fix crash on exit editor

move management of Song resources out of Song and into SongManager
This commit is contained in:
Chris Danford
2004-08-11 08:23:14 +00:00
parent 09d8807927
commit 13dd1a9bda
6 changed files with 73 additions and 83 deletions
+2 -2
View File
@@ -1336,7 +1336,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
{
case SM_GoToNextScreen:
// Reload song from disk to discard changes.
GAMESTATE->m_pCurSong->RevertFromDisk( true );
SONGMAN->RevertFromDisk( GAMESTATE->m_pCurSong, true );
/* We might do something with m_pSteps (eg. UpdateTextInfo) before we end up
* in ScreenEditMenu, and m_pSteps might be invalid due to RevertFromDisk. */
m_pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
@@ -1411,7 +1411,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
id.FromSteps( m_pSteps );
GAMESTATE->m_pCurSteps[PLAYER_1] = NULL; /* make RevertFromDisk not try to reset it */
GAMESTATE->m_pCurSong->RevertFromDisk();
SONGMAN->RevertFromDisk( GAMESTATE->m_pCurSong );
CString sMessage = "Reloaded from disk.";
Steps *pSteps = id.ToSteps( GAMESTATE->m_pCurSong, false );
+1 -5
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@@ -1831,11 +1831,7 @@ void RevertChanges( void* papSongsQueue )
vector<Song*>& apSongsQueue = *(vector<Song*>*)papSongsQueue;
FOREACH( Song*, apSongsQueue, pSong )
{
(*pSong)->RevertFromDisk();
// We need to regen any Courses that have any of the songs we just reloaded.
// Regen all Courses for now.
SONGMAN->Invalidate( *pSong );
SONGMAN->RevertFromDisk( *pSong );
}
}
-75
View File
@@ -24,8 +24,6 @@
#include "RageSurface.h"
#include "NoteDataUtil.h"
#include "ProfileManager.h"
#include "StageStats.h"
#include "StepsUtil.h"
#include "Foreach.h"
#include "NotesLoaderSM.h"
@@ -103,13 +101,6 @@ void Song::Reset()
Song empty;
*this = empty;
/* Courses cache Steps pointers. On the off chance that this isn't the last
* thing this screen does, clear that cache. */
/* TODO: Don't make Song depend on SongManager. This is breaking
* encapsulation and placing confusing limitation on what can be done in
* SONGMAN->Invalidate(). -Chris */
SONGMAN->Invalidate( this );
}
@@ -292,72 +283,6 @@ bool Song::LoadFromSongDir( CString sDir )
return true; // do load this song
}
/* If bAllowNotesLoss is true, any global notes pointers which no longer exist
* (or exist but couldn't be matched) will be set to NULL. This is used when
* reverting out of the editor. If false, this is unexpected and will assert.
* This is used when reverting out of gameplay, in which case we may have StageStats,
* etc. which may cause hard-to-trace crashes down the line if we set them to NULL. */
void Song::RevertFromDisk( bool bAllowNotesLoss )
{
// Ugly: When we re-load the song, the Steps* will change.
// Fix GAMESTATE->m_CurSteps, g_CurStageStats, g_vPlayedStageStats[] after reloading.
/* XXX: This is very brittle. However, we must know about all globals uses of Steps*,
* so we can check to make sure we didn't lose any steps which are referenced ... */
StepsID OldCurSteps[NUM_PLAYERS];
StepsID OldCurStageStats[NUM_PLAYERS];
vector<StepsID> OldPlayedStageStats[NUM_PLAYERS];
FOREACH_PlayerNumber( p )
{
Steps* pCurSteps = GAMESTATE->m_pCurSteps[p];
Steps* pCurStageStats = g_CurStageStats.pSteps[p];
OldCurSteps[p].FromSteps( pCurSteps );
OldCurStageStats[p].FromSteps( pCurStageStats );
for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i )
{
const StageStats &ss = g_vPlayedStageStats[i];;
OldPlayedStageStats[p].push_back( StepsID() );
OldPlayedStageStats[p][i].FromSteps( ss.pSteps[p] );
}
}
const CString dir = GetSongDir();
/* Erase all existing data. */
Reset();
FILEMAN->FlushDirCache( dir );
const bool OldVal = PREFSMAN->m_bFastLoad;
PREFSMAN->m_bFastLoad = false;
LoadFromSongDir( dir );
/* XXX: reload edits? */
PREFSMAN->m_bFastLoad = OldVal;
FOREACH_PlayerNumber( p )
{
CHECKPOINT;
if( GAMESTATE->m_pCurSong == this )
GAMESTATE->m_pCurSteps[p] = OldCurSteps[p].ToSteps( this, bAllowNotesLoss );
CHECKPOINT;
if( g_CurStageStats.pSong == this )
g_CurStageStats.pSteps[p] = OldCurStageStats[p].ToSteps( this, bAllowNotesLoss );
CHECKPOINT;
for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i )
{
CHECKPOINT_M(ssprintf("%i", i));
if( g_vPlayedStageStats[i].pSong == this )
g_vPlayedStageStats[i].pSteps[p] = OldPlayedStageStats[p][i].ToSteps( this, bAllowNotesLoss );
}
}
StepsID::Invalidate( this );
}
static void GetImageDirListing( CString sPath, CStringArray &AddTo, bool bReturnPathToo=false )
{
GetDirListing( sPath + ".png", AddTo, false, bReturnPathToo );
+69
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@@ -29,6 +29,7 @@
#include "UnlockSystem.h"
#include "CatalogXml.h"
#include "Foreach.h"
#include "StageStats.h"
SongManager* SONGMAN = NULL; // global and accessable from anywhere in our program
@@ -677,6 +678,74 @@ void SongManager::Invalidate( Song *pStaleSong )
StepsID::Invalidate( pStaleSong );
}
/* If bAllowNotesLoss is true, any global notes pointers which no longer exist
* (or exist but couldn't be matched) will be set to NULL. This is used when
* reverting out of the editor. If false, this is unexpected and will assert.
