Fix several annoying edit mode bugs, mostly by fixing the Song copy

operator and the various uses of it.

- revert file from disk: keeps old BPM.  The BPMS on disk are added to
  the existing BPM information!
- edit mode turns X stepcharts into 2X when reverting
- sometimes edit mode loses an entire stepchart: open a stepchart,
  change to a new stepchart, exit without going back, original chart gone
- edit a chart, make a change in a different chart, exit from the first chart:
  change made in different chart doesn't revert
- normally, when you create a stepchart and don't save it after editting it,
  it is deleted.  however, if you create a stepchart, don't save it, and exit
  edit mode while looking at a different chart, the chart isn't deleted.

Some existing bugs are not fixed, though:
- delete the last stepchart for a step type.  CTD.
- Edit one of the fake doubles stepcharts for a song that doesn't have
  real doubles stepcharts.  Exit without doing anything.  CTD.  This is
  probably the same problem as the previous bug.
- delete a song or a steps that happens to be part of a trail.  Trail is now
  broken.  Some other edits should affect a trail as well, but don't.
This commit is contained in:
John Bauer
2006-11-10 07:02:27 +00:00
parent 00b40c7468
commit c3e39e12a3
8 changed files with 175 additions and 59 deletions
+43 -22
View File
@@ -769,9 +769,6 @@ void ScreenEdit::Init()
ScreenEdit::~ScreenEdit() ScreenEdit::~ScreenEdit()
{ {
// UGLY: Don't delete the Song's steps.
m_songLastSave.DetachSteps();
LOG->Trace( "ScreenEdit::~ScreenEdit()" ); LOG->Trace( "ScreenEdit::~ScreenEdit()" );
m_soundMusic.StopPlaying(); m_soundMusic.StopPlaying();
} }
@@ -2580,7 +2577,6 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
else if( SM == SM_SaveSuccessful ) else if( SM == SM_SaveSuccessful )
{ {
LOG->Trace( "Save successful." ); LOG->Trace( "Save successful." );
m_pSteps->SetSavedToDisk( true );
CopyToLastSave(); CopyToLastSave();
SetDirty( false ); SetDirty( false );
@@ -2602,17 +2598,24 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
// IMPORTANT: CopyFromLastSave before deleting the Steps below // IMPORTANT: CopyFromLastSave before deleting the Steps below
CopyFromLastSave(); CopyFromLastSave();
// If these steps have never been saved, then we should delete them. // We have to scroll through the entire Steps array because the user
// If the user created them in the edit menu and never bothered // may have changed to a different stepchart after starting the edit.
// to save them, then they aren't wanted. vector<Steps*> vStepsToDelete;
Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1]; for( vector<Steps*>::const_iterator it = GAMESTATE->m_pCurSong->GetAllSteps().begin();
if( !pSteps->GetSavedToDisk() ) it != GAMESTATE->m_pCurSong->GetAllSteps().end(); ++it )
{ {
Song* pSong = GAMESTATE->m_pCurSong; Steps *pSteps = *it;
pSong->DeleteSteps( pSteps ); if( !pSteps->GetSavedToDisk() && !pSteps->IsAutogen() )
m_pSteps = NULL; {
vStepsToDelete.push_back( pSteps );
if( pSteps == GAMESTATE->m_pCurSteps[PLAYER_1] )
GAMESTATE->m_pCurSteps[PLAYER_1].Set( NULL ); GAMESTATE->m_pCurSteps[PLAYER_1].Set( NULL );
if( pSteps == m_pSteps )
m_pSteps = NULL;
} }
}
FOREACH( Steps*, vStepsToDelete, pSteps )
GAMESTATE->m_pCurSong->DeleteSteps( *pSteps );
m_Out.StartTransitioning( SM_GoToNextScreen ); m_Out.StartTransitioning( SM_GoToNextScreen );
} }
@@ -3429,16 +3432,23 @@ void ScreenEdit::SetupCourseAttacks()
void ScreenEdit::CopyToLastSave() void ScreenEdit::CopyToLastSave()
{ {
m_songLastSave = *GAMESTATE->m_pCurSong; m_SongLastSave.DeepCopy( *GAMESTATE->m_pCurSong );
if( GAMESTATE->m_pCurSteps[PLAYER_1] )
m_stepsLastSave = *GAMESTATE->m_pCurSteps[PLAYER_1];
} }
void ScreenEdit::CopyFromLastSave() void ScreenEdit::CopyFromLastSave()
{ {
*GAMESTATE->m_pCurSong = m_songLastSave; // We have to make sure the new m_pCurSteps pointer points to the correct Steps
// object. The Song copy destroys all of the old pointers.
