forked from cafeberry/cafeberry
revert perf + fix: windows performance optimizations + x360 fixes + ps3 hdd corruption fix (#27)
revert perf + fix: windows performance optimizations + x360 fixes + ps3 hdd corruption fix (#27) windows optimizations include: - adding WPO/LTCG - fixing potential memory leaks - reducing unneeded busy waits xbox 360 fixes include: - all item names displaying as black - adding newer dlcs crashing game ps3 fix was that, when holding the ps button, it'd corrupt the hdd. NEEDS TESTING! just a guess fix since I don't have a PS3. --------- Co-authored-by: pieeebot <piebot00@gmail.com> Co-authored-by: piebot <piebot00@gmail.com> Co-authored-by: str1k3r <115313679+S1l3ntStr1ke87@users.noreply.github.com> Co-authored-by: str1k3r <1+str1k3r@noreply.localhost> Co-authored-by: pieeebot <10+pieeebot@noreply.neolegacy.dev> Co-authored-by: qloak <53+qloak@noreply.neolegacy.dev> Reviewed-on: cafeberry/cafeberry#27 Co-authored-by: qloak <realminecart@gmail.com>
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@@ -314,13 +314,13 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
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Minecraft *pMinecraft = Minecraft::GetInstance();
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// Make sure that we have transitioned through any joining/creating stages and are actually playing the game, so that we know the players should be valid
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bool changedMessage = false;
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while(!IsReadyToPlayOrIdle())
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{
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changedMessage = true;
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pMinecraft->progressRenderer->progressStage( g_NetworkManager.CorrectErrorIDS(IDS_PROGRESS_SAVING_TO_DISC) ); // "Finalizing..." vaguest message I could find
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pMinecraft->progressRenderer->progressStagePercentage( g_NetworkManager.GetJoiningReadyPercentage() );
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Sleep(0);
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}
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while(!IsReadyToPlayOrIdle())
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{
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changedMessage = true;
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pMinecraft->progressRenderer->progressStage( g_NetworkManager.CorrectErrorIDS(IDS_PROGRESS_SAVING_TO_DISC) ); // "Finalizing..." vaguest message I could find
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pMinecraft->progressRenderer->progressStagePercentage( g_NetworkManager.GetJoiningReadyPercentage() );
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Sleep(10);
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}
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if( changedMessage )
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{
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pMinecraft->progressRenderer->progressStagePercentage( 100 );
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@@ -898,7 +898,7 @@ int CGameNetworkManager::RunNetworkGameThreadProc( void* lpParameter )
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TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
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while ( tPack->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()) )
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{
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Sleep(0);
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Sleep(1);
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}
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ui.CleanUpSkinReload();
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if(app.GetDisconnectReason() == DisconnectPacket::eDisconnect_None)
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@@ -935,7 +935,7 @@ int CGameNetworkManager::ServerThreadProc( void* lpParameter )
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{
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while((Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()))
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{
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Sleep(0);
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Sleep(1);
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}
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param->levelGen->loadBaseSaveData();
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}
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@@ -977,7 +977,7 @@ int CGameNetworkManager::ExitAndJoinFromInviteThreadProc( void* lpParam )
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while( g_NetworkManager.IsInSession() )
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{
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Sleep(0);
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Sleep(1);
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}
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// Xbox should always be online when receiving invites - on PS3 we need to check & ask the user to sign in
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@@ -1237,7 +1237,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc( void* lpParam )
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// wait for the current session to end
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while( g_NetworkManager.IsInSession() )
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{
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Sleep(0);
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Sleep(1);
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}
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// Reset this flag as the we don't need to know that we only lost the room only from this point onwards, the behaviour is exactly the same
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