* This is used when reverting out of gameplay, in which case we may have StageStats,
* etc. which may cause hard-to-trace crashes down the line if we set them to NULL. */
void SongManager::RevertFromDisk( Song *pSong, bool bAllowNotesLoss )
{
// Ugly: When we re-load the song, the Steps* will change.
// Fix GAMESTATE->m_CurSteps, g_CurStageStats, g_vPlayedStageStats[] after reloading.
/* XXX: This is very brittle. However, we must know about all globals uses of Steps*,
* so we can check to make sure we didn't lose any steps which are referenced ... */
StepsID OldCurSteps[NUM_PLAYERS];
StepsID OldCurStageStats[NUM_PLAYERS];
vector<StepsID> OldPlayedStageStats[NUM_PLAYERS];
FOREACH_PlayerNumber( p )
{
Steps* pCurSteps = GAMESTATE->m_pCurSteps[p];
Steps* pCurStageStats = g_CurStageStats.pSteps[p];
OldCurSteps[p].FromSteps( pCurSteps );
OldCurStageStats[p].FromSteps( pCurStageStats );
for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i )
{
const StageStats &ss = g_vPlayedStageStats[i];;
OldPlayedStageStats[p].push_back( StepsID() );
OldPlayedStageStats[p][i].FromSteps( ss.pSteps[p] );
}
}
const CString dir = pSong->GetSongDir();
FILEMAN->FlushDirCache( dir );
/* Erase existing data and reload. */
pSong->Reset();
const bool OldVal = PREFSMAN->m_bFastLoad;
PREFSMAN->m_bFastLoad = false;
pSong->LoadFromSongDir( dir );
/* XXX: reload edits? */
PREFSMAN->m_bFastLoad = OldVal;
/* Courses cache Steps pointers. On the off chance that this isn't the last
* thing this screen does, clear that cache. */
/* TODO: Don't make Song depend on SongManager. This is breaking
* encapsulation and placing confusing limitation on what can be done in
* SONGMAN->Invalidate(). -Chris */
this->Invalidate( pSong );
StepsID::Invalidate( pSong );
FOREACH_PlayerNumber( p )
{
CHECKPOINT;
if( GAMESTATE->m_pCurSong == pSong )
GAMESTATE->m_pCurSteps[p] = OldCurSteps[p].ToSteps( pSong, bAllowNotesLoss );
CHECKPOINT;
if( g_CurStageStats.pSong == pSong )
g_CurStageStats.pSteps[p] = OldCurStageStats[p].ToSteps( pSong, bAllowNotesLoss );
CHECKPOINT;
for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i )
{
CHECKPOINT_M(ssprintf("%i", i));
if( g_vPlayedStageStats[i].pSong == pSong )
g_vPlayedStageStats[i].pSteps[p] = OldPlayedStageStats[p][i].ToSteps( pSong, bAllowNotesLoss );
}
}
}
void SongManager::RegenerateNonFixedCourses()
{
for( unsigned i=0; i < m_pCourses.size(); i++ )
+1
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@@ -27,6 +27,7 @@ public:
void Cleanup();
void Invalidate( Song *pStaleSong );
void RevertFromDisk( Song *pSong, bool bAllowNotesLoss=false );
void RegenerateNonFixedCourses();
void SetPreferences();
-1
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@@ -61,7 +61,6 @@ public:
NotesLoader *MakeLoader( CString sDir ) const;
bool LoadFromSongDir( CString sDir );
void RevertFromDisk( bool bAllowNotesLoss=false );
void TidyUpData(); // call after loading to clean up invalid data
void ReCalculateRadarValuesAndLastBeat(); // called by TidyUpData, and after saving