Implemented subsectional saving (handled in the section's save function, and passed to the save function by & pointer). Default of "all" passed in from SaveFile for game saves.
Implemented subsectional saving for sohStats and entrances/scenes discovered.
Fixed check for game save registry by putting the check against the registry in the "all" section save code.
Fixed loading and saving of blank sceneTimestamps due to default construction of data structures during JSON loading making all "empty" entries have scene and room of 0.
Moved SoH stats initialization to `gameplaystats.cpp` via `SaveManager::AddInitFunction`.
Improved save file efficiency by adding code to not write any "empty" entries in `sceneTimestamps` (as determined by room and scene being 254) when saving, and initializing them to 254 if not loaded from the save file.
* Refactor `Vec2f`, `Vec3f`, `Vec3s` in `z64math` to avoid reserved identifiers.
* Include `z64save` in SaveManager, which requires encapsulating `#include gameplaystats.h` and `InitStatTracker` in the cpp to fix compile issues.
Adds SaveContext reference parameters to SaveFunc and existing implementations in preparation for threaded saves.
* Threaded saves fully implemented.
Platform-specific save code removed.
Thread safety added. Will wait for thread pool tasks to finish before resetting or closing.
* Converted gSaveContext copy for save threads to the heap with `new`, deleted at the end of the threaded function to prevent possible issues with the stack.
* Turns out leaving the call to `ThreadPoolWait` in a `GameInteractor::OnExitGame` hook seems to be just fine.
* Removed unnecessary references to `SaveManager::ThreadPoolWait()`, game hooks are the only places it's called now.
* Re-added WiiU/Switch performance save code.
* Added call to `SaveManager::ThreadPoolWait` in `Sram_InitSave` to prevent trying to load a newly "created" save before the save file was actually written.
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Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Groundwork on scene/room timers; naming changes
* added to save manager; reworked storing timestamps
* actually saved stuff to savemanager;
accounted for null playstate
* finally fixed the fucking timers
* Added scene mapping
* Added CVar for room/scene level; fixed some displays
* reworked logic
* increase name spec for scene timestamps
* Actually save item timestamps when loading v3 save
* Cleanup
* fix merge artifact
* apply suggestions
* Change sliders to have +/- buttons by default
* Remove unnecessary margin setting
* Add +/- buttons to remaining sliders and fix some broken UI
* Update EnhancementComboBox to not need array size
* Remove redundant widgets from randomizer
* Miscellaneous fixes
* Fix Switch build break
* Consolidate disabled styling in widgets
* Simplify widget logic
* Merge with most recent PRs
* Fix audio fanfare and sound effect sliders mixup
* Fix sliders being one button too wide
* Fix sliders being too long
* Fix sliders being too long on console
* First test of gathering some gameplay stats
* timer changes and other stuff
* Move code to new files + rename
* Name change - gamePlayStats
* Finish rename, remove n64ddFlag checks
* Improve item get times
* Better time tracking, more stats,
* Put button under Enhancements
* Fix merge conflict
* Add pauseCount, fix bug with rando items
* Adjust inits/declarations
* step counter
* Name change: "itemGetTime" to "timestamp"
* Tidying + CI test
* Set up array for stat counts
* Macro
#define GAMEPLAYSTAT_TOTAL_TIME (gSaveContext.gameplayStats.playTimer / 2 + gSaveContext.gameplayStats.pauseTimer / 3)
* Add boss defeat timestamps
* Add sword swings, pots broken, bushes cut
* fix int type
* Add counts for enemies defeated
Broken down by enemy, with a total
* Add ammo used
* Hide breakdowns until count > 0
* Forgot Big Octo
* Count chests opened
* Update after LUS submodule
* Enemy count spacing
* Comments
* Count 3 mini Floormasters as 1 Floormaster
+ some cleanup
* Comments
* Colour coding for timestamps on quest items
i.e. medallions/stones/songs
* Move stat into the sohStats struct
+ rearrange the counts enum for easier addition of future counts
* Some documentation + count button presses
* Stop counting button presses when Ganon defeated
* Couple bugfixes
Add count for Gerudo Thief, fix step counter counting in some situations where it shouldn't
* Fix comment