Unmount cards if we time out. "Locking" and "finalizing" are the same;

merge them.  (They're both enabled and disabled in the same place.)
Pause the memory card thread during gameplay, so any changes will
wait until the current stage finishes (so we don't interrupt the player with
a noise and possibly skip).  Work on making MemoryCardManager::LockCards()
block if the card is in CHECKING.
This commit is contained in:
Glenn Maynard
2005-02-06 08:48:55 +00:00
parent a89d88b5e6
commit 97a4a65b26
4 changed files with 75 additions and 74 deletions
+7
View File
@@ -46,6 +46,7 @@
#include "GameplayMessages.h"
#include "Style.h"
#include "LuaManager.h"
#include "MemoryCardManager.h"
//
// Defines
@@ -96,6 +97,10 @@ void ScreenGameplay::Init()
{
Screen::Init();
/* Pause MEMCARDMAN. If a memory card is remove, we don't want to interrupt the
* player by making a noise until the game finishes. */
MEMCARDMAN->PauseMountingThread();
if( GAMESTATE->m_bDemonstrationOrJukebox )
LIGHTSMAN->SetLightsMode( LIGHTSMODE_DEMONSTRATION );
else
@@ -779,6 +784,8 @@ ScreenGameplay::~ScreenGameplay()
LOG->Trace( "ScreenGameplay::~ScreenGameplay()" );
MEMCARDMAN->UnPauseMountingThread();
FOREACH_PlayerNumber(p)
{
SAFE_DELETE( m_pLifeMeter[p] );