mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-27 13:44:15 +01:00
-changed a few things about wait message and
game sound thread checks, hopefully fixes a few random freezes or not stopping loading
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1fb7628da7
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2247728e6a
@ -519,7 +519,6 @@ void CVideo::_showWaitMessages(CVideo *m)
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m->m_waitMessages.clear();
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//gprintf("Stop showing images\n");
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m->m_showingWaitMessages = false;
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m->CheckWaitThread(false);
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gprintf("Stop showing images\n");
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}
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@ -527,13 +526,14 @@ void CVideo::hideWaitMessage()
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{
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gprintf("Now hide wait message\n");
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m_showWaitMessage = false;
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CheckWaitThread(true);
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}
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void CVideo::CheckWaitThread(bool force)
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{
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gprintf("Check wait thread start\n");
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if (force || !m_showingWaitMessages) //&& waitThread != LWP_THREAD_NULL))
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{
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gprintf("Check wait thread start\n");
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if (waitThread != LWP_THREAD_NULL)
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{
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//m_showWaitMessage = false;
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@ -549,9 +549,9 @@ void CVideo::CheckWaitThread(bool force)
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m_waitMessages.clear();
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}
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}
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gprintf("Check wait thread end\n");
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}
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}
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void CVideo::waitMessage(float delay)
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{
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@ -593,6 +593,7 @@ void CVideo::waitMessage(const safe_vector<STexture> &tex, float delay, bool use
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waitMessage(m_waitMessages[0]);
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else if (m_waitMessages.size() > 1)
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{
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CheckWaitThread(true);
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m_showWaitMessage = true;
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unsigned int stack_size = (unsigned int)32768; //Try 32768?
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SMART_FREE(waitThreadStack);
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@ -323,6 +323,7 @@ void CMenu::_game(bool launch)
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if (!launch)
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{
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SetupInput();
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m_cf.stopCoverLoader();
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_playGameSound();
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_showGame();
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m_gameSelected = true;
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@ -351,6 +352,7 @@ void CMenu::_game(bool launch)
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if (BTN_HOME_PRESSED || BTN_B_PRESSED)
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{
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m_gameSound.Stop();
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CheckGameSoundThread();
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break;
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}
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@ -661,6 +663,7 @@ void CMenu::_launchGC(dir_discHdr *hdr, bool DML)
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m_gcfg1.save(true);
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m_cfg.save(true);
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CheckGameSoundThread();
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cleanup();
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Close_Inputs();
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USBStorage_Deinit();
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@ -1307,12 +1310,10 @@ void CMenu::_playGameSound(void)
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m_gamesound_changed = false;
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if (m_bnrSndVol == 0) return;
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m_cf.stopCoverLoader();
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CheckGameSoundThread();
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unsigned int stack_size = (unsigned int)32768;
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SMART_FREE(gameSoundThreadStack);
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gameSoundThreadStack = smartMem2Alloc(stack_size);
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CheckGameSoundThread();
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LWP_CreateThread(&m_gameSoundThread, (void *(*)(void *))CMenu::_gameSoundThread, (void *)this, gameSoundThreadStack.get(), stack_size, 40);
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}
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