add ProfileManager::SaveAllProfiles
make ProfileManager::SaveMachineProfile() const
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@@ -359,14 +359,13 @@ void GameState::EndGame()
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CHECKPOINT;
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}
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BOOKKEEPER->WriteToDisk();
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PROFILEMAN->SaveMachineProfile();
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PROFILEMAN->SaveAllProfiles();
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FOREACH_HumanPlayer( pn )
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{
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if( !PROFILEMAN->IsUsingProfile(pn) )
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continue;
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PROFILEMAN->SaveProfile( pn );
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PROFILEMAN->UnloadProfile( pn );
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}
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@@ -190,6 +190,19 @@ bool ProfileManager::LoadFirstAvailableProfile( PlayerNumber pn, bool bLoadNames
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return false;
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}
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void ProfileManager::SaveAllProfiles() const
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{
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this->SaveMachineProfile();
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FOREACH_HumanPlayer( pn )
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{
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if( !this->IsUsingProfile(pn) )
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continue;
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this->SaveProfile( pn );
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}
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}
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bool ProfileManager::SaveProfile( PlayerNumber pn ) const
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{
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if( m_sProfileDir[pn].empty() )
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@@ -294,12 +307,12 @@ bool ProfileManager::DeleteLocalProfile( CString sProfileID )
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return FILEMAN->Remove( sProfileDir );
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}
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void ProfileManager::SaveMachineProfile()
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void ProfileManager::SaveMachineProfile() const
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{
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// If the machine name has changed, make sure we use the new name.
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// It's important that this name be applied before the Player profiles
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// are saved, so that the Player's profiles show the right machine name.
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m_MachineProfile.m_sDisplayName = PREFSMAN->m_sMachineName;
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const_cast<ProfileManager *> (this)->m_MachineProfile.m_sDisplayName = PREFSMAN->m_sMachineName;
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m_MachineProfile.SaveAllToDir( MACHINE_PROFILE_DIR, false ); /* don't sign machine profiles */
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}
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@@ -27,6 +27,7 @@ public:
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bool LoadFirstAvailableProfile( PlayerNumber pn, bool bLoadNamesOnly ); // memory card or local profile
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bool LoadProfileFromMemoryCard( PlayerNumber pn, bool bLoadNamesOnly );
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void SaveAllProfiles() const;
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bool SaveProfile( PlayerNumber pn ) const;
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void UnloadProfile( PlayerNumber pn );
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@@ -41,7 +42,7 @@ public:
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// High scores
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//
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void LoadMachineProfile();
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void SaveMachineProfile();
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void SaveMachineProfile() const;
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bool IsUsingProfile( PlayerNumber pn ) const { return !m_sProfileDir[pn].empty(); }
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bool IsUsingProfile( ProfileSlot slot ) const;
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