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(svn r10358) -Codechange: remove the cargopacket leakchecker as it never asserted in almost a week of stresstesting, so I'm pretty sure all cornercases are tested by now.
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@ -64,6 +64,7 @@ public:
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BlitterFactoryBase *b = (*it).second;
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if (strcasecmp(name, b->name) == 0) {
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Blitter *newb = b->CreateInstance();
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delete *GetActiveBlitter();
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*GetActiveBlitter() = newb;
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return newb;
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}
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@ -11,8 +11,6 @@
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* Container for cargo from the same location and time
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*/
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struct CargoPacket {
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bool touched;
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typedef uint32 ID; ///< Type for cargopacket identifiers
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ID index; ///< The unique index of this packet
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@ -938,31 +938,6 @@ void SwitchMode(int new_mode)
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}
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}
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#include "cargopacket.h"
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void CheckCargoPacketLeaks()
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{
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CargoPacket *cp;
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FOR_ALL_CARGOPACKETS(cp) cp->touched = false;
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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const CargoList::List *packets = v->cargo.Packets();
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for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) (*it)->touched = true;
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}
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Station *st;
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FOR_ALL_STATIONS(st) {
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for (CargoID c = 0; c < NUM_CARGO; c++) {
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GoodsEntry *ge = &st->goods[c];
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const CargoList::List *packets = ge->cargo.Packets();
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for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) (*it)->touched = true;
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}
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}
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FOR_ALL_CARGOPACKETS(cp) assert(cp->touched);
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}
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/* State controlling game loop.
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* The state must not be changed from anywhere
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@ -997,7 +972,6 @@ void StateGameLoop()
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CallWindowTickEvent();
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NewsLoop();
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_current_player = p;
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CheckCargoPacketLeaks();
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}
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}
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