Handling large files that don't fit in memory is a common challenge in game development, especially when dealing with high-resolution textures, large audio files, or extensive game worlds. Here are some strategies to manage such files effectively:
Let's explore a couple of these techniques in more detail:
SDL_RWops
Here's an example of how to process a large file in chunks:
#include <SDL.h>
#include <iostream>
#include <vector>
void ProcessLargeFile(const char* filename,
size_t chunkSize) {
SDL_RWops* file = SDL_RWFromFile(
filename, "rb");
if (!file) {
std::cerr << "Error opening file: " <<
SDL_GetError() << '\n';
return;
}
Sint64 fileSize = SDL_RWsize(file);
Sint64 bytesProcessed = 0;
std::vector<char> buffer(chunkSize);
while (bytesProcessed < fileSize) {
size_t bytesToRead =
std::min(
static_cast<size_t>(fileSize -
bytesProcessed), chunkSize);
size_t bytesRead = SDL_RWread(
file, buffer.data(), 1, bytesToRead);
if (bytesRead != bytesToRead) {
std::cerr << "Error reading file: " <<
SDL_GetError() << '\n';
SDL_RWclose(file);
return;
}
// Process the chunk here
for (size_t i = 0; i < bytesRead; ++i) {
// Example: Count occurrences of 'A'
if (buffer[i] == 'A') {
// Do something
}
}
bytesProcessed += bytesRead;
std::cout << "Processed " << bytesProcessed
<< "/" << fileSize
<< " bytes\n";
}
SDL_RWclose(file);
}
int main() {
ProcessLargeFile("large_file.dat",
1024 * 1024); // 1MB chunks
return 0;
}
This approach allows you to process files of any size without loading them entirely into memory.
For game assets like textures or audio, you might implement a streaming system:
#include <SDL.h>
#include <iostream>
#include <unordered_map>
class AssetManager {
std::unordered_map<std::string, SDL_RWops*>
openFiles;
std::unordered_map<std::string, void*>
loadedAssets;
public:
void* LoadAsset(const std::string& filename,
size_t offset, size_t size) {
if (loadedAssets.find(filename) ==
loadedAssets.end()) {
SDL_RWops* file = SDL_RWFromFile(
filename.c_str(), "rb");
if (!file) {
std::cerr << "Error opening file: " <<
SDL_GetError() << '\n';
return nullptr;
}
openFiles[filename] = file;
void* asset = SDL_malloc(size);
SDL_RWseek(file, offset, RW_SEEK_SET);
if (SDL_RWread(file, asset, 1, size) !=
size) {
std::cerr << "Error reading file: " <<
SDL_GetError() << '\n';
SDL_free(asset);
return nullptr;
}
loadedAssets[filename] = asset;
}
return loadedAssets[filename];
}
void UnloadAsset(
const std::string& filename) {
auto it = loadedAssets.find(filename);
if (it != loadedAssets.end()) {
SDL_free(it->second);
loadedAssets.erase(it);
}
auto fileIt = openFiles.find(filename);
if (fileIt != openFiles.end()) {
SDL_RWclose(fileIt->second);
openFiles.erase(fileIt);
}
}
~AssetManager() {
for (auto& pair : loadedAssets) {
SDL_free(pair.second);
}
for (auto& pair : openFiles) {
SDL_RWclose(pair.second);
}
}
};
int main() {
AssetManager manager;
void* asset = manager.LoadAsset(
"large_texture.dat", 0, 1024 * 1024);
if (asset) {
// Use the asset...
manager.UnloadAsset("large_texture.dat");
}
return 0;
}
This AssetManager
allows you to load parts of large files as needed and unload them when they're no longer required. This is particularly useful for game levels or large datasets where you only need a portion of the data at any given time.
Remember, the best approach depends on your specific use case. You might combine these techniques or use others like compression or specialized data structures for optimal performance in your game.
Answers to questions are automatically generated and may not have been reviewed.
Learn how to read and parse game data stored in external files using SDL_RWops