revert. Need a better approach.
This commit is contained in:
@@ -349,7 +349,7 @@ bool Course::GetTrailSorted( StepsType st, CourseDifficulty cd, Trail &trail ) c
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{
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SortTrailEntry ste;
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ste.entry = trail.m_vEntries[i];
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ste.SortMeter = SortTrail.m_vEntries[i].GetSteps()->GetMeter();
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ste.SortMeter = SortTrail.m_vEntries[i].pSteps->GetMeter();
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entries.push_back( ste );
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}
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@@ -567,7 +567,7 @@ bool Course::GetTrailUnsorted( StepsType st, CourseDifficulty cd, Trail &trail )
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TrailEntry te;
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te.pSong = resolved.pSong;
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te.SetSteps(resolved.pSteps);
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te.pSteps = resolved.pSteps;
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te.Modifiers = e->sModifiers;
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te.Attacks = e->attacks;
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te.bSecret = e->bSecret;
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@@ -173,7 +173,7 @@ void CourseEntryDisplay::SetFromGameState( int iCourseEntryIndex )
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const TrailEntry *te = tes[pn];
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if( te == NULL )
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continue;
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SetDifficulty( pn, ssprintf("%d", te->GetSteps()->GetMeter()), te->GetSteps()->GetDifficulty() );
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SetDifficulty( pn, ssprintf("%d", te->pSteps->GetMeter()), te->pSteps->GetDifficulty() );
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}
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m_TextBanner.LoadFromSong( te->pSong );
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@@ -630,7 +630,7 @@ bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail )
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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{
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if( e->pSong && IsEasierForSongAndSteps(e->pSong, e->GetSteps(), PLAYER_1) )
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if( e->pSong && IsEasierForSongAndSteps(e->pSong, e->pSteps, PLAYER_1) )
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return true;
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}
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return false;
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@@ -769,6 +769,9 @@ void ScreenEdit::Init()
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ScreenEdit::~ScreenEdit()
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{
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// UGLY: Don't delete the Song's steps.
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m_songLastSave.DetachSteps();
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LOG->Trace( "ScreenEdit::~ScreenEdit()" );
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m_soundMusic.StopPlaying();
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}
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@@ -2577,6 +2580,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_SaveSuccessful )
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{
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LOG->Trace( "Save successful." );
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m_pSteps->SetSavedToDisk( true );
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CopyToLastSave();
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SetDirty( false );
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@@ -2598,24 +2602,17 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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// IMPORTANT: CopyFromLastSave before deleting the Steps below
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CopyFromLastSave();
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// We have to scroll through the entire Steps array because the user
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// may have changed to a different stepchart after starting the edit.
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vector<Steps*> vStepsToDelete;
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for( vector<Steps*>::const_iterator it = GAMESTATE->m_pCurSong->GetAllSteps().begin();
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it != GAMESTATE->m_pCurSong->GetAllSteps().end(); ++it )
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// If these steps have never been saved, then we should delete them.
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// If the user created them in the edit menu and never bothered
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// to save them, then they aren't wanted.
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Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
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if( !pSteps->GetSavedToDisk() )
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{
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Steps *pSteps = *it;
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if( !pSteps->GetSavedToDisk() && !pSteps->IsAutogen() )
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{
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vStepsToDelete.push_back( pSteps );
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if( pSteps == GAMESTATE->m_pCurSteps[PLAYER_1] )
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( NULL );
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if( pSteps == m_pSteps )
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m_pSteps = NULL;
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}
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}
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FOREACH( Steps*, vStepsToDelete, pSteps )
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GAMESTATE->m_pCurSong->DeleteSteps( *pSteps );
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Song* pSong = GAMESTATE->m_pCurSong;
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pSong->DeleteSteps( pSteps );
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m_pSteps = NULL;
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( NULL );
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}
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m_Out.StartTransitioning( SM_GoToNextScreen );
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}
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@@ -3432,23 +3429,16 @@ void ScreenEdit::SetupCourseAttacks()
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void ScreenEdit::CopyToLastSave()
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{
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m_SongLastSave.DeepCopy( *GAMESTATE->m_pCurSong );
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m_songLastSave = *GAMESTATE->m_pCurSong;
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if( GAMESTATE->m_pCurSteps[PLAYER_1] )
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m_stepsLastSave = *GAMESTATE->m_pCurSteps[PLAYER_1];
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}
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void ScreenEdit::CopyFromLastSave()
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{
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// We have to make sure the new m_pCurSteps pointer points to the correct Steps
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// object. The Song copy destroys all of the old pointers.
