Memory card work: Show "CHECKING" when we've seen the card and

havn't finished checking it out yet (eg. write check).  This improves responsiveness:
a slow card will indicate that we see the card immediately, and it helps
diagnostics since we can easily tell if the machine sees a card.  Allow re-
establishing a memory card removed after finalization, as long as it has the
same serial number.
This commit is contained in:
Glenn Maynard
2005-02-06 05:08:46 +00:00
parent e4117354ae
commit ca4589a8c3
7 changed files with 211 additions and 81 deletions
+9 -9
View File
@@ -109,19 +109,14 @@ void GameState::Reset()
{
EndGame();
/* Don't do the OS mount for cards during the attract screens. Only do OS mounts in
* the time between BeginGame and PlayersFinalized. I think we do that anyway (except
* for background write tests, which happen anyway unless the memory card thread is
* paused). Can we remove this? */
MEMCARDMAN->LockCards();
ASSERT( THEME );
m_timeGameStarted.SetZero();
m_pCurStyle = NULL;
FOREACH_PlayerNumber( p )
m_bSideIsJoined[p] = false;
m_bPlayersFinalized = false;
MEMCARDMAN->SetPlayersFinalized( false );
MEMCARDMAN->UnlockCards();
// m_iCoins = 0; // don't reset coin count!
m_MasterPlayerNumber = PLAYER_INVALID;
m_mapEnv.clear();
@@ -161,6 +156,11 @@ void GameState::Reset()
ResetMusicStatistics();
ResetStageStatistics();
FOREACH_PlayerNumber( pn )
if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn) )
PROFILEMAN->UnloadProfile( pn );
SONGMAN->FreeAllLoadedFromProfiles();
SONGMAN->UpdateBest();
SONGMAN->UpdateShuffled();
@@ -230,10 +230,10 @@ void GameState::BeginGame()
void GameState::PlayersFinalized()
{
if( m_bPlayersFinalized )
if( MEMCARDMAN->GetPlayersFinalized() )
return;
m_bPlayersFinalized = true;
MEMCARDMAN->SetPlayersFinalized( true );
MEMCARDMAN->LockCards();