Futile attempts to fix memory corruption bug
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@@ -360,7 +360,7 @@ public:
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// Swap event queues to get fresh input data in the read queue
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//m_EventBroker->Swap();
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ResourceManager::Update();
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//ResourceManager::Update();
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if (m_GameIsRunning) {
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m_World->Update(dt);
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}
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@@ -27,22 +27,6 @@ public:
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m_CharacterTextures['8'] = "Textures/GUI/Numbers/N8.png";
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m_CharacterTextures['9'] = "Textures/GUI/Numbers/N9.png";
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// Create number frame if missing
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// for (int i = 0; i < 10; i++) {
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// auto frame = new GUI::TextureFrame(this, "NumberFrameDigit");
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// frame->SetTexture(m_NumberTextures[0]);
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// frame->DisableScissor();
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// // Position frame based on alignment
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// if (i > 0) {
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// frame->SetLeft(m_NumberFrames[0]->Right());
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// }
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// Width += frame->Width;
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// if (Height < frame->Height) {
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// Height = frame->Height;
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// }
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// m_NumberFrames.push_front(frame);
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// }
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SetNumber(0);
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}
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@@ -100,7 +84,6 @@ private:
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int m_Number = 0;
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bool m_LeftAligned = true;
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std::string m_NumberTextures[10];
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std::unordered_map<char, std::string> m_CharacterTextures;
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std::deque<TextureFrame*> m_NumberFrames;
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};
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@@ -69,9 +69,12 @@ public:
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private:
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EntityID m_Entity = 0;
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glm::vec3 m_Acceleration = glm::vec3(0.f, 0.f, 0.f);
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bool m_Left = false, m_Right = false, m_ReplaceBall = false, m_MultiBall = false;
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Components::Transform* m_Transform;
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Components::Pad* m_Pad;
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bool m_Left = false;
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bool m_Right = false;
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bool m_ReplaceBall = false;
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bool m_MultiBall = false;
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Components::Transform* m_Transform = nullptr;
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Components::Pad* m_Pad = nullptr;
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dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
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dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
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@@ -68,9 +68,10 @@ int dd::EventBroker::Process(std::string contextTypeName)
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std::shared_ptr<Event> event = pair.second;
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auto itpair = relays.equal_range(eventTypeName);
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for (auto it2 = itpair.first; it2 != itpair.second; ++it2)
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for (auto it2 = itpair.first; it2 != itpair.second; it2++)
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{
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auto relay = it2->second;
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std::string name = it2->first;
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BaseEventRelay* relay = it2->second;
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relay->Receive(event);
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eventsProcessed++;
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}
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