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StepsID id;
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if( GAMESTATE->m_pCurSteps[PLAYER_1] )
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id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] );
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GAMESTATE->m_pCurSong->DeepCopy( m_SongLastSave );
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if( id.IsValid() ) {
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( id.ToSteps( GAMESTATE->m_pCurSong, false ) );
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m_pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
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}
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*GAMESTATE->m_pCurSong = m_songLastSave;
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if( GAMESTATE->m_pCurSteps[PLAYER_1] )
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*GAMESTATE->m_pCurSteps[PLAYER_1] = m_stepsLastSave;
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}
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void ScreenEdit::RevertFromDisk()
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@@ -3458,25 +3448,14 @@ void ScreenEdit::RevertFromDisk()
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id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] );
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RString sSongDir = GAMESTATE->m_pCurSong->GetSongDir();
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GAMESTATE->m_pCurSong->ReloadFromSongDir( sSongDir );
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GAMESTATE->m_pCurSong->LoadFromSongDir( sSongDir );
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if( id.IsValid() )
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{
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Steps *pChosenSteps = id.ToSteps( GAMESTATE->m_pCurSong, true );
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if( pChosenSteps == NULL )
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{
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// This can happen in a couple ways. For example, the user might be editting a new
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// stepchart and revert from disk.
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pChosenSteps = new Steps();
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pChosenSteps->CreateBlank( id.GetStepsType() );
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pChosenSteps->SetDifficultyAndDescription( id.GetDifficulty(), id.GetDescription() );
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GAMESTATE->m_pCurSong->AddSteps( pChosenSteps );
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}
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( pChosenSteps );
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m_pSteps = pChosenSteps;
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}
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( id.ToSteps( GAMESTATE->m_pCurSong, false ) );
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CopyToLastSave();
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m_songLastSave = *GAMESTATE->m_pCurSong;
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if( GAMESTATE->m_pCurSteps[PLAYER_1] )
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m_stepsLastSave = *GAMESTATE->m_pCurSteps[PLAYER_1];
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SetDirty(false);
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}
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@@ -253,8 +253,9 @@ protected:
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void CopyFromLastSave();
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void RevertFromDisk();
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Song m_SongLastSave;
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Song m_songLastSave;
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Steps m_stepsLastSave;
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// for MODE_RECORD
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@@ -850,13 +850,8 @@ void ScreenGameplay::InitSongQueues()
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pi->m_asModifiersQueue.clear();
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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{
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// Here we assume there are never any NULL Steps in any Trails.
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// This assumption can fail if we delete a Steps from a
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// Song or revert a Song where the stepchart was deleted
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// ouside the editor. In those cases: goodbye cruel world.
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// TODO: fix that somehow
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ASSERT( e->GetSteps() );
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pi->m_vpStepsQueue.push_back( e->GetSteps() );
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ASSERT( e->pSteps );
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pi->m_vpStepsQueue.push_back( e->pSteps );
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AttackArray a;
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e->GetAttackArray( a );
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pi->m_asModifiersQueue.push_back( a );
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+24
-98
@@ -42,8 +42,9 @@ static Preference<float> g_fMarathonVerSongSeconds( "MarathonVerSongSeconds", 60
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Song::Song()
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{
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FOREACH_BackgroundLayer( i )
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m_BackgroundChanges[i] = new VBackgroundChange;
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m_ForegroundChanges = new VBackgroundChange;
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m_BackgroundChanges[i] = AutoPtrCopyOnWrite<VBackgroundChange>(new VBackgroundChange);
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m_ForegroundChanges = AutoPtrCopyOnWrite<VBackgroundChange>(new VBackgroundChange);
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m_LoadedFromProfile = ProfileSlot_Invalid;
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m_fMusicSampleStartSeconds = -1;
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@@ -67,96 +68,34 @@ Song::~Song()
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SAFE_DELETE( *s );
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m_vpSteps.clear();
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FOREACH_BackgroundLayer( i )
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SAFE_DELETE( m_BackgroundChanges[i] );
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SAFE_DELETE( m_ForegroundChanges );
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// It's the responsibility of the owner of this Song to make sure
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// that all pointers to this Song and its Steps are invalidated.
