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Introduce a namespace in Loader
All functions had a `LDR_` prefix. The prefix is removed. Functions and globals which are only used in Loader.cpp are now contained in an anonymous namespace.
This commit is contained in:
parent
f257ce8f9c
commit
1917d034fd
15 changed files with 94 additions and 81 deletions
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@ -206,17 +206,17 @@ CMiniMapTexture& CGameView::GetMiniMapTexture()
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void CGameView::RegisterInit()
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{
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// CGameView init
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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m->CameraController->LoadConfig();
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return 0;
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}, L"CGameView init", 1);
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LDR_Register([]
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PS::Loader::Register([]
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{
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return g_TexMan.StartTerrainTextures();
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}, L"StartTerrainTextures", 1);
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LDR_Register([]
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PS::Loader::Register([]
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{
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return g_TexMan.PollTerrainTextures();
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}, L"PollTerrainTextures", 60);
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@ -150,55 +150,55 @@ void CMapReader::LoadMap(const VfsPath& pathname, const ScriptContext& cx, JS::
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// load map or script settings script
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if (settings.isUndefined())
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return LoadScriptSettings();
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}, L"CMapReader::LoadScriptSettings", 50);
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else
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return LoadRMSettings();
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}, L"CMapReader::LoadRMSettings", 50);
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// load player settings script (must be done before reading map)
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return LoadPlayerSettings();
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}, L"CMapReader::LoadPlayerSettings", 50);
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// unpack the data
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if (!only_xml)
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return UnpackTerrain();
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}, L"CMapReader::UnpackMap", 1200);
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// read the corresponding XML file
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return ReadXML();
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}, L"CMapReader::ReadXML", 50);
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// apply terrain data to the world
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return ApplyTerrainData();
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}, L"CMapReader::ApplyTerrainData", 5);
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// read entities
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return ReadXMLEntities();
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}, L"CMapReader::ReadXMLEntities", 5800);
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// apply misc data to the world
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return ApplyData();
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}, L"CMapReader::ApplyData", 5);
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// load map settings script (must be done after reading map)
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return LoadMapSettings();
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}, L"CMapReader::LoadMapSettings", 5);
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@ -232,70 +232,70 @@ void CMapReader::LoadRandomMap(const CStrW& scriptFile, const ScriptContext& cx,
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only_xml = false;
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// copy random map settings (before entity creation)
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return LoadRMSettings();
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}, L"CMapReader::LoadRMSettings", 50);
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// load player settings script (must be done before reading map)
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return LoadPlayerSettings();
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}, L"CMapReader::LoadPlayerSettings", 50);
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// load map generator with random map script
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LDR_Register([this, scriptFile]
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PS::Loader::Register([this, scriptFile]
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{
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return StartMapGeneration(scriptFile);
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}, L"CMapReader::StartMapGeneration", 1);
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return PollMapGeneration();
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}, L"CMapReader::PollMapGeneration", 19999);
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// parse RMS results into terrain structure
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return ParseTerrain();
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}, L"CMapReader::ParseTerrain", 500);
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// parse RMS results into environment settings
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return ParseEnvironment();
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}, L"CMapReader::ParseEnvironment", 5);
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// parse RMS results into camera settings
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return ParseCamera();
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}, L"CMapReader::ParseCamera", 5);
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// apply terrain data to the world
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return ApplyTerrainData();
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}, L"CMapReader::ApplyTerrainData", 5);
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// parse RMS results into entities
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return StartParseEntities();
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}, L"CMapReader::StartParseEntities", 10);
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return PollParseEntities();
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}, L"CMapReader::PollParseEntities", 1000);
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// apply misc data to the world
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return ApplyData();
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}, L"CMapReader::ApplyData", 5);
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// load map settings script (must be done after reading map)
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return LoadMapSettings();
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}, L"CMapReader::LoadMapSettings", 5);
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@ -329,7 +329,7 @@ static int ProgressiveLoad()
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int progressPercent{0};
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try
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{
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const LDR_ProgressiveLoadResult result{LDR_ProgressiveLoad(10e-3)};
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const PS::Loader::ProgressiveLoadResult result{PS::Loader::ProgressiveLoad(10e-3)};
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description = result.nextDescription;
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progressPercent = result.progressPercent;
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switch(result.status)
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@ -189,7 +189,7 @@ public:
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for (size_t j = 0; j < clients.size(); ++j)
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{
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clients[j]->Poll();
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TS_ASSERT_OK(LDR_NonprogressiveLoad());
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TS_ASSERT_OK(PS::Loader::NonprogressiveLoad());
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clients[j]->LoadFinished();
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}
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@ -272,7 +272,7 @@ public:
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for (size_t j = 0; j < clients.size(); ++j)
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{
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clients[j]->Poll();
