Files
Client/GameTools/Zallad3D SceneClass/CaldronHouseCacheMgr.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

52 lines
1.2 KiB
C++

// CaldronHouseCacheMgr.cpp: implementation of the CCaldronHouseCacheMgr class.
//
//////////////////////////////////////////////////////////////////////
#include "CaldronHouseCacheMgr.h"
#include "HouseObject.h"
#include "SceneManager.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CCaldronHouseCacheMgr::CCaldronHouseCacheMgr()
{
}
CCaldronHouseCacheMgr::~CCaldronHouseCacheMgr()
{
}
void *CCaldronHouseCacheMgr::GetData(const char *strFileName)
{
unsigned long DataID = GetHashID(strFileName);
Caldron::Base::CACHEITER itr = m_CacheTable.find(DataID);
if(itr == m_CacheTable.end())
{
return LoadData(strFileName);
}
else // Table 안에 이미 texture 가 로드되어 있을때
{
if((*itr).second != NULL)
{
for(int iNum = 0; iNum < (*itr).second->m_iDatasNum; iNum++)
{
if(!strcmp((*itr).second->m_lstDatas[iNum]->m_strName,strFileName))
return (*itr).second->m_lstDatas[iNum];
}
return LoadData(strFileName); // Table 의 obj는 있지만 내가 원하는 obj 없을시
}
}
return NULL;
}
void *CCaldronHouseCacheMgr::LoadData(const char *strFileName)
{
return NULL;
}