StepsID id;
if( GAMESTATE->m_pCurSteps[PLAYER_1] ) if( GAMESTATE->m_pCurSteps[PLAYER_1] )
*GAMESTATE->m_pCurSteps[PLAYER_1] = m_stepsLastSave; id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] );
GAMESTATE->m_pCurSong->DeepCopy( m_SongLastSave );
if( id.IsValid() ) {
GAMESTATE->m_pCurSteps[PLAYER_1].Set( id.ToSteps( GAMESTATE->m_pCurSong, false ) );
m_pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
}
} }
void ScreenEdit::RevertFromDisk() void ScreenEdit::RevertFromDisk()
@@ -3448,14 +3458,25 @@ void ScreenEdit::RevertFromDisk()
id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] ); id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] );
RString sSongDir = GAMESTATE->m_pCurSong->GetSongDir(); RString sSongDir = GAMESTATE->m_pCurSong->GetSongDir();
GAMESTATE->m_pCurSong->LoadFromSongDir( sSongDir ); GAMESTATE->m_pCurSong->ReloadFromSongDir( sSongDir );
if( id.IsValid() ) if( id.IsValid() )
GAMESTATE->m_pCurSteps[PLAYER_1].Set( id.ToSteps( GAMESTATE->m_pCurSong, false ) ); {
Steps *pChosenSteps = id.ToSteps( GAMESTATE->m_pCurSong, true );
if( pChosenSteps == NULL )
{
// This can happen in a couple ways. For example, the user might be editting a new
// stepchart and revert from disk.
pChosenSteps = new Steps();
pChosenSteps->CreateBlank( id.GetStepsType() );
pChosenSteps->SetDifficultyAndDescription( id.GetDifficulty(), id.GetDescription() );
GAMESTATE->m_pCurSong->AddSteps( pChosenSteps );
}
GAMESTATE->m_pCurSteps[PLAYER_1].Set( pChosenSteps );
m_pSteps = pChosenSteps;
}
m_songLastSave = *GAMESTATE->m_pCurSong; CopyToLastSave();
if( GAMESTATE->m_pCurSteps[PLAYER_1] )
m_stepsLastSave = *GAMESTATE->m_pCurSteps[PLAYER_1];
SetDirty(false); SetDirty(false);
} }
+1 -2
View File
@@ -253,8 +253,7 @@ protected:
void CopyFromLastSave(); void CopyFromLastSave();
void RevertFromDisk(); void RevertFromDisk();
Song m_songLastSave; Song m_SongLastSave;
Steps m_stepsLastSave;
// for MODE_RECORD // for MODE_RECORD
+5
View File
@@ -850,6 +850,11 @@ void ScreenGameplay::InitSongQueues()
pi->m_asModifiersQueue.clear(); pi->m_asModifiersQueue.clear();
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e ) FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
{ {
// Here we assume there are never any NULL Steps in any Trails.
// This assumption can fail if we delete a Steps from a
// Song or revert a Song where the stepchart was deleted
// ouside the editor. In those cases: goodbye cruel world.