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TS_ASSERT_OK(LDR_NonprogressiveLoad());
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TS_ASSERT_OK(PS::Loader::NonprogressiveLoad());
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clients[j]->LoadFinished();
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}
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@ -367,7 +367,7 @@ public:
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clients[2]->Poll();
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TS_ASSERT_OK(LDR_NonprogressiveLoad());
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TS_ASSERT_OK(PS::Loader::NonprogressiveLoad());
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clients[2]->LoadFinished();
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wait(clients, 100);
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@ -251,9 +251,9 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
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LOGERROR("GameSpeed could not be parsed.");
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}
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LDR_BeginRegistering();
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PS::Loader::BeginRegistering();
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return m_Simulation2->ProgressiveLoad();
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}, L"Simulation init", 1000);
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@ -282,24 +282,24 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
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m_World->RegisterInit(mapFile, scriptInterface.GetContext(), settings, m_PlayerID);
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}
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if (m_GameView)
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LDR_Register([&waterManager = g_Renderer.GetSceneRenderer().GetWaterManager()]
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PS::Loader::Register([&waterManager = g_Renderer.GetSceneRenderer().GetWaterManager()]
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{
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return waterManager.LoadWaterTextures();
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}, L"LoadWaterTextures", 80);
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if (m_IsSavedGame)
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LDR_Register([this, savedState]
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PS::Loader::Register([this, savedState]
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{
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return LoadInitialState(savedState);
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}, L"Loading game", 1000);
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if (m_IsVisualReplay)
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LDR_Register([this]
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PS::Loader::Register([this]
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{
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return LoadVisualReplayData();
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}, L"Loading visual replay data", 1000);
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LDR_EndRegistering();
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PS::Loader::EndRegistering();
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}
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int CGame::LoadInitialState(const std::string& savedState)
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@ -868,7 +868,7 @@ bool Autostart(const CmdLineArgs& args)
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if (args.Has("autostart-nonvisual"))
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{
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LDR_NonprogressiveLoad();
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PS::Loader::NonprogressiveLoad();
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g_Game->ReallyStartGame();
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}
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@ -914,7 +914,7 @@ void CancelLoad(const CStrW& message)
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JS::RootedValue global(rq.cx, rq.globalValue());
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LDR_Cancel();
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PS::Loader::Cancel();
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if (g_GUI &&
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g_GUI->GetPageCount() &&
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@ -32,24 +32,28 @@
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#include <string>
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#include <utility>
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namespace PS::Loader
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{
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namespace
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{
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// set by LDR_EndRegistering; may be 0 during development when
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// estimated task durations haven't yet been set.
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static double total_estimated_duration;
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double total_estimated_duration;
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// total time spent loading so far, set by LDR_ProgressiveLoad.
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// we need a persistent counter so it can be reset after each load.
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// this also accumulates less errors than:
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// progress += task_estimated / total_estimated.
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static double estimated_duration_tally;
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double estimated_duration_tally;
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// needed for report of how long each individual task took.
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static double task_elapsed_time;
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double task_elapsed_time;
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// main purpose is to indicate whether a load is in progress, so that
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// LDR_ProgressiveLoad can return 0 iff loading just completed.
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// the REGISTERING state allows us to detect 2 simultaneous loads (bogus);
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// FIRST_LOAD is used to skip the first timeslice (see LDR_ProgressiveLoad).
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static enum
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enum
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{
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IDLE,
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REGISTERING,
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@ -78,21 +82,22 @@ struct LoadRequest
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}
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};
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typedef std::deque<LoadRequest> LoadRequests;
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static LoadRequests load_requests;
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using LoadRequests = std::deque<LoadRequest>;
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LoadRequests load_requests;
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// Returns true if the return code indicates that the `LoadRequest` didn't
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// finish and should be reinvoked in the next frame.
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static bool ldr_was_interrupted(const int ret)
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bool WasInterrupted(const int ret)
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{
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return 0 < ret && ret <= 100;
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}
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} // anonymous namespace
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// call before starting to register load requests.
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// this routine is provided so we can prevent 2 simultaneous load operations,
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// which is bogus. that can happen by clicking the load button quickly,
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// or issuing via console while already loading.
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void LDR_BeginRegistering()
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void BeginRegistering()
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{
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ENSURE(state == IDLE);
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@ -109,7 +114,7 @@ void LDR_BeginRegistering()
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// <estimated_duration_ms>: used to calculate progress, and when checking
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// whether there is enough of the time budget left to process this task
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// (reduces timeslice overruns, making the main loop more responsive).
