PLUGINS: improved one-at-a-time plugin code
I reduced memory fragmentation using 2 principles: Plugins should be loaded for as little time as possible, and long lasting memory allocations should be allocated before plugins are loaded. There might still be a little fragmentation left. Note that command line settings that require plugins to be loaded don't work yet, but they didn't work (properly) before either. svn-id: r54097
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5 changed files with 101 additions and 92 deletions
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@ -231,7 +231,7 @@ private:
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friend class Common::Singleton<SingletonBaseType>;
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public:
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GameDescriptor findGameOnePlugAtATime(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
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GameDescriptor findGameOnePluginAtATime(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
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GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
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GameList detectGames(const Common::FSList &fslist) const;
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const EnginePlugin::List &getPlugins() const;
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