Fix fatal async asset load errors, remove unused event system

An async asset load failure crashed the whole game via errorThrow,
while the identical sync failure just logged and continued - a single
missing/corrupted asset could take down the process. assetUpdate now
handles the async error path the same way as sync (invoke onError,
keep running).

Also removes event.h/event.c and assetbatch, which existed only to
support multiple subscribers per asset event but had no real caller
that ever used more than one (assetbatch itself had zero callers
anywhere). Asset entries, uifullbox, and uiloading now use plain
single-callback + user-pointer fields instead of the generic
array-backed event_t.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-30 10:14:38 -05:00
parent 1d73b9d224
commit 717902462b
20 changed files with 116 additions and 994 deletions
-1
View File
@@ -8,7 +8,6 @@ add_subdirectory(assert)
add_subdirectory(asset)
add_subdirectory(console)
add_subdirectory(error)
add_subdirectory(event)
add_subdirectory(thread)
add_subdirectory(display)
add_subdirectory(rpg)