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void LDR_Register(LoadFunc func, std::wstring description, int estimatedDurationMs)
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void Register(LoadFunc func, std::wstring description, int estimatedDurationMs)
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{
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ENSURE(state == REGISTERING); // must be called between LDR_(Begin|End)Register
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@ -119,7 +124,7 @@ void LDR_Register(LoadFunc func, std::wstring description, int estimatedDuration
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// call when finished registering tasks; subsequent calls to
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// LDR_ProgressiveLoad will then work off the queued entries.
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void LDR_EndRegistering()
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void EndRegistering()
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{
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ENSURE(state == REGISTERING);
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ENSURE(!load_requests.empty());
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@ -135,7 +140,7 @@ void LDR_EndRegistering()
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// immediately cancel this load; no further tasks will be processed.
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// used to abort loading upon user request or failure.
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// note: no special notification will be returned by LDR_ProgressiveLoad.
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void LDR_Cancel()
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void Cancel()
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{
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// the queue doesn't need to be emptied now; that'll happen during the
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// next LDR_StartRegistering. for now, it is sufficient to set the
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@ -143,9 +148,11 @@ void LDR_Cancel()
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state = IDLE;
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}
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namespace
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{
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// helper routine for LDR_ProgressiveLoad.
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// tries to prevent starting a long task when at the end of a timeslice.
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static bool HaveTimeForNextTask(double time_left, double time_budget, int estimated_duration_ms)
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bool HaveTimeForNextTask(double time_left, double time_budget, int estimated_duration_ms)
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{
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// have already exceeded our time budget
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if(time_left <= 0.0)
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@ -164,10 +171,11 @@ static bool HaveTimeForNextTask(double time_left, double time_budget, int estima
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return true;
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}
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}
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LDR_ProgressiveLoadResult LDR_ProgressiveLoad(double time_budget)
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ProgressiveLoadResult ProgressiveLoad(double time_budget)
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{
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LDR_ProgressiveLoadResult ret;
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ProgressiveLoadResult ret;
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double progress = 0.0; // used to set progress_percent
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double time_left = time_budget;
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@ -201,7 +209,7 @@ LDR_ProgressiveLoadResult LDR_ProgressiveLoad(double time_budget)
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// call this task's function and bill elapsed time.
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const double t0 = timer_Time();
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const int status = lr.func();
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const bool timed_out = ldr_was_interrupted(status);
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const bool timed_out = WasInterrupted(status);
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const double elapsed_time = timer_Time() - t0;
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time_left -= elapsed_time;
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task_elapsed_time += elapsed_time;
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@ -278,7 +286,7 @@ done:
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// immediately process all queued load requests.
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// returns 0 on success or a negative error code.
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Status LDR_NonprogressiveLoad()
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Status NonprogressiveLoad()
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{
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const double time_budget = 100.0;
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// large enough so that individual functions won't time out
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@ -286,7 +294,7 @@ Status LDR_NonprogressiveLoad()
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for(;;)
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{
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const auto [ret, description, progress_percent] = LDR_ProgressiveLoad(time_budget);
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const auto [ret, description, progress_percent] = ProgressiveLoad(time_budget);
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switch(ret)
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{
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case INFO::OK:
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@ -301,3 +309,4 @@ Status LDR_NonprogressiveLoad()
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}
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}
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}
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} // namespace PS::Loader
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@ -27,6 +27,8 @@
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#include <functional>
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#include <string>
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namespace PS::Loader
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{
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/*
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[KEEP IN SYNC WITH WIKI!]
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@ -102,7 +104,7 @@ Then in the main loop, call LDR_ProgressiveLoad().
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// this routine is provided so we can prevent 2 simultaneous load operations,
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// which is bogus. that can happen by clicking the load button quickly,
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// or issuing via console while already loading.
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extern void LDR_BeginRegistering();
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void BeginRegistering();
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// callback function of a task; performs the actual work.
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@ -125,20 +127,20 @@ using LoadFunc = std::function<int()>;
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// <estimated_duration_ms>: used to calculate progress, and when checking
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// whether there is enough of the time budget left to process this task
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// (reduces timeslice overruns, making the main loop more responsive).
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void LDR_Register(LoadFunc func, std::wstring description, int estimated_duration_ms);
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void Register(LoadFunc func, std::wstring description, int estimated_duration_ms);
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// call when finished registering tasks; subsequent calls to
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// LDR_ProgressiveLoad will then work off the queued entries.
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extern void LDR_EndRegistering();
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void EndRegistering();
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// immediately cancel this load; no further tasks will be processed.
