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authorYotam Barnoy2010-11-05 13:24:57 +0000
committerYotam Barnoy2010-11-05 13:24:57 +0000
commita6bee87990d3fd36cbb8e63716990a46fe00402c (patch)
tree5240814d46e4e0f3a59704354e4a643be3dc6108 /engines/metaengine.h
parent6b88fd44c0fca0b8439f820bceac808562697d0d (diff)
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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
Diffstat (limited to 'engines/metaengine.h')
-rw-r--r--engines/metaengine.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/metaengine.h b/engines/metaengine.h
index 964eee071c..7b69a3fe43 100644
--- a/engines/metaengine.h
+++ b/engines/metaengine.h
@@ -231,7 +231,7 @@ private:
friend class Common::Singleton<SingletonBaseType>;
public:
- GameDescriptor findGameOnePlugAtATime(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
+ GameDescriptor findGameOnePluginAtATime(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
GameList detectGames(const Common::FSList &fslist) const;
const EnginePlugin::List &getPlugins() const;