// TODO: fix that somehow
ASSERT( e->GetSteps() ); ASSERT( e->GetSteps() );
pi->m_vpStepsQueue.push_back( e->GetSteps() ); pi->m_vpStepsQueue.push_back( e->GetSteps() );
AttackArray a; AttackArray a;
+97 -23
View File
@@ -42,9 +42,8 @@ static Preference<float> g_fMarathonVerSongSeconds( "MarathonVerSongSeconds", 60
Song::Song() Song::Song()
{ {
FOREACH_BackgroundLayer( i ) FOREACH_BackgroundLayer( i )
m_BackgroundChanges[i] = AutoPtrCopyOnWrite<VBackgroundChange>(new VBackgroundChange); m_BackgroundChanges[i] = new VBackgroundChange;
m_ForegroundChanges = AutoPtrCopyOnWrite<VBackgroundChange>(new VBackgroundChange); m_ForegroundChanges = new VBackgroundChange;
m_LoadedFromProfile = ProfileSlot_Invalid; m_LoadedFromProfile = ProfileSlot_Invalid;
m_fMusicSampleStartSeconds = -1; m_fMusicSampleStartSeconds = -1;
@@ -68,33 +67,95 @@ Song::~Song()
SAFE_DELETE( *s ); SAFE_DELETE( *s );
m_vpSteps.clear(); m_vpSteps.clear();
FOREACH_BackgroundLayer( i )
SAFE_DELETE( m_BackgroundChanges[i] );
SAFE_DELETE( m_ForegroundChanges );
// It's the responsibility of the owner of this Song to make sure // It's the responsibility of the owner of this Song to make sure
// that all pointers to this Song and its Steps are invalidated. // that all pointers to this Song and its Steps are invalidated.
} }
void Song::DetachSteps() // Reset to an empty song.
{
m_vpSteps.clear();
FOREACH_StepsType( st )
m_vpStepsByType[st].clear();
}
/* Reset to an empty song. */
void Song::Reset() void Song::Reset()
{ {
Song empty;
this->DeepCopy(empty);
// It's the responsibility of the owner of this Song to make sure
// that all pointers to this Song and its Steps are invalidated.
}
void Song::DeepCopy(const Song &song)
{
m_sSongFileName = song.m_sSongFileName;
m_sGroupName = song.m_sGroupName;
m_LoadedFromProfile = song.m_LoadedFromProfile;
m_bIsSymLink = song.m_bIsSymLink;
m_sMainTitle = song.m_sMainTitle;
m_sSubTitle = song.m_sSubTitle;
m_sArtist = song.m_sArtist;
m_sMainTitleTranslit = song.m_sMainTitleTranslit;
m_sSubTitleTranslit = song.m_sSubTitleTranslit;
m_sArtistTranslit = song.m_sArtistTranslit;
m_sGenre = song.m_sGenre;
m_sCredit = song.m_sCredit;
m_sMusicFile = song.m_sMusicFile;
m_fMusicLengthSeconds = song.m_fMusicLengthSeconds;
m_fFirstBeat = song.m_fFirstBeat;
m_fLastBeat = song.m_fLastBeat;
m_fSpecifiedLastBeat = song.m_fSpecifiedLastBeat;
m_fMusicSampleStartSeconds = song.m_fMusicSampleStartSeconds;
m_fMusicSampleLengthSeconds = song.m_fMusicSampleLengthSeconds;
m_DisplayBPMType = song.m_DisplayBPMType;
m_fSpecifiedBPMMin = song.m_fSpecifiedBPMMin;
m_fSpecifiedBPMMax = song.m_fSpecifiedBPMMax;
m_sBannerFile = song.m_sBannerFile;
m_sLyricsFile = song.m_sLyricsFile;
m_sBackgroundFile = song.m_sBackgroundFile;
m_sCDTitleFile = song.m_sCDTitleFile;
m_bHasMusic = song.m_bHasMusic;
m_bHasBanner = song.m_bHasBanner;
m_Timing = song.m_Timing;
FOREACH_BackgroundLayer( i )
*(m_BackgroundChanges[i]) = *(song.m_BackgroundChanges[i]);
*m_ForegroundChanges = *song.m_ForegroundChanges;
m_LyricSegments = song.m_LyricSegments;
m_vsKeysoundFile = song.m_vsKeysoundFile;
// First, get rid of all the old steps ...