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// used to abort loading upon user request or failure.
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// note: no special notification will be returned by LDR_ProgressiveLoad.
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extern void LDR_Cancel();
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void Cancel();
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struct LDR_ProgressiveLoadResult
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struct ProgressiveLoadResult
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{
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/**
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* @c INFO::All_COMPLETE if the final load task just completed.
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@ -163,11 +165,11 @@ struct LDR_ProgressiveLoadResult
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* Process as many of the queued tasks as possible within @c timeBudget [s].
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* if a task is lengthy, the budget may be exceeded. call from the main loop.
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*/
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LDR_ProgressiveLoadResult LDR_ProgressiveLoad(double time_budget);
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ProgressiveLoadResult ProgressiveLoad(double time_budget);
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// immediately process all queued load requests.
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// returns 0 on success or a negative error code.
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extern Status LDR_NonprogressiveLoad();
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Status NonprogressiveLoad();
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// boilerplate check-if-timed-out and return-progress-percent code.
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@ -185,4 +187,6 @@ extern Status LDR_NonprogressiveLoad();
|
|||
return (int)progress_percent;\
|
||||
}
|
||||
|
||||
} // namespace PS::Loader
|
||||
|
||||
#endif // #ifndef INCLUDED_LOADER
|
||||
|
|
|
|||
|
|
@ -268,7 +268,7 @@ void CReplayPlayer::Replay(const bool serializationtest, const int rejointesttur
|
|||
g_Game->StartGame(&attribs, "");
|
||||
|
||||
// TODO: Non progressive load can fail - need a decent way to handle this
|
||||
LDR_NonprogressiveLoad();
|
||||
PS::Loader::NonprogressiveLoad();
|
||||
|
||||
PSRETURN ret = g_Game->ReallyStartGame();
|
||||
ENSURE(ret == PSRETURN_OK);
|
||||
|
|
|
|||
|
|
@ -86,7 +86,7 @@ void CWorld::RegisterInit(const CStrW& mapFile, const ScriptContext& cx, JS::Han
|
|||
m_Game.GetSimulation2(), &m_Game.GetSimulation2()->GetSimContext(), playerID,
|
||||
false);
|
||||
// fails immediately, or registers for delay loading
|
||||
LDR_Register([this]
|
||||
PS::Loader::Register([this]
|
||||
{
|
||||
return DeleteMapReader();
|
||||
}, L"CWorld::DeleteMapReader", 5);
|
||||
|
|
@ -111,7 +111,7 @@ void CWorld::RegisterInitRMS(const CStrW& scriptFile, const ScriptContext& cx, J
|
|||
pTriggerManager, CRenderer::IsInitialised() ? &g_Renderer.GetPostprocManager() : nullptr,
|
||||
m_Game.GetSimulation2(), playerID);
|
||||
// registers for delay loading
|
||||
LDR_Register([this]
|
||||
PS::Loader::Register([this]
|
||||
{
|
||||
return DeleteMapReader();
|
||||
}, L"CWorld::DeleteMapReader", 5);
|
||||
|
|
|
|||
|
|
@ -363,7 +363,7 @@ void Interface::ApplyMessage(const GameMessage& msg)
|
|||
|
||||
if (nonVisual)
|
||||
{
|
||||
LDR_NonprogressiveLoad();
|
||||
PS::Loader::NonprogressiveLoad();
|
||||
ENSURE(g_Game->ReallyStartGame() == PSRETURN_OK);
|
||||
m_ReturnValue = GetGameState();
|
||||
m_MsgApplied.notify_one();
|
||||
|
|
|
|||
|
|
@ -449,7 +449,7 @@ void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationComman
|
|||
|
||||
// Load the map into the secondary simulation
|
||||
|
||||
LDR_BeginRegistering();
|
||||
PS::Loader::BeginRegistering();
|
||||
