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https://github.com/ZDoom/qzdoom.git
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- copied the restart cleanup code into its own function
This commit is contained in:
parent
282047e67c
commit
42a54ef545
1 changed files with 73 additions and 61 deletions
134
src/d_main.cpp
134
src/d_main.cpp
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@ -134,6 +134,7 @@ void D_AddWildFile (TArray<FString> &wadfiles, const char *pattern);
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void D_LoadWadSettings ();
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void ParseGLDefs();
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void DrawFullscreenSubtitle(const char *text);
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void D_Cleanup();
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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@ -2745,73 +2746,84 @@ void D_DoomMain (void)
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// Clean up after a restart
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//
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// Music and sound should be stopped first
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S_StopMusic(true);
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S_StopAllChannels ();
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M_ClearMenus(); // close menu if open
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F_EndFinale(); // If an intermission is active, end it now
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AM_ClearColorsets();
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// clean up game state
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ST_Clear();
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D_ErrorCleanup ();
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for (auto Level : AllLevels())
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{
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Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
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}
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staticEventManager.Shutdown();
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P_FreeLevelData();
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M_SaveDefaults(NULL); // save config before the restart
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// delete all data that cannot be left until reinitialization
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screen->CleanForRestart();
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V_ClearFonts(); // must clear global font pointers
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ColorSets.Clear();
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PainFlashes.Clear();
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R_DeinitTranslationTables(); // some tables are initialized from outside the translation code.
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gameinfo.~gameinfo_t();
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new (&gameinfo) gameinfo_t; // Reset gameinfo
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S_ShutdownMusic();
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S_Shutdown(); // free all channels and delete playlist
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C_ClearAliases(); // CCMDs won't be reinitialized so these need to be deleted here
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DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods
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DeinitMenus();
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LightDefaults.DeleteAndClear(); // this can leak heap memory if it isn't cleared.
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// delete DoomStartupInfo data
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DoomStartupInfo.Name = "";
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DoomStartupInfo.BkColor = DoomStartupInfo.FgColor = DoomStartupInfo.Type = 0;
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DoomStartupInfo.LoadLights = DoomStartupInfo.LoadBrightmaps = -1;
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GC::FullGC(); // clean up before taking down the object list.
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// Delete the reference to the VM functions here which were deleted and will be recreated after the restart.
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FAutoSegIterator probe(ARegHead, ARegTail);
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while (*++probe != NULL)
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{
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AFuncDesc *afunc = (AFuncDesc *)*probe;
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*(afunc->VMPointer) = NULL;
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}
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GC::DelSoftRootHead();
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PClass::StaticShutdown();
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GC::FullGC(); // perform one final garbage collection after shutdown
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assert(GC::Root == nullptr);
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restart++;
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PClass::bShutdown = false;
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PClass::bVMOperational = false;
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D_Cleanup();
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gamestate = GS_STARTUP;
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}
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while (1);
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}
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//==========================================================================
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//
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// clean up the resources
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//
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//==========================================================================
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void D_Cleanup()
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{
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// Music and sound should be stopped first
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S_StopMusic(true);
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S_StopAllChannels ();
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M_ClearMenus(); // close menu if open
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F_EndFinale(); // If an intermission is active, end it now
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AM_ClearColorsets();
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// clean up game state
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ST_Clear();
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D_ErrorCleanup ();
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for (auto Level : AllLevels())
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{
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Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
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}
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staticEventManager.Shutdown();
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P_FreeLevelData();
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M_SaveDefaults(NULL); // save config before the restart
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// delete all data that cannot be left until reinitialization
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screen->CleanForRestart();
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V_ClearFonts(); // must clear global font pointers
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ColorSets.Clear();
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PainFlashes.Clear();
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R_DeinitTranslationTables(); // some tables are initialized from outside the translation code.
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gameinfo.~gameinfo_t();
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new (&gameinfo) gameinfo_t; // Reset gameinfo
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S_ShutdownMusic();
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S_Shutdown(); // free all channels and delete playlist
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C_ClearAliases(); // CCMDs won't be reinitialized so these need to be deleted here
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DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods
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DeinitMenus();
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LightDefaults.DeleteAndClear(); // this can leak heap memory if it isn't cleared.
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// delete DoomStartupInfo data
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DoomStartupInfo.Name = "";
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DoomStartupInfo.BkColor = DoomStartupInfo.FgColor = DoomStartupInfo.Type = 0;
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DoomStartupInfo.LoadLights = DoomStartupInfo.LoadBrightmaps = -1;
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GC::FullGC(); // clean up before taking down the object list.
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// Delete the reference to the VM functions here which were deleted and will be recreated after the restart.
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FAutoSegIterator probe(ARegHead, ARegTail);
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while (*++probe != NULL)
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{
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AFuncDesc *afunc = (AFuncDesc *)*probe;
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*(afunc->VMPointer) = NULL;
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}
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GC::DelSoftRootHead();
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PClass::StaticShutdown();
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GC::FullGC(); // perform one final garbage collection after shutdown
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assert(GC::Root == nullptr);
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restart++;
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PClass::bShutdown = false;
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PClass::bVMOperational = false;
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}
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//==========================================================================
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//
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// restart the game
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