FOREACH( Steps*, m_vpSteps, s ) FOREACH( Steps*, m_vpSteps, s )
SAFE_DELETE( *s ); SAFE_DELETE( *s );
m_vpSteps.clear(); m_vpSteps.clear();
FOREACH_StepsType( st ) FOREACH_StepsType( i )
m_vpStepsByType[st].clear(); m_vpStepsByType[i].clear();
Song empty; // ... then create duplicates of the new steps, correctly arranging them in the m_vpStepsByType array
*this = empty; m_vpSteps.clear();
for( vector<Steps*>::const_iterator it = song.m_vpSteps.begin(); it != song.m_vpSteps.end(); ++it )
// It's the responsibility of the owner of this Song to make sure {
// that all pointers to this Song and its Steps are invalidated. Steps *steps = new Steps( **it );
m_vpSteps.push_back( steps );
m_vpStepsByType[steps->m_StepsType].push_back( steps );
} }
// TODO: This is horribly ugly. A much better solution is to make the Song class in charge of its
// own Steps cache. StepsID::ToSteps can simply reference the Song cache then.
StepsID::ClearCache();
// TODO: we have also ruined the pointers for GAMESTATE->m_pCurSteps, STATSMAN->m_CurStageStats.m_player[].vpPlayedSteps,
// STATSMAN->m_vPlayedStageStats->m_player[].vpPlayedSteps, and GAMESTATE->m_pEditSourceSteps. Probably we've also
// ruined other pointers aside from those. In general, we need to use StepsIDs everywhere instead of Step*s.
// FOR NOW this is not a problem, as the only place this copy is used is in the editor. The editor does not need any of
// the various GAMESTATE or STATSMAN pointers except for m_pCurSteps, which it already takes care of on its own.
// However, we have to fix this if we are going to use DeepCopy anywhere else.
}
void Song::AddBackgroundChange( BackgroundLayer iLayer, BackgroundChange seg ) void Song::AddBackgroundChange( BackgroundLayer iLayer, BackgroundChange seg )
{ {
@@ -173,7 +234,7 @@ static set<RString> BlacklistedImages;
* *
* If true, check the directory hash and reload the song from scratch if it's changed. * If true, check the directory hash and reload the song from scratch if it's changed.
*/ */
bool Song::LoadFromSongDir( RString sDir ) bool Song::LoadFromSongDir( RString sDir, bool bIgnoreCache )
{ {
// LOG->Trace( "Song::LoadFromSongDir(%s)", sDir.c_str() ); // LOG->Trace( "Song::LoadFromSongDir(%s)", sDir.c_str() );
ASSERT( sDir != "" ); ASSERT( sDir != "" );
@@ -196,7 +257,7 @@ bool Song::LoadFromSongDir( RString sDir )
// First look in the cache for this song (without loading NoteData) // First look in the cache for this song (without loading NoteData)
// //
unsigned uCacheHash = SONGINDEX->GetCacheHash(m_sSongDir); unsigned uCacheHash = SONGINDEX->GetCacheHash(m_sSongDir);
bool bUseCache = true; bool bUseCache = !bIgnoreCache;
if( !DoesFileExist(GetCacheFilePath()) ) if( !DoesFileExist(GetCacheFilePath()) )
bUseCache = false; bUseCache = false;
if( !PREFSMAN->m_bFastLoad && GetHashForDirectory(m_sSongDir) != uCacheHash ) if( !PREFSMAN->m_bFastLoad && GetHashForDirectory(m_sSongDir) != uCacheHash )
@@ -283,6 +344,14 @@ bool Song::LoadFromSongDir( RString sDir )
return true; // do load this song return true; // do load this song
} }
bool Song::ReloadFromSongDir( RString sDir )
{
// If we are loading from the song dir a second time around, the song is filled
// with all sorts of data we no longer want. Get rid of it.