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}
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// Reset to an empty song.
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void Song::DetachSteps()
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{
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m_vpSteps.clear();
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FOREACH_StepsType( st )
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m_vpStepsByType[st].clear();
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}
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/* Reset to an empty song. */
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void Song::Reset()
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{
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FOREACH( Steps*, m_vpSteps, s )
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SAFE_DELETE( *s );
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m_vpSteps.clear();
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FOREACH_StepsType( st )
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m_vpStepsByType[st].clear();
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Song empty;
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this->DeepCopy(empty);
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*this = empty;
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// It's the responsibility of the owner of this Song to make sure
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// that all pointers to this Song and its Steps are invalidated.
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}
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void Song::DeepCopy(const Song &song)
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{
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m_sSongFileName = song.m_sSongFileName;
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m_sGroupName = song.m_sGroupName;
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m_LoadedFromProfile = song.m_LoadedFromProfile;
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m_bIsSymLink = song.m_bIsSymLink;
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m_sMainTitle = song.m_sMainTitle;
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m_sSubTitle = song.m_sSubTitle;
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m_sArtist = song.m_sArtist;
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m_sMainTitleTranslit = song.m_sMainTitleTranslit;
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m_sSubTitleTranslit = song.m_sSubTitleTranslit;
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m_sArtistTranslit = song.m_sArtistTranslit;
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m_sGenre = song.m_sGenre;
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m_sCredit = song.m_sCredit;
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m_sMusicFile = song.m_sMusicFile;
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m_fMusicLengthSeconds = song.m_fMusicLengthSeconds;
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m_fFirstBeat = song.m_fFirstBeat;
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m_fLastBeat = song.m_fLastBeat;
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m_fSpecifiedLastBeat = song.m_fSpecifiedLastBeat;
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m_fMusicSampleStartSeconds = song.m_fMusicSampleStartSeconds;
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m_fMusicSampleLengthSeconds = song.m_fMusicSampleLengthSeconds;
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m_DisplayBPMType = song.m_DisplayBPMType;
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m_fSpecifiedBPMMin = song.m_fSpecifiedBPMMin;
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m_fSpecifiedBPMMax = song.m_fSpecifiedBPMMax;
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m_sBannerFile = song.m_sBannerFile;
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m_sLyricsFile = song.m_sLyricsFile;
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m_sBackgroundFile = song.m_sBackgroundFile;
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m_sCDTitleFile = song.m_sCDTitleFile;
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m_bHasMusic = song.m_bHasMusic;
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m_bHasBanner = song.m_bHasBanner;
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m_Timing = song.m_Timing;
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FOREACH_BackgroundLayer( i )
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*(m_BackgroundChanges[i]) = *(song.m_BackgroundChanges[i]);
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*m_ForegroundChanges = *song.m_ForegroundChanges;
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m_LyricSegments = song.m_LyricSegments;
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m_vsKeysoundFile = song.m_vsKeysoundFile;
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// First, get rid of all the old steps ...
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FOREACH( Steps*, m_vpSteps, s )
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SAFE_DELETE( *s );
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m_vpSteps.clear();
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FOREACH_StepsType( i )
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m_vpStepsByType[i].clear();
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// ... then create duplicates of the new steps, correctly arranging them in the m_vpStepsByType array
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m_vpSteps.clear();
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for( vector<Steps*>::const_iterator it = song.m_vpSteps.begin(); it != song.m_vpSteps.end(); ++it )
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{
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Steps *steps = new Steps( **it );
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m_vpSteps.push_back( steps );
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m_vpStepsByType[steps->m_StepsType].push_back( steps );
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}
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// TODO: This is horribly ugly. A much better solution is to make the Song class in charge of its
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// own Steps cache. StepsID::ToSteps can simply reference the Song cache then.
