update docs, cleanup memcardman comments and such
This commit is contained in:
@@ -9,6 +9,12 @@ Not all changes are documented, for various reasons.
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supported but exist anyways.)
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_____________________________________________________________________________
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20100311
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--------
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* [Player.cpp] Don't add checkpoints to the combo if Autoplay is on.
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* Re-add the ability to reload a theme's Lua scripts, this time using Ctrl+F2.
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* Convert GrooveRadar base into an AutoActor. (Now it can use a Lua BGAnim.)
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20100309
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--------
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* [ScreenSelectMaster] Add GetSelectionIndex(pn) Lua binding. (You'll have to
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+40
-3
@@ -8,8 +8,7 @@ That being said, the sm-ssc code style guidelines are as follows:
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1) Follow the current coding conventions set forth in the source code.
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This means use tabs. AJ prefers tabs have a width of 4. Visual Studio and web
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browsers assume tabs to be 8 by default. :/
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Use of the tab character means you can define however the fuck wide you want it
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to be.
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Use of the tab character means you can define however wide you want it to be.
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Use of the space character is allowed for complex alignment. There are many
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examples of this in the code.
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@@ -44,4 +43,42 @@ and Function in [], like so:
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LOG->Info( "[NetworkSyncManager::Listen] Initializing socket..." );
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You may not always need to do this, but it helps for clarity and sanity.
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4) There are no other rules (yet).
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4) Comment style. (This is a preferred suggestion. You may choose to do whatever
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you like, but it is recommended to follow this style when submitting code for
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inclusion.)
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// is preferred for one-liners
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// and also blocks of text where the comment isn't too long.
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// sometimes you'll find // comments longer than this thrown in there by AJ
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/* instead of doing this.
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* when making a new line in a long form comment, start like this line.
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* and put the end where it fits. */
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/*
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* doing this (first line blank) is discouraged, but is allowed in certain places.
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* Copyright notices use this style and should remain doing so; don't clean it up
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* in that instance. All new copyright notices should follow this style as well,
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* for consistency's sake.
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*/
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/* use of long comments for one line is VERY discouraged */
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// usually, it will will get cleaned up into this style, but there are exceptions:
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// exception #1: function arguments
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void SomeFunction(size_t /*ACTUAL DATA TYPE*/)
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// where you need to have it be /* */ or else it'll mess up.
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// exception #2: #defines
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#define /* you must use long form in defines, */ \
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// otherwise it won't parse the newline correctly (this will cause an error) \
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// exception #3: .h files
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/* ScreenTypicalExample - this always shows up like this. It usually is always one line, even when it extends past column 80. This is acceptible; Most people don't write novels here like I just did. */
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// on comment length:
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/* typically total 80 characters is the preferred width per line, like this one.
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* Sometimes, you can get away with sentences where a word or phrase hangs over the edge,
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* especially if you can guess the context without needing to scroll.
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* Pre-existing comments are usually trimmed to meet the 80-column width if they
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* go way overboard. */
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5) There are no other rules (yet).
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+74
-73
@@ -39,13 +39,13 @@ static void MemoryCardUsbLevelInit( size_t /*PlayerNumber*/ i, RString &sNameOut
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defaultValueOut = -1;
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}
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static Preference<bool> g_bMemoryCards( "MemoryCards", true );
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static Preference<bool> g_bMemoryCardProfiles( "MemoryCardProfiles", true );
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static Preference<bool> g_bMemoryCards( "MemoryCards", true );
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static Preference<bool> g_bMemoryCardProfiles( "MemoryCardProfiles", true );
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// if set, always use the device that mounts to this point
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Preference1D<RString> MemoryCardManager::m_sMemoryCardOsMountPoint( MemoryCardOsMountPointInit, NUM_PLAYERS );
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// Look for this level, bus, port when assigning cards. -1 = match any
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// Look for this level, bus, port when assigning cards. -1 = match any
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Preference1D<int> MemoryCardManager::m_iMemoryCardUsbBus( MemoryCardUsbBusInit, NUM_PLAYERS );
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Preference1D<int> MemoryCardManager::m_iMemoryCardUsbPort( MemoryCardUsbPortInit, NUM_PLAYERS );
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Preference1D<int> MemoryCardManager::m_iMemoryCardUsbLevel( MemoryCardUsbLevelInit, NUM_PLAYERS );
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@@ -54,19 +54,19 @@ Preference<RString> MemoryCardManager::m_sEditorMemoryCardOsMountPoint( "Editor
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const RString MEM_CARD_MOUNT_POINT[NUM_PLAYERS] =
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{
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/* @ is important; see RageFileManager LoadedDriver::GetPath */
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// @ is important; see RageFileManager LoadedDriver::GetPath
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"/@mc1/",
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"/@mc2/",
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};
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static const RString MEM_CARD_MOUNT_POINT_INTERNAL[NUM_PLAYERS] =
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{
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/* @ is important; see RageFileManager LoadedDriver::GetPath */
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// @ is important; see RageFileManager LoadedDriver::GetPath
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"/@mc1int/",
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"/@mc2int/",
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};
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/* Only access the memory card driver in a timeout-safe thread. */
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// Only access the memory card driver in a timeout-safe thread.
