refactor: Enable unreachable cleanup logic in main()
> refactor `main_implemntation()` cleanup to run once on `launcher::shutdown()`, not sure why it was defined like that (unreachable code, at least for iidx) > not thread safe, but probably not needed (no obvious failures as well) > related to #1
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@@ -2067,9 +2067,8 @@ int main_implementation(int argc, char *argv[]) {
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game->post_attach();
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}
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// game start
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log_info("launcher", "calling game entry");
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avs::game::entry_main();
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// cleanup procedure
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launcher::on_shutdown = [&]() {
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// clear presence
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richpresence::shutdown();
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@@ -2158,6 +2157,11 @@ int main_implementation(int argc, char *argv[]) {
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#ifdef SPICE64
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games::iidx::camera_release();
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#endif
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};
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// game start
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log_info("launcher", "calling game entry");
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avs::game::entry_main();
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// shutdown
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log_warning("launcher", "end");
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@@ -15,11 +15,15 @@
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namespace launcher {
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std::function<void()> on_shutdown = []() {};
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void stop_subsystems() {
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// note that it is possible for stop_subsystems to be called multiple times
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// (e.g., crashing, and then closing the window)
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// therefore, subsystems need to be guarded against multiple unload attempts
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log_info("launcher", "stopping subsystems");
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on_shutdown(); //_BUG: not thread safe, required?
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on_shutdown = []() {};
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// flush/stop logger
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logger::stop();
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@@ -2,8 +2,10 @@
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#include <windows.h>
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#include <stdlib.h>
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#include <functional>
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namespace launcher {
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extern std::function<void()> on_shutdown;
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void stop_subsystems();
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void kill(UINT exit_code = EXIT_FAILURE);
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void shutdown(UINT exit_code = EXIT_SUCCESS);
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