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StepsID::ClearCache();
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// TODO: we have also ruined the pointers for GAMESTATE->m_pCurSteps, STATSMAN->m_CurStageStats.m_player[].vpPlayedSteps,
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// STATSMAN->m_vPlayedStageStats->m_player[].vpPlayedSteps, and GAMESTATE->m_pEditSourceSteps. Probably we've also
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// ruined other pointers aside from those. In general, we need to use StepsIDs everywhere instead of Step*s.
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// 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
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// the various GAMESTATE or STATSMAN pointers except for m_pCurSteps, which it already takes care of on its own.
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// However, we have to fix this if we are going to use DeepCopy anywhere else.
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}
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void Song::AddBackgroundChange( BackgroundLayer iLayer, BackgroundChange seg )
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{
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// Delete old background change at this start beat, if any.
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@@ -234,7 +173,7 @@ static set<RString> BlacklistedImages;
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*
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* If true, check the directory hash and reload the song from scratch if it's changed.
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*/
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bool Song::LoadFromSongDir( RString sDir, bool bIgnoreCache )
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bool Song::LoadFromSongDir( RString sDir )
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{
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// LOG->Trace( "Song::LoadFromSongDir(%s)", sDir.c_str() );
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ASSERT( sDir != "" );
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@@ -257,7 +196,7 @@ bool Song::LoadFromSongDir( RString sDir, bool bIgnoreCache )
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// First look in the cache for this song (without loading NoteData)
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//
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unsigned uCacheHash = SONGINDEX->GetCacheHash(m_sSongDir);
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bool bUseCache = !bIgnoreCache;
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bool bUseCache = true;
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if( !DoesFileExist(GetCacheFilePath()) )
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bUseCache = false;
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if( !PREFSMAN->m_bFastLoad && GetHashForDirectory(m_sSongDir) != uCacheHash )
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@@ -344,14 +283,6 @@ bool Song::LoadFromSongDir( RString sDir, bool bIgnoreCache )
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return true; // do load this song
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}
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bool Song::ReloadFromSongDir( RString sDir )
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{
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// If we are loading from the song dir a second time around, the song is filled
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// with all sorts of data we no longer want. Get rid of it.
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Reset();
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return LoadFromSongDir( sDir, true );
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}
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static void GetImageDirListing( RString sPath, vector<RString> &AddTo, bool bReturnPathToo=false )
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{
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GetDirListing( sPath + ".png", AddTo, false, bReturnPathToo );
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@@ -812,12 +743,6 @@ void Song::Save()
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else
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FILEMAN->Remove( sOldPath );
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}
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// Now we need to mark all of the stepcharts as "saved to disk".
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FOREACH( Steps*, m_vpSteps, steps )
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{
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(*steps)->SetSavedToDisk( true );
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}
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}
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@@ -1038,7 +963,7 @@ const vector<BackgroundChange> &Song::GetBackgroundChanges( BackgroundLayer bl )
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}
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vector<BackgroundChange> &Song::GetBackgroundChanges( BackgroundLayer bl )
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{
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return *(m_BackgroundChanges[bl]);
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return *(m_BackgroundChanges[bl].Get());
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}
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const vector<BackgroundChange> &Song::GetForegroundChanges() const
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@@ -1047,7 +972,7 @@ const vector<BackgroundChange> &Song::GetForegroundChanges() const
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}
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vector<BackgroundChange> &Song::GetForegroundChanges()
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{
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return *m_ForegroundChanges;
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return *m_ForegroundChanges.Get();
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}
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|
||||
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@@ -1158,6 +1083,7 @@ void Song::DeleteSteps( const Steps* pSteps, bool bReAutoGen )
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if( bReAutoGen )
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RemoveAutoGenNotes();
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vector<Steps*> &vpSteps = m_vpStepsByType[pSteps->m_StepsType];
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for( int j=vpSteps.size()-1; j>=0; j-- )
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{
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@@ -235,7 +235,7 @@ void SongManager::LoadStepManiaSongDir( RString sDir, LoadingWindow *ld )
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ld->Paint();
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}
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Song* pNewSong = new Song;
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if( !pNewSong->LoadFromSongDir( sSongDirName, false ) ) // don't ignore cache
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if( !pNewSong->LoadFromSongDir( sSongDirName ) )
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{
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/* The song failed to load. */
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delete pNewSong;
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@@ -277,7 +277,7 @@ void SongManager::LoadGroupSymLinks(RString sDir, RString sGroupFolder)
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RString sSymDestination = msdF.GetParam(0,1); // Should only be 1 vale¶m...period.
