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