temporary CHECKPOINT spam to track an obscure crash

This commit is contained in:
Glenn Maynard
2004-05-21 01:03:57 +00:00
parent 98a0b812f0
commit 7ff0786223
+15 -1
View File
@@ -80,11 +80,13 @@ CircBuf<MusicToPlay *> g_MusicsToPlay;
static void StartMusic( MusicToPlay &ToPlay )
{
CHECKPOINT;
LockMutex L( *g_Mutex );
CHECKPOINT;
if( g_Playing->m_Music->IsPlaying() && !g_Playing->m_Music->GetLoadedFilePath().CompareNoCase(ToPlay.file) )
return;
CHECKPOINT;
if( ToPlay.file.empty() )
{
if( g_Playing->m_Music->IsPlaying() )
@@ -92,12 +94,15 @@ static void StartMusic( MusicToPlay &ToPlay )
g_Playing->m_Music->Unload();
return;
}
CHECKPOINT;
MusicPlaying *NewMusic = new MusicPlaying( new RageSound );
NewMusic->m_Timing = g_Playing->m_Timing;
CHECKPOINT;
/* See if we can find timing data. */
ToPlay.HasTiming = false;
CHECKPOINT;
if( IsAFile(ToPlay.timing_file) )
{
@@ -105,6 +110,7 @@ static void StartMusic( MusicToPlay &ToPlay )
if( SMLoader::LoadTimingFromFile( ToPlay.timing_file, NewMusic->m_NewTiming ) )
ToPlay.HasTiming = true;
}
CHECKPOINT;
if( ToPlay.align_beat && ToPlay.HasTiming && ToPlay.force_loop && ToPlay.length_sec != -1 )
{
@@ -132,12 +138,15 @@ static void StartMusic( MusicToPlay &ToPlay )
ToPlay.length_sec = fNewLengthSec;
}
CHECKPOINT;
bool StartImmediately = false;
if( !ToPlay.HasTiming )
{
/* This song has no real timing data. The offset is arbitrary. Change it so
* the beat will line up to where we are now, so we don't have to delay. */
float fDestBeat = fmodfp( GAMESTATE->m_fSongBeat, 1 );
CHECKPOINT_M(ssprintf("%f",GAMESTATE->m_fSongBeat));
CHECKPOINT_M(ssprintf("%p",NewMusic));
float fTime = NewMusic->m_NewTiming.GetElapsedTimeFromBeat( fDestBeat );
NewMusic->m_NewTiming.m_fBeat0OffsetInSeconds = fTime;
@@ -145,6 +154,7 @@ static void StartMusic( MusicToPlay &ToPlay )
StartImmediately = true;
}
CHECKPOINT;
/* If we have an active timer, try to start on the next update. Otherwise,
* start now. */
if( !g_Playing->m_HasTiming && !g_UpdatingTimer )
@@ -152,6 +162,7 @@ static void StartMusic( MusicToPlay &ToPlay )
if( !ToPlay.align_beat )
StartImmediately = true;
CHECKPOINT;
RageTimer when; /* zero */
if( !StartImmediately )
{
@@ -176,6 +187,7 @@ static void StartMusic( MusicToPlay &ToPlay )
when = GAMESTATE->m_LastBeatUpdate + PresumedLatency + fDistance;
}
CHECKPOINT;
/* Important: don't hold the mutex while we load and seek the actual sound. */
L.Unlock();
@@ -197,9 +209,11 @@ static void StartMusic( MusicToPlay &ToPlay )
NewMusic->m_Music->StartPlaying();
}
CHECKPOINT;
LockMut( *g_Mutex );
delete g_Playing;
g_Playing = NewMusic;
CHECKPOINT;
}
static void DoPlayOnceFromDir( CString sPath )