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Song* pNewSong = new Song;
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if( !pNewSong->LoadFromSongDir( sSymDestination, false ) ) // don't ignore cache
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if( !pNewSong->LoadFromSongDir( sSymDestination ) )
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{
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delete pNewSong; // The song failed to load.
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}
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@@ -859,6 +859,169 @@ void SongManager::Cleanup()
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}
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}
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/* Flush all Song*, Steps* and Course* caches. This is called on reload, and when
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* any of those are removed or changed. This doesn't touch GAMESTATE and StageStats
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* pointers, which are updated explicitly in Song::RevertFromDisk. */
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void SongManager::Invalidate( Song *pStaleSong )
|
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{
|
||||
//
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||||
// Save list of all old Course and Trail pointers
|
||||
//
|
||||
map<Course*,CourseID> mapOldCourseToCourseID;
|
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typedef pair<TrailID,Course*> TrailIDAndCourse;
|
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map<Trail*,TrailIDAndCourse> mapOldTrailToTrailIDAndCourse;
|
||||
FOREACH_CONST( Course*, this->m_pCourses, pCourse )
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||||
{
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||||
CourseID id;
|
||||
id.FromCourse( *pCourse );
|
||||
mapOldCourseToCourseID[*pCourse] = id;
|
||||
vector<Trail *> Trails;
|
||||
(*pCourse)->GetAllCachedTrails( Trails );
|
||||
FOREACH_CONST( Trail*, Trails, pTrail )
|
||||
{
|
||||
TrailID id;
|
||||
id.FromTrail( *pTrail );
|
||||
mapOldTrailToTrailIDAndCourse[*pTrail] = TrailIDAndCourse(id, *pCourse);
|
||||
}
|
||||
}
|
||||
|
||||
// It's a real pain to selectively invalidate only those Courses with
|
||||
// dependencies on the stale Song. So, instead, just reload all Courses.
|
||||
// It doesn't take very long.
|
||||
FreeCourses();
|
||||
InitCoursesFromDisk( NULL );
|
||||
InitAutogenCourses();
|
||||
|
||||
// invalidate cache
|
||||
StepsID::ClearCache();
|
||||
|
||||
#define CONVERT_COURSE_POINTER( pCourse ) do { \
|
||||
CourseID id = mapOldCourseToCourseID[pCourse]; /* this will always succeed */ \
|
||||
pCourse = id.ToCourse(); \
|
||||
} while(false)
|
||||
|
||||
/* Ugly: We need the course pointer to restore a trail pointer, and both have
|
||||
* been invalidated. We need to go through our mapping, and update the course
|
||||
* pointers, so we can use that to update trail pointers. */
|
||||
{
|
||||
map<Trail*,TrailIDAndCourse>::iterator it;
|
||||
for( it = mapOldTrailToTrailIDAndCourse.begin(); it != mapOldTrailToTrailIDAndCourse.end(); ++it )
|
||||
{
|
||||
TrailIDAndCourse &tidc = it->second;
|
||||
CONVERT_COURSE_POINTER( tidc.second );
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
CourseID id = mapOldCourseToCourseID[GAMESTATE->m_pCurCourse]; /* this will always succeed */
|
||||
GAMESTATE->m_pCurCourse.Set( id.ToCourse() );
|
||||
}
|
||||
CONVERT_COURSE_POINTER( GAMESTATE->m_pPreferredCourse );
|
||||
|
||||
#define CONVERT_TRAIL_POINTER( pTrail ) do { \
|
||||
if( pTrail != NULL ) { \
|
||||
map<Trail*,TrailIDAndCourse>::iterator it; \
|
||||
it = mapOldTrailToTrailIDAndCourse.find(pTrail); \
|
||||
ASSERT_M( it != mapOldTrailToTrailIDAndCourse.end(), ssprintf("%p", pTrail.Get()) ); \
|
||||
const TrailIDAndCourse &tidc = it->second; \
|
||||
const TrailID &id = tidc.first; \
|
||||
const Course *pCourse = tidc.second; \
|
||||
pTrail.Set( id.ToTrail( pCourse, true ) ); \
|
||||
} \
|
||||
} while(false)
|
||||
|
||||
FOREACH_PlayerNumber( pn )
|
||||
{
|
||||
CONVERT_TRAIL_POINTER( GAMESTATE->m_pCurTrail[pn] );
|
||||
}
|
||||
}
|
||||
|
||||
/* If bAllowNotesLoss is true, any global notes pointers which no longer exist
|
||||
* (or exist but couldn't be matched) will be set to NULL. This is used when
|
||||
* reverting out of the editor. If false, this is unexpected and will assert.
