[Scummvm-devel] R: Re: Dynamic Plugins (uncached) - optimization
sunmax at libero.it
sunmax at libero.it
Sat Jan 25 22:07:03 CET 2014
btw: don't we already have a similar approach with "plugin_files" in scummvm.
ini ?
Although that's currently just a match between gameid and plugin.
We would be extending the concept to "folder" where it matches a
gameid/plugin.
We just try to make scummvm users life easier and better use of their time, by
doing the matching for them at build time.
It does make a big difference on embedded platforms.
Thanks,
-max
>----Messaggio originale----
>Da: lordhoto at gmail.com
>Data: 25/01/2014 21.26
>A: "sunmax at libero.it"<sunmax at libero.it>, <scummvm-devel at lists.sourceforge.
net>
>Ogg: Re: [Scummvm-devel] Dynamic Plugins (uncached) - optimization
>
>On 01/25/2014 08:18 PM, sunmax at libero.it wrote:
>> no need to load them all.
>>
>> As we know a-priori that "comi", "dig", "mokey2", etc. all maps to "scumm.
plg"
>>
>> So if the folder start with "comi*", "dig*", "monkey2*" etc. we try to load
>> scumm.plg first.
>
>> So we just need a table to match them, and to enjoy the very best
performance
>> out of dynamic plugins.
>
>
>That's information which is not stored somewhere outside the individual
>plugin files though. We only build such a map after games are detected
>(i.e. only for gameids where we actually had entries). This is done
>inside the "plugin_files" domain inside the config file with the
>uncached plugin manager.
>
>Right now it's only possible to generate one on the fly by loading all
>plugins one after another (on startup). Hardcoding such a list would
>again increase the maintance overhead (by introducing redundancy).
>
>> Cached is very slow to start on some embedded devices. And then if you
decide
>> to add more games after you play one, still have to go through the same
drill
>> and 3-5 minutes of patience for each addition.
>
>Do you have any measurements on the boot times between cached and
>uncached builds?
>
>For cached it will reload all plugins after you return from a game, so
>it shouldn't fall back to the uncached detection logic in this case.
>This makes me wonder: Is it really the plugin loading which is this slow
>or is the detection itself just slow?
>
>// Johannes
>
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