Persist ImGui panel layout to disk; quiet audio set_audio_ring log spam

Layout persistence: re-enable io.IniFilename (was nullptr "for the spike"),
anchored to a coop_layout.ini next to the exe so window positions/sizes survive
restarts even when Steam launches us under the donor appid (CWD is unreliable).
Path is UTF-8 for ImGui's file IO. When a saved layout is restored at startup,
suppress the computed-default force so it does not clobber the user's positions;
Reset layout (and a fresh install with no .ini) still applies the default.

Log spam: the worker thread re-attaches every audio ring every tick (idempotent),
and set_audio_ring logged unconditionally, flooding the log. Only log when the
ring pointer actually changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-21 11:24:23 +02:00
parent 86905a1f35
commit 22b0dff918
5 changed files with 62 additions and 5 deletions

View File

@@ -600,9 +600,14 @@ void set_audio_ring(unsigned index, AudioRingHeader* ring)
{
return;
}
g_rings[index].store(ring, std::memory_order_release);
logf("set_audio_ring: index=%u ring=%p capture_enabled=%u", index, ring,
ring ? ring->capture_enabled.load(std::memory_order_relaxed) : 0u);
// The worker thread re-attaches every tick (idempotent); only log when the ring
// pointer actually changes so the log isn't flooded with identical lines.
AudioRingHeader* const prev = g_rings[index].exchange(ring, std::memory_order_acq_rel);
if (prev != ring)
{
logf("set_audio_ring: index=%u ring=%p capture_enabled=%u", index, ring,
ring ? ring->capture_enabled.load(std::memory_order_relaxed) : 0u);
}
// The stream may already be registered (game was playing before we injected and
// before the host created the ring); publish its format so the host stops waiting
// and consumes the ring instead of falling back to loopback.