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Update to latest PinMAME #36
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2cd6951
pinmame: Rename meta files to reflect new naming.
freezy fb8c8e7
pinmame: Bump pinmame-dotnet to v3.7.0-beta.
freezy c0ea8b4
chore: Use more elegant APIs in map handling.
freezy 1e6759c
project: Fix DLL paths.
freezy 2bfc963
pinmame: Normalize name.
freezy 81da5a3
doc: Update .meta file list in README.
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| Original file line number | Diff line number | Diff line change |
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@@ -352,4 +352,4 @@ MigrationBackup/ | |
| .idea/ | ||
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| **/protos/*.cs | ||
| **/Plugins/** | ||
| **/Plugins/**/*.dll | ||
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2 changes: 1 addition & 1 deletion
2
VisualPinball.Engine.PinMAME.Unity/Plugins/win-x86/PinMame.dll.meta
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2 changes: 1 addition & 1 deletion
2
...y/Plugins/win-x86/libpinmame-3.5.dll.meta → ...ty/Plugins/win-x86/PinMameDotNet.dll.meta
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In
Switch, if a switch exists in_switchesbut has no entry in_switchIdToPinMameIdMappings, the method silently does nothing (no log, no call to_pinMame.SetSwitch), yet still firesOnSwitchChanged. This can make mapping/config issues hard to diagnose and can desync consumers from the PinMAME state. Consider logging a warning/error when the mapping is missing and aligningSendInitialSwitches()(which still indexes into_switchIdToPinMameIdMappings) to avoid potentialKeyNotFoundExceptions for the same condition.