Update comments and remove obsolete things.
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@ -167,8 +167,7 @@ namespace BizHawk.Client.Common
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if (_dispoed) return;
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_dispoed = true;
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_stream!.Flush(flushToDisk: true);
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_stream.Dispose();
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_stream!.Dispose();
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_stream = null;
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// The caller should call CloseAndDispose and handle potential failure.
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@ -20,9 +20,6 @@ namespace BizHawk.Client.EmuHawk
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// TODO: remove? or does anything ever need access to the FirmwareManager
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FirmwareManager FirmwareManager { get; }
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/// <remarks>only referenced from <see cref="TAStudio"/></remarks>
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bool GameIsClosing { get; }
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/// <remarks>only referenced from <see cref="PlaybackBox"/></remarks>
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bool HoldFrameAdvance { get; set; }
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@ -885,7 +885,7 @@ namespace BizHawk.Client.EmuHawk
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return;
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}
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}
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// zero 03-nov-2015 - close game after other steps. tools might need to unhook themselves from a core.
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CloseGame();
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SaveConfig();
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}
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@ -3795,10 +3795,6 @@ namespace BizHawk.Client.EmuHawk
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loader.OnLoadSettings += CoreSettings;
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loader.OnLoadSyncSettings += CoreSyncSettings;
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// this also happens in CloseGame(). But it needs to happen here since if we're restarting with the same core,
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// any settings changes that we made need to make it back to config before we try to instantiate that core with
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// the new settings objects
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CommitCoreSettingsToConfig(); // adelikat: I Think by reordering things, this isn't necessary anymore
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CloseGame();
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var nextComm = CreateCoreComm();
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@ -4085,13 +4081,12 @@ namespace BizHawk.Client.EmuHawk
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}
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}
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// whats the difference between these two methods??
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// its very tricky. rename to be more clear or combine them.
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// This gets called whenever a core related thing is changed.
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// Like reboot core.
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/// <summary>
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/// This closes the game but does not set things up for using the client with the new null emulator.
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/// This method should only be called (outside of <see cref="CloseRom(bool)"/>) if the caller is about to load a new game with no user interaction between close and load.
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/// </summary>
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private void CloseGame(bool clearSram = false)
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{
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GameIsClosing = true;
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if (clearSram)
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{
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var path = Config.PathEntries.SaveRamAbsolutePath(Game, MovieSession.Movie);
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@ -4138,7 +4133,7 @@ namespace BizHawk.Client.EmuHawk
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CommitCoreSettingsToConfig();
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DisableRewind();
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if (MovieSession.Movie.IsActive()) // Note: this must be called after CommitCoreSettingsToConfig()
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if (MovieSession.Movie.IsActive()) // Note: this must be called after CommitCoreSettingsToConfig() because it checks if we have an active movie.
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{
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StopMovie();
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}
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@ -4152,7 +4147,6 @@ namespace BizHawk.Client.EmuHawk
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InputManager.SyncControls(Emulator, MovieSession, Config);
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RewireSound();
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RebootStatusBarIcon.Visible = false;
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GameIsClosing = false;
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}
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private FileWriteResult AutoSaveStateIfConfigured()
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@ -4165,12 +4159,12 @@ namespace BizHawk.Client.EmuHawk
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return new();
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}
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public bool GameIsClosing { get; private set; } // Lets tools make better decisions when being called by CloseGame
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/// <summary>
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/// This closes the current ROM, closes tools that require emulator services, and sets things up for the user to interact with the client having no loaded ROM.
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/// </summary>
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/// <param name="clearSram">True if SRAM should be deleted instead of saved.</param>
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public void CloseRom(bool clearSram = false)
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{
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// This gets called after Close Game gets called.
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// Tested with NESHawk and SMB3 (U)
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if (Tools.AskSave())
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{
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CloseGame(clearSram);
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@ -59,13 +59,10 @@
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public void StopMovie(bool suppressSave)
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{
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if (!MainForm.GameIsClosing)
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{
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Activate();
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_suppressAskSave = suppressSave;
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StartNewTasMovie();
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_suppressAskSave = false;
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}
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Activate();
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_suppressAskSave = suppressSave;
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StartNewTasMovie();
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_suppressAskSave = false;
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}
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public bool WantsToControlRewind { get; private set; } = true;
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