cleanup: move ProfileLoadResult into GameConstantsAndTypes so we don't take dependencies on Profile.h for ProfileLoadResult

This commit is contained in:
Chris Danford
2005-08-13 06:59:27 +00:00
parent 6e155cf810
commit ff7c122289
6 changed files with 52 additions and 46 deletions
+18 -18
View File
@@ -71,7 +71,7 @@ void ProfileManager::Init()
RefreshLocalProfilesFromDisk();
}
int ProfileManager::LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard )
ProfileLoadResult ProfileManager::LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard )
{
LOG->Trace( "LoadingProfile P%d, %s, %d", pn+1, sProfileDir.c_str(), bIsMemCard );
@@ -84,35 +84,35 @@ int ProfileManager::LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsM
m_bLastLoadWasFromLastGood[pn] = false;
// Try to load the original, non-backup data.
Profile::LoadResult lr = GetProfile(pn)->LoadAllFromDir( m_sProfileDir[pn], PREFSMAN->m_bSignProfileData );
ProfileLoadResult lr = GetProfile(pn)->LoadAllFromDir( m_sProfileDir[pn], PREFSMAN->m_bSignProfileData );
CString sBackupDir = m_sProfileDir[pn] + LAST_GOOD_DIR;
// Save a backup of the non-backup profile now that we've loaded it and know
// it's good. This should be reasonably fast because we're only saving Stats.xml
// and signatures - not all of the files in the Profile.
if( lr == Profile::success )
if( lr == ProfileLoadResult_Success )
{
Profile::BackupToDir( m_sProfileDir[pn], sBackupDir );
}
m_bLastLoadWasTamperedOrCorrupt[pn] = lr == Profile::failed_tampered;
m_bLastLoadWasTamperedOrCorrupt[pn] = lr == ProfileLoadResult_FailedTampered;
//
// Try to load from the backup if the original data fails to load
//
if( lr == Profile::failed_tampered )
if( lr == ProfileLoadResult_FailedTampered )
{
lr = GetProfile(pn)->LoadAllFromDir( sBackupDir, PREFSMAN->m_bSignProfileData );
m_bLastLoadWasFromLastGood[pn] = lr == Profile::success;
m_bLastLoadWasFromLastGood[pn] = lr == ProfileLoadResult_Success;
/* If the LastGood profile doesn't exist at all, and the actual profile was failed_tampered,
* then the error should be failed_tampered and not failed_no_profile. */
if( lr == Profile::failed_no_profile )
if( lr == ProfileLoadResult_FailedNoProfile )
{
LOG->Trace( "Profile was corrupt and LastGood for %s doesn't exist; error is Profile::failed_tampered",
LOG->Trace( "Profile was corrupt and LastGood for %s doesn't exist; error is ProfileLoadResult_FailedTampered",
sProfileDir.c_str() );
lr = Profile::failed_tampered;
lr = ProfileLoadResult_FailedTampered;
}
}
@@ -169,7 +169,7 @@ bool ProfileManager::LoadProfileFromMemoryCard( PlayerNumber pn )
const CString &sSubdir = asDirsToTry[i];
CString sDir = MEM_CARD_MOUNT_POINT[pn] + sSubdir + "/";
/* If the load fails with Profile::failed_no_profile, keep searching. However,
/* If the load fails with ProfileLoadResult_FailedNoProfile, keep searching. However,
* if it fails with failed_tampered, data existed but couldn't be loaded;
* we don't want to mess with it, since it's confusing and may wipe out
* recoverable backup data. The only time we really want to import data
@@ -177,8 +177,8 @@ bool ProfileManager::LoadProfileFromMemoryCard( PlayerNumber pn )
* but we also want to import scores in the case where the player created
* a directory for edits before playing, so keep searching if the directory
* exists with exists with no scores. */
Profile::LoadResult res = (Profile::LoadResult) LoadProfile( pn, sDir, true );
if( res == Profile::success )
ProfileLoadResult res = LoadProfile( pn, sDir, true );
if( res == ProfileLoadResult_Success )
{
/* If importing, store the directory we imported from, for display purposes. */
if( i > 0 )
@@ -186,7 +186,7 @@ bool ProfileManager::LoadProfileFromMemoryCard( PlayerNumber pn )
break;
}
if( res == Profile::failed_tampered )
if( res == ProfileLoadResult_FailedTampered )
break;
}
@@ -230,13 +230,13 @@ bool ProfileManager::FastLoadProfileNameFromMemoryCard( CString sRootDir, CStrin
CString sDir = sRootDir + sSubdir + "/";
Profile profile;
Profile::LoadResult res = profile.LoadEditableDataFromDir( sDir );
if( res == Profile::success )
ProfileLoadResult res = profile.LoadEditableDataFromDir( sDir );
if( res == ProfileLoadResult_Success )
{
sName = profile.GetDisplayNameOrHighScoreName();
return true;
}
else if( res != Profile::failed_no_profile )
else if( res != ProfileLoadResult_FailedNoProfile )
break;
}
@@ -448,8 +448,8 @@ void ProfileManager::SaveMachineProfile() const
void ProfileManager::LoadMachineProfile()
{
Profile::LoadResult lr = m_pMachineProfile->LoadAllFromDir(MACHINE_PROFILE_DIR, false);
if( lr == Profile::failed_no_profile )
ProfileLoadResult lr = m_pMachineProfile->LoadAllFromDir(MACHINE_PROFILE_DIR, false);
if( lr == ProfileLoadResult_FailedNoProfile )
{
m_pMachineProfile->InitAll();
m_pMachineProfile->SaveAllToDir( MACHINE_PROFILE_DIR, PREFSMAN->m_bSignProfileData );