|
||||
* This is used when reverting out of gameplay, in which case we may have StageStats,
|
||||
* etc. which may cause hard-to-trace crashes down the line if we set them to NULL. */
|
||||
void CONVERT_STEPS_POINTER( Steps *&pSteps, const map<Steps*,StepsID> &mapOldStepsToStepsID, const Song *pSong, bool bAllowNotesLoss )
|
||||
{
|
||||
if( pSteps == NULL )
|
||||
return;
|
||||
|
||||
map<Steps*,StepsID>::const_iterator it = mapOldStepsToStepsID.find(pSteps);
|
||||
if( it != mapOldStepsToStepsID.end() )
|
||||
pSteps = it->second.ToSteps(pSong, bAllowNotesLoss);
|
||||
}
|
||||
void CONVERT_STEPS_POINTER( BroadcastOnChangePtr<Steps> &pSteps, const map<Steps*,StepsID> &mapOldStepsToStepsID, const Song *pSong, bool bAllowNotesLoss )
|
||||
{
|
||||
if( pSteps == NULL )
|
||||
return;
|
||||
|
||||
map<Steps*,StepsID>::const_iterator it = mapOldStepsToStepsID.find(pSteps);
|
||||
if( it != mapOldStepsToStepsID.end() )
|
||||
pSteps.Set( it->second.ToSteps(pSong, bAllowNotesLoss) );
|
||||
}
|
||||
void SongManager::RevertFromDisk( Song *pSong, bool bAllowNotesLoss )
|
||||
{
|
||||
/* Reverting from disk is brittle, and touches a lot of tricky and rarely-
|
||||
* used code paths. If it's ever used during a game, log it. */
|
||||
LOG->MapLog( "RevertFromDisk", "Reverted \"%s\" from disk", pSong->GetTranslitMainTitle().c_str() );
|
||||
|
||||
// Ugly: When we re-load the song, the Steps* will change.
|
||||
// Fix GAMESTATE->m_CurSteps, STATSMAN->m_CurStageStats, STATSMAN->m_vPlayedStageStats[] after reloading.
|
||||
/* XXX: This is very brittle. However, we must know about all globals uses of Steps*,
|
||||
* so we can check to make sure we didn't lose any steps which are referenced ... */
|
||||
|
||||
|
||||
//
|
||||
// Save list of all old Steps pointers for the song
|
||||
//
|
||||
map<Steps*,StepsID> mapOldStepsToStepsID;
|
||||
FOREACH_CONST( Steps*, pSong->GetAllSteps(), pSteps )
|
||||
{
|
||||
StepsID id;
|
||||
id.FromSteps( *pSteps );
|
||||
mapOldStepsToStepsID[*pSteps] = id;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Reload the song
|
||||
//
|
||||
const RString dir = pSong->GetSongDir();
|
||||
FILEMAN->FlushDirCache( dir );
|
||||
|
||||
/* Erase existing data and reload. */
|
||||
pSong->Reset();
|
||||
const bool OldVal = PREFSMAN->m_bFastLoad;
|
||||
PREFSMAN->m_bFastLoad.Set( false );
|
||||
pSong->LoadFromSongDir( dir );
|
||||
/* XXX: reload edits? */
|
||||
PREFSMAN->m_bFastLoad.Set( OldVal );
|
||||
|
||||
|
||||
/* Courses cache Steps pointers. On the off chance that this isn't the last
|
||||
* thing this screen does, clear that cache. */
|
||||
/* TODO: Don't make Song depend on SongManager. This is breaking
|
||||
* encapsulation and placing confusing limitation on what can be done in
|
||||
* SONGMAN->Invalidate(). -Chris */
|
||||
this->Invalidate( pSong );
|
||||
StepsID::ClearCache();
|
||||
|
||||
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
CONVERT_STEPS_POINTER( GAMESTATE->m_pCurSteps[p], mapOldStepsToStepsID, pSong, bAllowNotesLoss );