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class ThreadedMemoryCardWorker: public RageWorkerThread
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{
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public:
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@@ -81,11 +81,11 @@ public:
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};
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void SetMountThreadState( MountThreadState mts );
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/* These functions may time out. */
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// These functions may time out.
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bool Mount( const UsbStorageDevice *pDevice );
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bool Unmount( const UsbStorageDevice *pDevice );
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/* This function will not time out. */
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// This function will not time out.
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bool StorageDevicesChanged( vector<UsbStorageDevice> &aOut );
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protected:
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@@ -161,12 +161,12 @@ ThreadedMemoryCardWorker::~ThreadedMemoryCardWorker()
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void ThreadedMemoryCardWorker::SetMountThreadState( MountThreadState mts )
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{
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/* If "pause", stop calling updates in the heartbeat. In principle, we should
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/* If "pause", stop calling updates in the heartbeat. In principle, we should
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* also not return from this function until the current heartbeat, if running,
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* finishes. However, since we can't guarantee that it'll exit within the timeout,
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* there's no point: we have to return when we time out, and in that case the
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* heartbeat will still be running. I don't know if the reasons for pausing
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* really need us to wait, so don't. */
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* finishes. However, since we can't guarantee that it'll exit within the
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* timeout, there's no point: we have to return when we time out, and in that
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* case the heartbeat will still be running. I don't know if the reasons for
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* pausing really need us to wait, so don't. */
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m_MountThreadState = mts;
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}
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@@ -174,28 +174,28 @@ void ThreadedMemoryCardWorker::HandleRequest( int iRequest )
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{
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switch( iRequest )
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{
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case REQ_MOUNT:
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m_bResult = m_pDriver->Mount( &m_RequestDevice );
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m_aMountedDevices.push_back( m_RequestDevice );
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break;
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case REQ_MOUNT:
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m_bResult = m_pDriver->Mount( &m_RequestDevice );
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m_aMountedDevices.push_back( m_RequestDevice );
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break;
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case REQ_UNMOUNT:
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{
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m_pDriver->Unmount( &m_RequestDevice );
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vector<UsbStorageDevice>::iterator it =
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find( m_aMountedDevices.begin(), m_aMountedDevices.end(), m_RequestDevice );
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if( it == m_aMountedDevices.end() )
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LOG->Warn( "Unmounted a device that wasn't mounted" );
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else
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m_aMountedDevices.erase( it );
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break;
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}
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case REQ_UNMOUNT:
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{
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m_pDriver->Unmount( &m_RequestDevice );
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vector<UsbStorageDevice>::iterator it =
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find( m_aMountedDevices.begin(), m_aMountedDevices.end(), m_RequestDevice );
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if( it == m_aMountedDevices.end() )
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LOG->Warn( "Unmounted a device that wasn't mounted" );
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else
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m_aMountedDevices.erase( it );
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break;
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}
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}
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}
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void ThreadedMemoryCardWorker::RequestTimedOut()
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{
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/* We timed out, so the current operation will abort. The unmount request
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/* We timed out, so the current operation will abort. The unmount request
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* may be skipped, if it's attempted during the timeout, so unmount all
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* mounted devices. */
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for( unsigned i = 0; i < m_aMountedDevices.size(); ++i )
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@@ -209,11 +209,11 @@ void ThreadedMemoryCardWorker::DoHeartbeat()
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if( m_MountThreadState == paused )
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return;
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/* If true, detect and mount. If false, only detect. */
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// If true, detect and mount. If false, only detect.
