Unknown W. Brackets
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f052778c2d
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Unlock reslts before scheduling.
To prevent deadlock while debugging with events all running sync.
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2014-04-28 22:32:34 -07:00 |
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Unknown W. Brackets
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2c40cd509a
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Avoid overwriting io thread results.
Just block until it's done so that things are synchronous.
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2014-03-02 13:45:12 -08:00 |
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Unknown W. Brackets
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10f52fa2b0
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Just in case, also clear results on shutdown.
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2014-01-26 19:10:20 -08:00 |
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Unknown W. Brackets
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0ca769721a
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Log more information about duplicate io operations.
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2014-01-26 19:05:07 -08:00 |
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Henrik Rydgård
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79ff2f0ba8
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Start untangling our include mess a little.
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2013-12-29 23:34:45 +01:00 |
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Unknown W. Brackets
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879060f008
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Use a CORE_POWERUP state when starting.
Otherwise, we could startup in CORE_POWERDOWN in a second game, which is
confusing.
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2013-11-09 23:07:52 -08:00 |
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Unknown W. Brackets
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50e9e45d65
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Check version in each DoState() func.
They bail on PointerWrap error or bad version.
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2013-09-14 20:23:03 -07:00 |
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Henrik Rydgard
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8c88dff5a4
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More log categories, use them (and existing ones). Improve log config.
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2013-09-07 22:02:55 +02:00 |
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Unknown W. Brackets
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e6b42768fe
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Add a class to manage IO on a separate thread.
Also separate the logic for exiting the loop based on coreState. IO and
audio won't necessarily be tied to the frame.
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2013-08-11 11:46:55 -07:00 |
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