Reset();
return LoadFromSongDir( sDir, true );
}
static void GetImageDirListing( RString sPath, vector<RString> &AddTo, bool bReturnPathToo=false ) static void GetImageDirListing( RString sPath, vector<RString> &AddTo, bool bReturnPathToo=false )
{ {
GetDirListing( sPath + ".png", AddTo, false, bReturnPathToo ); GetDirListing( sPath + ".png", AddTo, false, bReturnPathToo );
@@ -743,6 +812,12 @@ void Song::Save()
else else
FILEMAN->Remove( sOldPath ); FILEMAN->Remove( sOldPath );
} }
// Now we need to mark all of the stepcharts as "saved to disk".
FOREACH( Steps*, m_vpSteps, steps )
{
(*steps)->SetSavedToDisk( true );
}
} }
@@ -963,7 +1038,7 @@ const vector<BackgroundChange> &Song::GetBackgroundChanges( BackgroundLayer bl )
} }
vector<BackgroundChange> &Song::GetBackgroundChanges( BackgroundLayer bl ) vector<BackgroundChange> &Song::GetBackgroundChanges( BackgroundLayer bl )
{ {
return *(m_BackgroundChanges[bl].Get()); return *(m_BackgroundChanges[bl]);
} }
const vector<BackgroundChange> &Song::GetForegroundChanges() const const vector<BackgroundChange> &Song::GetForegroundChanges() const
@@ -972,7 +1047,7 @@ const vector<BackgroundChange> &Song::GetForegroundChanges() const
} }
vector<BackgroundChange> &Song::GetForegroundChanges() vector<BackgroundChange> &Song::GetForegroundChanges()
{ {
return *m_ForegroundChanges.Get(); return *m_ForegroundChanges;
} }
@@ -1083,7 +1158,6 @@ void Song::DeleteSteps( const Steps* pSteps, bool bReAutoGen )
if( bReAutoGen ) if( bReAutoGen )
RemoveAutoGenNotes(); RemoveAutoGenNotes();
vector<Steps*> &vpSteps = m_vpStepsByType[pSteps->m_StepsType]; vector<Steps*> &vpSteps = m_vpStepsByType[pSteps->m_StepsType];
for( int j=vpSteps.size()-1; j>=0; j-- ) for( int j=vpSteps.size()-1; j>=0; j-- )
{ {
+3 -3
View File
@@ -235,7 +235,7 @@ void SongManager::LoadStepManiaSongDir( RString sDir, LoadingWindow *ld )
ld->Paint(); ld->Paint();
} }
Song* pNewSong = new Song; Song* pNewSong = new Song;
if( !pNewSong->LoadFromSongDir( sSongDirName ) ) if( !pNewSong->LoadFromSongDir( sSongDirName, false ) ) // don't ignore cache
{ {
/* The song failed to load. */ /* The song failed to load. */
delete pNewSong; delete pNewSong;
@@ -277,7 +277,7 @@ void SongManager::LoadGroupSymLinks(RString sDir, RString sGroupFolder)
RString sSymDestination = msdF.GetParam(0,1); // Should only be 1 vale&param...period. RString sSymDestination = msdF.GetParam(0,1); // Should only be 1 vale&param...period.
Song* pNewSong = new Song; Song* pNewSong = new Song;
if( !pNewSong->LoadFromSongDir( sSymDestination ) ) if( !pNewSong->LoadFromSongDir( sSymDestination, false ) ) // don't ignore cache
{ {
delete pNewSong; // The song failed to load. delete pNewSong; // The song failed to load.