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bool bMount = (m_MountThreadState == detect_and_mount);
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vector<UsbStorageDevice> aStorageDevices;
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// LOG->Trace("update");
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//LOG->Trace("update");
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if( !m_pDriver->DoOneUpdate( bMount, aStorageDevices ) )
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return;
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@@ -227,7 +227,7 @@ bool ThreadedMemoryCardWorker::Mount( const UsbStorageDevice *pDevice )
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{
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ASSERT( TimeoutEnabled() );
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/* If we're currently in a timed-out state, fail. */
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// If we're currently in a timed-out state, fail.
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if( IsTimedOut() )
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return false;
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@@ -242,7 +242,7 @@ bool ThreadedMemoryCardWorker::Unmount( const UsbStorageDevice *pDevice )
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{
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ASSERT( TimeoutEnabled() );
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/* If we're currently in a timed-out state, fail. */
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// If we're currently in a timed-out state, fail.
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if( IsTimedOut() )
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return false;
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@@ -321,22 +321,22 @@ void MemoryCardManager::Update()
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MESSAGEMAN->Broadcast( Message_StorageDevicesChanged );
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}
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/* Assign cards from m_vStorageDevices to m_Device. */
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// Assign cards from m_vStorageDevices to m_Device.
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void MemoryCardManager::UpdateAssignments()
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{
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if( !g_bMemoryCardProfiles.Get() )
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return;
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// make a list of unassigned
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vector<UsbStorageDevice> vUnassignedDevices = m_vStorageDevices; // copy
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vector<UsbStorageDevice> vUnassignedDevices = m_vStorageDevices; // copy
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// remove cards that are already assigned
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FOREACH_PlayerNumber( p )
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{
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UsbStorageDevice &assigned_device = m_Device[p];
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if( assigned_device.IsBlank() ) // no card assigned to this player
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continue;
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FOREACH( UsbStorageDevice, vUnassignedDevices, d )
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{
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if( *d == assigned_device )
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@@ -346,26 +346,26 @@ void MemoryCardManager::UpdateAssignments()
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}
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}
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}
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// Try to assign each device to a player. If a player already has a device
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// Try to assign each device to a player. If a player already has a device
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// assigned, and the device still exists, keep him on the same card.
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FOREACH_PlayerNumber( p )
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{
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UsbStorageDevice &assigned_device = m_Device[p];
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if( !assigned_device.IsBlank() )
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{
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/* The player has a card assigned. If it's been removed, clear it. */
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// The player has a card assigned. If it's been removed, clear it.
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vector<UsbStorageDevice>::iterator it = find( m_vStorageDevices.begin(), m_vStorageDevices.end(), assigned_device );
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if( it != m_vStorageDevices.end() )
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{
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/* The player has a card, and it's still plugged in. Update any changed
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* state, such as m_State. */
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/* The player has a card, and it's still plugged in. Update any
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* changed state, such as m_State. */
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LOG->Trace( "Player %d already has a card: '%s'", p+1, assigned_device.sOsMountDir.c_str() );
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assigned_device = *it;
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continue;
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}
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/* The assigned card has been removed; clear it and re-search. */
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// The assigned card has been removed; clear it and re-search.
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LOG->Trace( "Player %i: disconnected bus %d port %d device %d path %s",
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p+1, assigned_device.iBus, assigned_device.iPort, assigned_device.iLevel, assigned_device.sOsMountDir.c_str() );
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assigned_device.MakeBlank();
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@@ -378,25 +378,25 @@ void MemoryCardManager::UpdateAssignments()
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// search for card dir match
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if( !m_sMemoryCardOsMountPoint[p].Get().empty() &&
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d->sOsMountDir.CompareNoCase(m_sMemoryCardOsMountPoint[p].Get()) )
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continue; // not a match
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continue; // not a match
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// search for USB bus match
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if( m_iMemoryCardUsbBus[p] != -1 &&
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m_iMemoryCardUsbBus[p] != d->iBus )
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continue; // not a match
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continue; // not a match
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if( m_iMemoryCardUsbPort[p] != -1 &&
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m_iMemoryCardUsbPort[p] != d->iPort )
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continue; // not a match
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continue; // not a match
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if( m_iMemoryCardUsbLevel[p] != -1 &&
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m_iMemoryCardUsbLevel[p] != d->iLevel )
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continue; // not a match
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continue;// not a match
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LOG->Trace( "Player %i: matched %s", p+1, d->sDevice.c_str() );
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assigned_device = *d; // save a copy
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vUnassignedDevices.erase( d ); // remove the device so we don't match it for another player
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assigned_device = *d; // save a copy
|
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vUnassignedDevices.erase( d ); // remove the device so we don't match it for another player
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break;
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}
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}
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@@ -406,10 +406,10 @@ void MemoryCardManager::UpdateAssignments()
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void MemoryCardManager::CheckStateChanges()
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{
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/* Deal with assignment changes. */
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// Deal with assignment changes.
