.0.10\lib\x86\SDL2main;C:\SDL2_mixer-2.0.4\lib\x86\SDL2_mixer"
Note that on some systems, the SDL2_LIBRARIES
list on Windows may need
SDL2/SDL2main/SDL2_mixer to have .lib
at the end of them. The reason for this
inconsistency is unknown.
To generate everywhere else:
mkdir flibitBuild
cd flibitBuild
cmake ..
macOS may be fussy about the SDK version. How to fix this is up to the whims of however Apple wants to make CMAKE_OSX_SYSROOT annoying to configure and retain each time Xcode updates.
Including data.zip
You'll need the data.zip file from VVVVVV to actually run the game! It's available to download separately for free in the Make and Play edition of the game. Put this file next to your executable and the game should run.
This is intended for personal use only - our license doesn't allow you to actually distribute this data.zip file with your own forks without getting permission from us first. See LICENSE.md for more details. (If you've got a project in mind that requires distributing this file, get in touch!)
A Word About Compiler Quirks
(Note: This section only applies to version 2.2 of the source code, which is the initial commit of this repository. Since then, much hard work has been put in to fix many undefined behaviors. If you're compiling the latest version of the source code, ignore this section.)
This engine is super fussy about optimization levels and runtime checks. In particular, the Windows version absolutely positively must be compiled in Debug mode, with /RTC enabled. If you build in Release mode, or have /RTC disabled, the game behaves dramatically different in ways that were never fully documented (bizarre softlocks, out-of-bounds issues that don't show up in tools like Valgrind, stuff like that). There are lots of things about this old code that could be cleaned up, polished, rewritten, and so on, but this is the one that will probably bite you the hardest when setting up your own build, regardless of platform.
We hope you'll enjoy messing with the source anyway!
Love, flibit