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Author SHA1 Message Date
fgenesis
6dc1c1e8d1 [vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...)
- HTTP networking support, mods can be downloaded via the builtin downloader.
  All network activity runs in a seperate thread, which is started
  as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
  this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
  also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
  for win32. The game could also have its data shipped in a Zip file
  or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
  downloader and soft-patching will not be available.

The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs

The most important commit messages follow:
[...]
    This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
    Some code is #ifdef'd for better performance and less memory-copying.
    VFILE is defined to whatever type of file is in use:
    - FILE if BBGE_BUILD_VFS is not defined
    - tttvfs::VFSFile if it is.

    Other changes:
    - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
    - glpng can now load from a memory buffer.
    - TinyXML uses the VFS for reading operations now.
    - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
      which gets its data in one block (necessary to use the VFS without implementing
      a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
  Actually, considering that the texture will have its native size after restarting the game,
  the lines removed with this commit seem pretty useless.
2012-06-01 17:52:19 +02:00
fgenesis
f953f2b5ab Do all sound decoding in *one* background thread, instead of one thread per decoder. 2012-05-25 17:38:59 +02:00
fgenesis
0cd0971671 Revert "Add a thread pool for background job processing, and use it for OggDecoder."
This reverts commit 010f44d264.

Conflicts:

	BBGE/MT.cpp
	BBGE/MT.h
2012-02-12 03:27:54 +00:00
fgenesis
c06e66d3b7 Missing include on linux 2012-02-12 02:31:40 +00:00
fgenesis
010f44d264 Add a thread pool for background job processing, and use it for OggDecoder.
The pool adjusts to the amount of required threads.
The implementation is as simple as possible, but should be enough
for future extensions.

This brings down decoder thread creation/destruction even more.

Also fix OpenALSystem::release() to close channels properly on shutdown,
otherwise it would deadlock with the pool, because it waits until all
threads have died off, which did not necessarily happen.
2012-02-09 16:08:35 +01:00