remove checkpoints. I havn't seen a crash in this code in months

and I don't even remember why they're there.
This commit is contained in:
Glenn Maynard
2005-04-28 06:18:39 +00:00
parent 16971da0b3
commit b3a918f5b5
+2 -14
View File
@@ -88,16 +88,13 @@ vector<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;
/* 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 )