std::unique_ptr<CMapReader> mapReader = std::make_unique<CMapReader>();
|
||||
|
||||
std::string mapType;
|
||||
|
|
@ -470,8 +470,8 @@ void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationComman
|
|||
NULL, NULL, m_SecondaryContext.get(), INVALID_PLAYER, true); // throws exception on failure
|
||||
}
|
||||
|
||||
LDR_EndRegistering();
|
||||
ENSURE(LDR_NonprogressiveLoad() == INFO::OK);
|
||||
PS::Loader::EndRegistering();
|
||||
ENSURE(PS::Loader::NonprogressiveLoad() == INFO::OK);
|
||||
ENSURE(m_SecondaryComponentManager->DeserializeState(primaryStateBefore.state));
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -164,13 +164,13 @@ public:
|
|||
|
||||
std::unique_ptr<CMapReader> mapReader = std::make_unique<CMapReader>();
|
||||
|
||||
LDR_BeginRegistering();
|
||||
PS::Loader::BeginRegistering();
|
||||
mapReader->LoadMap(L"maps/skirmishes/Median Oasis (2).pmp",
|
||||
sim2.GetScriptInterface().GetContext(), JS::UndefinedHandleValue,
|
||||
&terrain, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
|
||||
&sim2, &sim2.GetSimContext(), -1, false);
|
||||
LDR_EndRegistering();
|
||||
TS_ASSERT_OK(LDR_NonprogressiveLoad());
|
||||
PS::Loader::EndRegistering();
|
||||
TS_ASSERT_OK(PS::Loader::NonprogressiveLoad());
|
||||
|
||||
sim2.PreInitGame();
|
||||
sim2.InitGame();
|
||||
|
|
@ -278,13 +278,13 @@ public:
|
|||
|
||||
std::unique_ptr<CMapReader> mapReader = std::make_unique<CMapReader>();
|
||||
|
||||
LDR_BeginRegistering();
|
||||
PS::Loader::BeginRegistering();
|
||||
mapReader->LoadMap(L"maps/scenarios/Peloponnese.pmp",
|
||||
sim2.GetScriptInterface().GetContext(), JS::UndefinedHandleValue,
|
||||
&terrain, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
|
||||
&sim2, &sim2.GetSimContext(), -1, false);
|
||||
LDR_EndRegistering();
|
||||
TS_ASSERT_OK(LDR_NonprogressiveLoad());
|
||||
PS::Loader::EndRegistering();
|
||||
TS_ASSERT_OK(PS::Loader::NonprogressiveLoad());
|
||||
|
||||
sim2.PreInitGame();
|
||||
sim2.InitGame();
|
||||
|
|
@ -335,13 +335,13 @@ public:
|
|||
|
||||
std::unique_ptr<CMapReader> mapReader = std::make_unique<CMapReader>();
|
||||
|
||||
LDR_BeginRegistering();
|
||||
PS::Loader::BeginRegistering();
|
||||
mapReader->LoadMap(L"maps/scenarios/Peloponnese.pmp",
|
||||
sim2.GetScriptInterface().GetContext(), JS::UndefinedHandleValue,
|
||||
&terrain, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
|
||||
&sim2, &sim2.GetSimContext(), -1, false);
|
||||
LDR_EndRegistering();
|
||||
TS_ASSERT_OK(LDR_NonprogressiveLoad());
|
||||
PS::Loader::EndRegistering();
|
||||
TS_ASSERT_OK(PS::Loader::NonprogressiveLoad());
|
||||
|
||||
sim2.PreInitGame();
|
||||
sim2.InitGame();
|
||||
|
|
|
|||
|
|
@ -907,13 +907,13 @@ public:
|
|||
|
||||
std::unique_ptr<CMapReader> mapReader = std::make_unique<CMapReader>();
|
||||
|
||||
LDR_BeginRegistering();
|
||||
PS::Loader::BeginRegistering();
|
||||
mapReader->LoadMap(L"maps/skirmishes/Greek Acropolis (2).pmp",
|
||||
sim2.GetScriptInterface().GetContext(), JS::UndefinedHandleValue,
|
||||
&terrain, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
|
||||
&sim2, &sim2.GetSimContext(), -1, false);
|
||||
LDR_EndRegistering();
|
||||
TS_ASSERT_OK(LDR_NonprogressiveLoad());
|
||||
PS::Loader::EndRegistering();
|
||||
TS_ASSERT_OK(PS::Loader::NonprogressiveLoad());
|
||||
|
||||
sim2.Update(0);
|
||||
|
||||
|
|
|
|||
|
|
@ -109,7 +109,7 @@ namespace
|
|||
g_Game->StartGame(attrs, "");
|
||||
|
||||
// TODO: Non progressive load can fail - need a decent way to handle this
|
||||
LDR_NonprogressiveLoad();
|
||||
PS::Loader::NonprogressiveLoad();
|
||||
|
||||
// Disable fog-of-war - this must be done before starting the game,
|
||||
// as visual actors cache their visibility state on first render.
|
||||
|
|
@ -153,7 +153,7 @@ QUERYHANDLER(GenerateMap)
|
|||
catch (std::exception&)
|
||||
{
|
||||
// Cancel loading
|
||||
LDR_Cancel();
|
||||
PS::Loader::Cancel();
|
||||
|
||||
// Since map generation failed and we don't know why, use the blank map as a fallback
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue