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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+39
-38
@@ -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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@@ -163,10 +163,10 @@ 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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* 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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@@ -209,7 +209,7 @@ 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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@@ -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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@@ -321,7 +321,7 @@ 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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@@ -354,18 +354,18 @@ void MemoryCardManager::UpdateAssignments()
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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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@@ -406,7 +406,7 @@ 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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@@ -427,20 +427,21 @@ void MemoryCardManager::CheckStateChanges()
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}
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else
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{
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/* We had a card inserted when we finalized. */
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// 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;
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if( new_device.m_State == UsbStorageDevice::STATE_READY )
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{
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if( m_FinalDevice[p].sSerial != new_device.sSerial )
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{
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/* A different card is inserted than we had when we finalized. */
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// A different card is inserted than we had when we finalized.
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state = MemoryCardState_Error;
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sError = "Changed";
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}
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}
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/* Otherwise, the card is checking or has an error. Use the regular logic. */
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// Otherwise, the card is checking or has an error.
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// Use the regular logic.
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}
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}
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@@ -511,7 +512,7 @@ void MemoryCardManager::WaitForCheckingToComplete()
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bool bLogged = false;
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while( !g_pWorker->IsTimedOut() )
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{
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/* Check for changes. */
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// Check for changes.
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Update();
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bool bEitherPlayerIsChecking = false;
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@@ -521,8 +522,8 @@ void MemoryCardManager::WaitForCheckingToComplete()
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if( !bEitherPlayerIsChecking )
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break;
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/* Only if we need to, wait for something to happen. If we time out waiting for
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* a heartbeat, give up. */
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/* Only if we need to, wait for something to happen. If we time out
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* waiting for a heartbeat, give up. */
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if( !bLogged )
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{
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bLogged = true;
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@@ -550,7 +551,7 @@ void MemoryCardManager::LockCard( PlayerNumber pn )
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if( m_bCardLocked[pn] )
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return;
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/* Set the final state. */
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// Set the final state.
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CheckStateChanges();
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/* If the card in this player's slot is ready, then use it. If there is
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@@ -560,7 +561,7 @@ void MemoryCardManager::LockCard( PlayerNumber pn )
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else
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m_FinalDevice[pn] = UsbStorageDevice();
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/* Set this last, since it changes the behavior of CheckStateChanges. */
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// Set this last, since it changes the behavior of CheckStateChanges.
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m_bCardLocked[pn] = true;
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}
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@@ -570,11 +571,11 @@ void MemoryCardManager::UnlockCard( PlayerNumber pn )
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g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::detect_and_mount );
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/* If a memory card was inserted too late last game, allow it now. */
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// If a memory card was inserted too late last game, allow it now.
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CheckStateChanges();
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}
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/* Called just before reading or writing to the memory card. Should block. */
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// Called just before reading or writing to the memory card. Should block.
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bool MemoryCardManager::MountCard( PlayerNumber pn, int iTimeout )
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{
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LOG->Trace( "MemoryCardManager::MountCard(%i)", pn );
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@@ -582,14 +583,14 @@ bool MemoryCardManager::MountCard( PlayerNumber pn, int iTimeout )
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return false;
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ASSERT( !m_Device[pn].IsBlank() );
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/* Pause the mounting thread when we mount the first drive. */
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// Pause the mounting thread when we mount the first drive.
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bool bStartingMemoryCardAccess = true;
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FOREACH_PlayerNumber( p )
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if( m_bMounted[p] )
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bStartingMemoryCardAccess = false; /* already did */
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bStartingMemoryCardAccess = false; // already did
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if( bStartingMemoryCardAccess )
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{
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/* We're starting to do stuff to the memory cards. */
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// We're starting to do stuff to the memory cards.
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this->PauseMountingThread( iTimeout );
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}
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@@ -611,10 +612,10 @@ bool MemoryCardManager::MountCard( PlayerNumber pn, int iTimeout )
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return true;
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}
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/* We don't want to unmount the timeout FS. Instead, just move the target. */
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// We don't want to unmount the timeout FS. Instead, just move the target.
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pDriver->Remount( m_Device[pn].sOsMountDir );
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/* Flush mountpoints pointing to what we've mounted. */
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// Flush mountpoints pointing to what we've mounted.
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FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT[pn] );
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FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
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@@ -643,16 +644,16 @@ void MemoryCardManager::UnmountCard( PlayerNumber pn )
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if( !m_bMounted[pn] )
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return;
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/* Leave our own filesystem drivers mounted. Unmount the kernel mount. */
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// Leave our own filesystem drivers mounted. Unmount the kernel mount.
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g_pWorker->Unmount( &m_Device[pn] );
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/* Flush mountpoints pointing to what we've unmounted. */
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// Flush mountpoints pointing to what we've unmounted.
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FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT[pn] );
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FILEMAN->FlushDirCache( MEM_CARD_MOUNT_POINT_INTERNAL[pn] );
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m_bMounted[pn] = false;
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/* Unpause the mounting thread when we unmount the last drive. */
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// Unpause the mounting thread when we unmount the last drive.
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bool bNeedUnpause = true;
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FOREACH_PlayerNumber( p )
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if( m_bMounted[p] )
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@@ -693,7 +694,7 @@ void MemoryCardManager::PauseMountingThread( int iTimeout )
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g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::paused );
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/* Start the timeout period. */
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// Start the timeout period.
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g_pWorker->SetTimeout( (float) iTimeout );
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RageFileDriverTimeout::SetTimeout( (float) iTimeout );
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}
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@@ -704,7 +705,7 @@ void MemoryCardManager::UnPauseMountingThread()
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g_pWorker->SetMountThreadState( ThreadedMemoryCardWorker::detect_and_mount );
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/* End the timeout period. */
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// End the timeout period.
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g_pWorker->SetTimeout( -1 );
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RageFileDriverTimeout::SetTimeout( -1 );
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}
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@@ -31,7 +31,7 @@ public:
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bool IsMounted( PlayerNumber pn ) const { return m_bMounted[pn]; }
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/* When paused, no changes in memory card state will be noticed until unpaused. */
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// When paused, no changes in memory card state will be noticed until unpaused.
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void PauseMountingThread( int iTimeout = 20 );
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void UnPauseMountingThread();
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Block a user