From b3a918f5b5063b4dce3c3b47f82cd681f87666ca Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 28 Apr 2005 06:18:39 +0000 Subject: [PATCH] remove checkpoints. I havn't seen a crash in this code in months and I don't even remember why they're there. --- stepmania/src/GameSoundManager.cpp | 16 ++-------------- 1 file changed, 2 insertions(+), 14 deletions(-) diff --git a/stepmania/src/GameSoundManager.cpp b/stepmania/src/GameSoundManager.cpp index 6d96e3b2c6..2fcc5ded52 100644 --- a/stepmania/src/GameSoundManager.cpp +++ b/stepmania/src/GameSoundManager.cpp @@ -88,16 +88,13 @@ vector 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; /* We're changing or stopping the music. If we were dimming, reset. */ g_FadeState = FADE_NONE; -CHECKPOINT; if( ToPlay.file.empty() ) { /* StopPlaying() can take a while, so don't hold the lock while we stop the sound. @@ -112,7 +109,7 @@ CHECKPOINT; SOUNDMAN->DeleteSound( pOldSound ); return; } -CHECKPOINT; + /* Unlock, load the sound here, and relock. Loading may take a while if we're * reading from CD and we have to seek far, which can throw off the timing below. */ MusicPlaying *NewMusic; @@ -126,7 +123,6 @@ CHECKPOINT; } NewMusic->m_Timing = g_Playing->m_Timing; -CHECKPOINT; /* See if we can find timing data, if it's not already loaded. */ if( !ToPlay.HasTiming && IsAFile(ToPlay.timing_file) ) @@ -135,7 +131,7 @@ CHECKPOINT; if( SMLoader::LoadTimingFromFile( ToPlay.timing_file, ToPlay.timing_data ) ) ToPlay.HasTiming = true; } -CHECKPOINT; + if( ToPlay.HasTiming ) NewMusic->m_NewTiming = ToPlay.timing_data; @@ -165,15 +161,12 @@ CHECKPOINT; 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; @@ -181,7 +174,6 @@ CHECKPOINT_M(ssprintf("%p",NewMusic)); 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 ) @@ -189,7 +181,6 @@ CHECKPOINT; if( !ToPlay.align_beat ) StartImmediately = true; -CHECKPOINT; RageTimer when; /* zero */ if( !StartImmediately ) { @@ -214,7 +205,6 @@ CHECKPOINT; when = GAMESTATE->m_LastBeatUpdate + PresumedLatency + fDistance; } -CHECKPOINT; /* Important: don't hold the mutex while we load and seek the actual sound. */ L.Unlock(); @@ -238,11 +228,9 @@ CHECKPOINT; NewMusic->m_Music->StartPlaying(); } -CHECKPOINT; LockMut( *g_Mutex ); delete g_Playing; g_Playing = NewMusic; -CHECKPOINT; } static void DoPlayOnceFromDir( CString sPath )