The trick to multithreaded emulation is to include thread.h more than once.

Also, rewords some awkardly written messages.
This commit is contained in:
rog 2012-11-24 01:10:07 -05:00
parent a374f9f049
commit f251704df2

View File

@ -36,7 +36,6 @@
#include "HW/EXI_Channel.h"
#include "HW/DVDInterface.h"
#include "../../Common/Src/NandPaths.h"
#include "thread.h"
#include "Crypto/md5.h"
// large enough for just over 24 hours of single-player recording
@ -1154,7 +1153,7 @@ void CheckMD5()
{
if (IsRecordingInput())
{
Core::DisplayMessage("Calculating md5 of game file...", 2000);
Core::DisplayMessage("Calculating checksum of game file...", 2000);
for (int i = 0; i < 16; i++)
MD5[i] = 0;
}
@ -1167,7 +1166,7 @@ void CheckMD5()
if (i == 15)
return;
}
Core::DisplayMessage("Checking md5 of game file against recorded game...", 2000);
Core::DisplayMessage("Verifying checksum...", 2000);
}
unsigned char gameMD5[16];
@ -1178,14 +1177,14 @@ void CheckMD5()
if (IsPlayingInput())
{
if (memcmp(gameMD5,MD5,16) == 0)
Core::DisplayMessage("MD5 of playing game matches the recorded game.", 2000);
Core::DisplayMessage("Checksum of current game matches the recorded game.", 2000);
else
PanicAlert("MD5 of playing game does not match the recorded game!");
PanicAlert("Checksum of current game does not match the recorded game!");
}
else
{
memcpy(MD5, gameMD5,16);
Core::DisplayMessage("Finished Calculating md5.", 2000);
Core::DisplayMessage("Finished calculating checksum.", 2000);
}
}
};