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FOREACH_PlayerNumber( p )
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{
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const UsbStorageDevice &new_device = m_Device[p];
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const UsbStorageDevice &new_device = m_Device[p];
|
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MemoryCardState state = MemoryCardState_Invalid;
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RString sError;
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@@ -427,20 +427,21 @@ void MemoryCardManager::CheckStateChanges()
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}
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else
|
||||
{
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||||
/* We had a card inserted when we finalized. */
|
||||
// We had a card inserted when we finalized.
|
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if( new_device.m_State == UsbStorageDevice::STATE_NONE )
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state = MemoryCardState_Removed;
|
||||
if( new_device.m_State == UsbStorageDevice::STATE_READY )
|
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{
|
||||
if( m_FinalDevice[p].sSerial != new_device.sSerial )
|
||||
{
|
||||
/* A different card is inserted than we had when we finalized. */
|
||||
// A different card is inserted than we had when we finalized.
|
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state = MemoryCardState_Error;
|
||||
sError = "Changed";
|
||||
}
|
||||
}
|
||||
|
||||
/* Otherwise, the card is checking or has an error. Use the regular logic. */
|
||||
// Otherwise, the card is checking or has an error.
|
||||
// Use the regular logic.
|
||||
}
|
||||
}
|
||||
|
||||
@@ -511,7 +512,7 @@ void MemoryCardManager::WaitForCheckingToComplete()
|
||||
bool bLogged = false;
|
||||
while( !g_pWorker->IsTimedOut() )
|
||||
{
|
||||
/* Check for changes. */
|
||||
// Check for changes.
|
||||
Update();
|
||||
|
||||
bool bEitherPlayerIsChecking = false;
|
||||
@@ -521,8 +522,8 @@ void MemoryCardManager::WaitForCheckingToComplete()
|
||||
if( !bEitherPlayerIsChecking )
|
||||
break;
|
||||
|
||||
/* Only if we need to, wait for something to happen. If we time out waiting for
|
||||
* a heartbeat, give up. */
|
||||
/* Only if we need to, wait for something to happen. If we time out
|
||||
* waiting for a heartbeat, give up. */
|
||||
if( !bLogged )
|
||||
{
|
||||
bLogged = true;
|
||||
@@ -550,31 +551,31 @@ void MemoryCardManager::LockCard( PlayerNumber pn )
|
||||
if( m_bCardLocked[pn] )
|
||||
return;
|
||||
|
||||
/* Set the final state. */
|
||||
// Set the final state.
|
||||
CheckStateChanges();
|
||||
|
||||
/* If the card in this player's slot is ready, then use it. If there is
|
||||
/* If the card in this player's slot is ready, then use it. If there is
|
||||
* no card ready when we finalize, clear m_FinalDevice. */
|
||||
if( m_Device[pn].m_State == UsbStorageDevice::STATE_READY )
|
||||
m_FinalDevice[pn] = m_Device[pn];
|
||||
else
|
||||
m_FinalDevice[pn] = UsbStorageDevice();
|
||||
|
||||
/* Set this last, since it changes the behavior of CheckStateChanges. */
|
||||
// Set this last, since it changes the behavior of CheckStateChanges.
|
||||
m_bCardLocked[pn] = true;
|
||||
}
|
||||
|
||||
void MemoryCardManager::UnlockCard( PlayerNumber pn )
|
||||
{
|
||||
m_bCardLocked[pn] = false;
|
||||
|
||||
|
||||
g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::detect_and_mount );
|
||||
|
||||
/* If a memory card was inserted too late last game, allow it now. */
|
||||
// If a memory card was inserted too late last game, allow it now.
|
||||
CheckStateChanges();
|
||||
}
|
||||
|
||||
/* Called just before reading or writing to the memory card. Should block. */
|
||||
// Called just before reading or writing to the memory card. Should block.
