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* 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. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> |
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.. | ||
boost_custom/container_hash | ||
libc | ||
tables | ||
align_asset_macro.h | ||
alignment.h | ||
alloca.h | ||
command_macros_base.h | ||
fp.h | ||
functions.h | ||
global.h | ||
ichain.h | ||
macro.inc | ||
macros.h | ||
message_data_fmt.h | ||
message_data_static.h | ||
message_data_textbox_types.h | ||
regs.h | ||
segment_symbols.h | ||
sequence.h | ||
sfx.h | ||
unk.h | ||
variables.h | ||
vt.h | ||
z64.h | ||
z64actor.h | ||
z64animation.h | ||
z64audio.h | ||
z64bgcheck.h | ||
z64camera.h | ||
z64collision_check.h | ||
z64cutscene_commands.h | ||
z64cutscene.h | ||
z64dma.h | ||
z64effect.h | ||
z64elf_message.h | ||
z64environment.h | ||
z64interface.h | ||
z64item.h | ||
z64light.h | ||
z64map_mark.h | ||
z64math.h | ||
z64object.h | ||
z64player.h | ||
z64save.h | ||
z64scene.h | ||
z64skin.h | ||
z64transition.h |