|
||||
|
||||
FOREACH( Steps*, STATSMAN->m_CurStageStats.m_player[p].vpPlayedSteps, pSteps )
|
||||
CONVERT_STEPS_POINTER( *pSteps, mapOldStepsToStepsID, pSong, bAllowNotesLoss );
|
||||
|
||||
FOREACH( StageStats, STATSMAN->m_vPlayedStageStats, ss )
|
||||
FOREACH( Steps*, ss->m_player[p].vpPlayedSteps, pSteps )
|
||||
CONVERT_STEPS_POINTER( *pSteps, mapOldStepsToStepsID, pSong, bAllowNotesLoss );
|
||||
}
|
||||
|
||||
CONVERT_STEPS_POINTER( GAMESTATE->m_pEditSourceSteps, mapOldStepsToStepsID, pSong, bAllowNotesLoss );
|
||||
}
|
||||
|
||||
void SongManager::RegenerateNonFixedCourses()
|
||||
{
|
||||
for( unsigned i=0; i < m_pCourses.size(); i++ )
|
||||
@@ -981,7 +1144,7 @@ bool SongManager::GetExtraStageInfoFromCourse( bool bExtra2, RString sPreferredG
|
||||
}
|
||||
|
||||
pSongOut = pTrail->m_vEntries[0].pSong;
|
||||
pStepsOut = pTrail->m_vEntries[0].GetSteps();
|
||||
pStepsOut = pTrail->m_vEntries[0].pSteps;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -33,6 +33,9 @@ public:
|
||||
void FreeSongs();
|
||||
void Cleanup();
|
||||
|
||||
void Invalidate( Song *pStaleSong );
|
||||
void RevertFromDisk( Song *pSong, bool bAllowNotesLoss=false );
|
||||
|
||||
void RegenerateNonFixedCourses();
|
||||
void SetPreferences();
|
||||
|
||||
|
||||
@@ -69,7 +69,6 @@ namespace StepsUtil
|
||||
|
||||
class StepsID
|
||||
{
|
||||
private:
|
||||
StepsType st;
|
||||
Difficulty dc;
|
||||
RString sDescription;
|
||||
@@ -90,15 +89,6 @@ public:
|
||||
static void ClearCache();
|
||||
|
||||
StepsType GetStepsType() const { return st; }
|
||||
Difficulty GetDifficulty() const { return dc; }
|
||||
RString GetDescription() const { return sDescription; }
|
||||
|
||||
bool operator==( const StepsID &other ) const
|
||||
{
|
||||
#define X(x) (x == other.x)
|
||||
return X(st) && X(dc) && X(sDescription) && X(uHash);
|
||||
#undef X
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
+3
-18
@@ -21,7 +21,7 @@ bool TrailEntry::operator== ( const TrailEntry &rhs ) const
|
||||
#define EQUAL(a) (a==rhs.a)
|
||||
return
|
||||
EQUAL(pSong) &&
|
||||
EQUAL(m_StepsID) &&
|
||||
EQUAL(pSteps) &&
|
||||
EQUAL(Modifiers) &&
|
||||
EQUAL(Attacks) &&
|
||||
EQUAL(bSecret) &&
|
||||
@@ -30,21 +30,6 @@ bool TrailEntry::operator== ( const TrailEntry &rhs ) const
|
||||
EQUAL(dc);
|
||||
}
|
||||
|
||||
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 );
|
||||
}
|
||||
|
||||
void TrailEntry::SetSteps(Steps *steps)
|
||||
{
|
||||
m_StepsID.FromSteps( steps );
|
||||
}
|
||||
|
||||
bool TrailEntry::ContainsTransformOrTurn() const
|
||||
{
|
||||
PlayerOptions po;
|
||||
@@ -83,7 +68,7 @@ const RadarValues &Trail::GetRadarValues() const
|
||||
|
||||
FOREACH_CONST( TrailEntry, m_vEntries, e )
|
||||
{
|
||||
const Steps *pSteps = e->GetSteps();
|
||||
const Steps *pSteps = e->pSteps;
|
||||
ASSERT( pSteps );
|
||||
/* Hack: don't calculate for autogen entries; it makes writing Catalog.xml
|
||||