|
||||
bool MemoryCardManager::MountCard( PlayerNumber pn, int iTimeout )
|
||||
{
|
||||
LOG->Trace( "MemoryCardManager::MountCard(%i)", pn );
|
||||
@@ -582,14 +583,14 @@ bool MemoryCardManager::MountCard( PlayerNumber pn, int iTimeout )
|
||||
return false;
|
||||
ASSERT( !m_Device[pn].IsBlank() );
|
||||
|
||||
/* Pause the mounting thread when we mount the first drive. */
|
||||
// Pause the mounting thread when we mount the first drive.
|
||||
bool bStartingMemoryCardAccess = true;
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( m_bMounted[p] )
|
||||
bStartingMemoryCardAccess = false; /* already did */
|
||||
bStartingMemoryCardAccess = false; // already did
|
||||
if( bStartingMemoryCardAccess )
|
||||
{
|
||||
/* We're starting to do stuff to the memory cards. */
|
||||
// We're starting to do stuff to the memory cards.
|
||||
this->PauseMountingThread( iTimeout );
|
||||
}
|
||||
|
||||
@@ -611,10 +612,10 @@ bool MemoryCardManager::MountCard( PlayerNumber pn, int iTimeout )
|
||||
return true;
|
||||
}
|
||||
|
||||
/* We don't want to unmount the timeout FS. Instead, just move the target. */
|
||||
// We don't want to unmount the timeout FS. Instead, just move the target.
|
||||
pDriver->Remount( m_Device[pn].sOsMountDir );
|
||||
|
||||
/* Flush mountpoints pointing to what we've mounted. */
|
||||
// Flush mountpoints pointing to what we've mounted.
|
||||
FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT[pn] );
|
||||
FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
|
||||
|
||||
@@ -643,16 +644,16 @@ void MemoryCardManager::UnmountCard( PlayerNumber pn )
|
||||
if( !m_bMounted[pn] )
|
||||
return;
|
||||
|
||||
/* Leave our own filesystem drivers mounted. Unmount the kernel mount. */
|
||||
// Leave our own filesystem drivers mounted. Unmount the kernel mount.
|
||||
g_pWorker->Unmount( &m_Device[pn] );
|
||||
|
||||
/* Flush mountpoints pointing to what we've unmounted. */
|
||||
// Flush mountpoints pointing to what we've unmounted.
|
||||
FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT[pn] );
|
||||
FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
|
||||
|
||||
m_bMounted[pn] = false;
|
||||
|
||||
/* Unpause the mounting thread when we unmount the last drive. */
|
||||
// Unpause the mounting thread when we unmount the last drive.
|
||||
bool bNeedUnpause = true;
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( m_bMounted[p] )
|
||||
@@ -693,7 +694,7 @@ void MemoryCardManager::PauseMountingThread( int iTimeout )
|
||||
|
||||
g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::paused );
|
||||
|
||||
/* Start the timeout period. */
|
||||
// Start the timeout period.
|
||||
g_pWorker->SetTimeout( (float) iTimeout );
|
||||
RageFileDriverTimeout::SetTimeout( (float) iTimeout );
|
||||
}
|
||||
@@ -704,7 +705,7 @@ void MemoryCardManager::UnPauseMountingThread()
|
||||
|
||||
g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::detect_and_mount );
|
||||
|
||||
/* End the timeout period. */
|
||||
// End the timeout period.
|
||||
g_pWorker->SetTimeout( -1 );
|
||||
RageFileDriverTimeout::SetTimeout( -1 );
|
||||
}
|
||||
|
||||
@@ -23,7 +23,7 @@ public:
|
||||
|
||||
void WaitForCheckingToComplete();
|
||||
bool CardInserted( PlayerNumber pn );
|
||||
void LockCard( PlayerNumber pn ); // prevent removing or changing of memory card
|
||||
void LockCard( PlayerNumber pn ); // prevent removing or changing of memory card
|
||||
void UnlockCard( PlayerNumber pn );
|
||||
bool MountCard( PlayerNumber pn, int iTimeout = 10 );
|
||||
bool MountCard( PlayerNumber pn, const UsbStorageDevice &d, int iTimeout = 10 );
|
||||
@@ -31,7 +31,7 @@ public:
|
||||
|
||||
bool IsMounted( PlayerNumber pn ) const { return m_bMounted[pn]; }
|
||||
|
||||
/* When paused, no changes in memory card state will be noticed until unpaused. */
|
||||
// When paused, no changes in memory card state will be noticed until unpaused.
|
||||
void PauseMountingThread( int iTimeout = 20 );
|
||||
void UnPauseMountingThread();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user