} }
@@ -993,7 +993,7 @@ void SongManager::RevertFromDisk( Song *pSong, bool bAllowNotesLoss )
pSong->Reset(); pSong->Reset();
const bool OldVal = PREFSMAN->m_bFastLoad; const bool OldVal = PREFSMAN->m_bFastLoad;
PREFSMAN->m_bFastLoad.Set( false ); PREFSMAN->m_bFastLoad.Set( false );
pSong->LoadFromSongDir( dir ); pSong->LoadFromSongDir( dir, true ); // when reverting, ignore cache
/* XXX: reload edits? */ /* XXX: reload edits? */
PREFSMAN->m_bFastLoad.Set( OldVal ); PREFSMAN->m_bFastLoad.Set( OldVal );
+2
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@@ -90,6 +90,8 @@ public:
static void ClearCache(); static void ClearCache();
StepsType GetStepsType() const { return st; } StepsType GetStepsType() const { return st; }
Difficulty GetDifficulty() const { return dc; }
RString GetDescription() const { return sDescription; }
bool operator==( const StepsID &other ) const bool operator==( const StepsID &other ) const
{ {
+5
View File
@@ -32,6 +32,11 @@ bool TrailEntry::operator== ( const TrailEntry &rhs ) const
Steps *TrailEntry::GetSteps() const Steps *TrailEntry::GetSteps() const
{ {
// TODO: There are a few bugs with the way we do trails right now.
// - If a steps (or an entire song) is deleted, possibly through the editor,
// this section will fail.
// - If the editor changes a stepchart's stats, that should also be reflected
// in the trail.
return m_StepsID.ToSteps( pSong, false ); return m_StepsID.ToSteps( pSong, false );
} }
+14 -4
View File
@@ -58,7 +58,15 @@ public:
void Reset(); void Reset();
void DetachSteps(); void DetachSteps();
bool LoadFromSongDir( RString sDir ); // WARNING: Do not use this DeepCopy in any situation with existing Steps*. Those pointers
// will all point to garbage memory after this call. The way to fix that is to change the
// pointers to StepsIDs or in some other way avoid keeping the Steps* pointers from before
// the call to DeepCopy.
void DeepCopy(const Song &song);
// LoadFromSongDir assumes the song is uninitialized. Call ReloadFromSongDir if that is not true.
bool LoadFromSongDir( RString sDir, bool bIgnoreCache );
bool ReloadFromSongDir( RString sDir );
void TidyUpData(); // call after loading to clean up invalid data void TidyUpData(); // call after loading to clean up invalid data
void ReCalculateRadarValuesAndLastBeat(); // called by TidyUpData, and after saving void ReCalculateRadarValuesAndLastBeat(); // called by TidyUpData, and after saving
@@ -152,9 +160,8 @@ public:
typedef vector<BackgroundChange> VBackgroundChange; typedef vector<BackgroundChange> VBackgroundChange;
private: private:
// AutoPtr instead of raw pointer so that the auto gen'd copy constructor works correctly. VBackgroundChange * m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay
AutoPtrCopyOnWrite<VBackgroundChange> m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay VBackgroundChange * m_ForegroundChanges; // this must be sorted before gameplay
AutoPtrCopyOnWrite<VBackgroundChange> m_ForegroundChanges; // this must be sorted before gameplay
public: public:
const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const; const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const;
vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ); vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl );
@@ -216,6 +223,9 @@ public:
void PushSelf( lua_State *L ); void PushSelf( lua_State *L );
private: private:
// DISALLOW operator= and Steps(Steps&)
Song(const Song&);
void operator=(const Song&);
vector<Steps*> m_vpSteps; vector<Steps*> m_vpSteps;
vector<Steps*> m_vpStepsByType[NUM_StepsType]; vector<Steps*> m_vpStepsByType[NUM_StepsType];