* take way too long. (Tournamix 4 Sample.crs takes me ~10s.) */
|
||||
@@ -135,7 +120,7 @@ int Trail::GetTotalMeter() const
|
||||
int iTotalMeter = 0;
|
||||
FOREACH_CONST( TrailEntry, m_vEntries, e )
|
||||
{
|
||||
iTotalMeter += e->GetSteps()->GetMeter();
|
||||
iTotalMeter += e->pSteps->GetMeter();
|
||||
}
|
||||
|
||||
return iTotalMeter;
|
||||
|
||||
@@ -4,9 +4,8 @@
|
||||
#define TRAIL_H
|
||||
|
||||
#include "Attack.h"
|
||||
#include "Difficulty.h"
|
||||
#include "RadarValues.h"
|
||||
#include "StepsUtil.h"
|
||||
#include "Difficulty.h"
|
||||
|
||||
class Song;
|
||||
class Steps;
|
||||
@@ -14,22 +13,19 @@ struct lua_State;
|
||||
|
||||
struct TrailEntry
|
||||
{
|
||||
public:
|
||||
TrailEntry():
|
||||
pSong(NULL),
|
||||
pSteps(NULL),
|
||||
bSecret(false),
|
||||
iLowMeter(-1),
|
||||
iHighMeter(-1),
|
||||
dc(Difficulty_Invalid)
|
||||
{
|
||||
}
|
||||
void GetAttackArray( AttackArray &out ) const;
|
||||
Steps* GetSteps() const;
|
||||
void SetSteps(Steps *steps);
|
||||
bool ContainsTransformOrTurn() const;
|
||||
void GetAttackArray( AttackArray &out ) const;
|
||||
|
||||
Song* pSong;
|
||||
StepsID m_StepsID;
|
||||
Steps* pSteps;
|
||||
RString Modifiers;
|
||||
AttackArray Attacks;
|
||||
bool bSecret; // show "???"
|
||||
@@ -41,6 +37,7 @@ public:
|
||||
Difficulty dc;
|
||||
bool operator== ( const TrailEntry &rhs ) const;
|
||||
bool operator!= ( const TrailEntry &rhs ) const { return !(*this==rhs); }
|
||||
bool ContainsTransformOrTurn() const;
|
||||
};
|
||||
|
||||
class Trail
|
||||
|
||||
+4
-14
@@ -58,15 +58,7 @@ public:
|
||||
void Reset();
|
||||
void DetachSteps();
|
||||
|
||||
// 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 );
|
||||
bool LoadFromSongDir( RString sDir );
|
||||
|
||||
void TidyUpData(); // call after loading to clean up invalid data
|
||||
void ReCalculateRadarValuesAndLastBeat(); // called by TidyUpData, and after saving
|
||||
@@ -160,8 +152,9 @@ public:
|
||||
|
||||
typedef vector<BackgroundChange> VBackgroundChange;
|
||||
private:
|
||||
VBackgroundChange * m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay
|
||||
VBackgroundChange * m_ForegroundChanges; // this must be sorted before gameplay
|
||||
// AutoPtr instead of raw pointer so that the auto gen'd copy constructor works correctly.
|
||||
AutoPtrCopyOnWrite<VBackgroundChange> m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay
|
||||
AutoPtrCopyOnWrite<VBackgroundChange> m_ForegroundChanges; // this must be sorted before gameplay
|
||||
public:
|
||||
const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const;
|
||||
vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl );
|
||||
@@ -223,9 +216,6 @@ public:
|
||||
void PushSelf( lua_State *L );
|
||||
|
||||
private:
|
||||
// DISALLOW operator= and Steps(Steps&)
|
||||
Song(const Song&);
|
||||
void operator=(const Song&);
|
||||
|
||||
vector<Steps*> m_vpSteps;
|
||||
vector<Steps*> m_vpStepsByType[NUM_StepsType];
|
||||
|
||||
Reference in New Issue
Block a user