Rename .sm files on save, too. Add explanation and a TODO.
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+10
-3
@@ -648,13 +648,20 @@ void Song::Save()
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{
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{
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LOG->Trace( "Song::SaveToSongFile()" );
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LOG->Trace( "Song::SaveToSongFile()" );
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//
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/* rename all old files to avoid confusion.
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// rename all old files to avoid confusion
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*
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//
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* This also serves as a backup, so rename .sm's, too. If we crash when
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* saving the .sm, we don't want to lose what we had. But, what we really
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* should be doing is saving to another file (eg. foo.sm.new), then once we
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* know we havn't crashed, move the old .sm to .sm.old and the new one to
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* the real filename. That way, if we crash, we don't leave the song in an
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* unplayable state where the user has to manually un-rename stuff. XXX -glenn
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*/
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CStringArray arrayOldFileNames;
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CStringArray arrayOldFileNames;
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GetDirListing( m_sSongDir + "*.bms", arrayOldFileNames );
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GetDirListing( m_sSongDir + "*.bms", arrayOldFileNames );
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GetDirListing( m_sSongDir + "*.dwi", arrayOldFileNames );
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GetDirListing( m_sSongDir + "*.dwi", arrayOldFileNames );
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GetDirListing( m_sSongDir + "*.ksf", arrayOldFileNames );
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GetDirListing( m_sSongDir + "*.ksf", arrayOldFileNames );
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GetDirListing( m_sSongDir + "*.sm", arrayOldFileNames );
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for( int i=0; i<arrayOldFileNames.GetSize(); i++ )
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for( int i=0; i<arrayOldFileNames.GetSize(); i++ )
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{
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{
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