void GameLauncher::gameLoadCallback(CThread *thread, void *arg)
{
    asynch_params_t *params = (asynch_params_t*)arg;

    const discHeader *header = params->hdr;
    int result = loadGameToMemory(header);

    //! emit signal and disconnected all connected listener
    if(params->asyncLoadFinished)
    {
        sigslot::signal2<const discHeader *, int> & asyncLoadFinished = *params->asyncLoadFinished;
        asyncLoadFinished(header, result);
    }

    delete params;
}
Exemple #2
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void GameLauncher::executeThread()
{
    int result = loadGameToMemory(discHdr);
    asyncLoadFinished(this, discHdr, result);
}