Jeck - Restored cache resets between game states, fixed minor issue with deck editor displaying the wrong first 7 cards when starting to edit a deck.
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@@ -586,17 +586,18 @@ void GameStateDeckViewer::renderCard(int id, float rotation){
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JQuad * quad = NULL;
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JQuad * quad = NULL;
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int showName = 0;
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int showName = 0;
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#ifdef DEBUG_CACHE
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int cacheError = CACHE_ERROR_NONE;
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quad = resources.RetrieveCard(card,RETRIEVE_NORMAL);
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#else
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if(!options[Options::DISABLECARDS].number){
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quad = resources.RetrieveCard(card,RETRIEVE_EXISTING);
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quad = resources.RetrieveCard(card,RETRIEVE_EXISTING);
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#endif
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cacheError = resources.RetrieveError();
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if (!quad && resources.RetrieveError() != CACHE_ERROR_404){
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if (!quad && cacheError != CACHE_ERROR_404){
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if(last_user_activity > (abs(2-id) + 1)* NO_USER_ACTIVITY_SHOWCARD_DELAY)
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if(last_user_activity > (abs(2-id) + 1)* NO_USER_ACTIVITY_SHOWCARD_DELAY)
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quad = resources.RetrieveCard(card);
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quad = resources.RetrieveCard(card);
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else{
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else{
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quad = backQuad;
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quad = backQuad;
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showName = 1;
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showName = 1;
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}
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}
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}
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}
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}
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@@ -723,6 +724,8 @@ int GameStateDeckViewer::loadDeck(int deckid){
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}
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}
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current = myDeck->getNext(current);
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current = myDeck->getNext(current);
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}
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}
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currentCard = NULL;
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loadIndexes();
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return 1;
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return 1;
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}
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}
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@@ -814,20 +814,21 @@ void WResourceManager::CacheForState(int state){
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else
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else
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textureWCache.Resize(SMALL_CACHE_LIMIT,SMALL_CACHE_ITEMS);
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textureWCache.Resize(SMALL_CACHE_LIMIT,SMALL_CACHE_ITEMS);
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sampleWCache.Resize(SMALL_CACHE_LIMIT,MAX_CACHED_SAMPLES);
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sampleWCache.Resize(SMALL_CACHE_LIMIT,MAX_CACHED_SAMPLES);
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//ClearUnlocked();
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break;
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break;
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//Deck editor and shop are entirely cache safe, so give it near infinite resources.
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//Deck editor and shop are entirely cache safe, so give it near infinite resources.
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case GAME_STATE_SHOP:
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case GAME_STATE_SHOP:
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case GAME_STATE_DECK_VIEWER:
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case GAME_STATE_DECK_VIEWER:
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textureWCache.Resize(HUGE_CACHE_LIMIT,HUGE_CACHE_ITEMS);
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textureWCache.Resize(HUGE_CACHE_LIMIT,HUGE_CACHE_ITEMS);
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//ClearUnlocked();
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break;
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break;
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//Anything unknown, use large cache.
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//Anything unknown, use large cache.
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default:
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default:
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textureWCache.Resize(LARGE_CACHE_LIMIT,LARGE_CACHE_ITEMS);
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textureWCache.Resize(LARGE_CACHE_LIMIT,LARGE_CACHE_ITEMS);
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//Cleanup();
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break;
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break;
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}
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}
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//Switching game states clears the cache on PSP.
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ClearUnlocked();
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#endif
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#endif
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}
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}
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