At first there weren't many enums in Volume.h, but the number has been
growing, and I'm planning to add one more for regions. To not make
Volume.h too large, and to avoid needing to include Volume.h in code
that doesn't use volume objects, I'm moving the enums to a new file.
I'm also turning them into enum classes while I'm at it.
This moves back the WiimoteScanner:Update() call to where it originally
was, since according to a comment it is intended to be called only when
"when not looking for more Wiimotes", and calling it too often causes
the Bluetooth module to be loaded/unloaded a lot of times.
The Setting class was used for both numeric values and booleans, and
other parts of the code had hacks to make it work with booleans.
By splitting Setting into NumericSetting and BooleanSetting, it is
clear which settings are numeric, and which are boolean, so there is
no need to guess by checking the default values or anything like that.
Also, booleans are stored as booleans in config files, instead of 1.0.
- Externals/soundtouch/CMakeLists.txt: add -w (since it's not our code) to
silence an unused variable warning
- Source/Core/Core/NetPlayClient.cpp: Work around a Clang/libc++ bug where
initializing a std::array the way the standard says you're supposed to produces
a warning. (libc++'s implementation of std::array, like any sane
implementation, has a C array as a field, so the most explicit form of
initialization would use two braces, one for the struct and one for the array.
Clang has a general warning for not being explicit with braces, which is
usually sane. But the standard only guarantees that initializing std::array
works with a single pair of braces!) There are other places in Dolphin that
incorrectly use double braces, presumably to avoid the warning, so maybe the
warning should just be turned off, but in any case here I just switch to an
equivalent .fill().
This changes Refresh() to use the existing scanning thread to scan for
devices, instead of running the scan on the UI thread and blocking it.
Also makes the UI thread not block when Continuous Scanning is disabled
and removes duplicated code.
Should fix issue 8992.
Under the hood:
* The scanning thread is now always active, even when continuous
scanning is disabled.
* The initialize code which waits for Wiimotes to be connected also
uses the scanning thread instead of scanning on yet another thread.
* The scanning thread now always checks for disconnected devices, to
avoid Dolphin thinking a Wiimote is still connected when it isn't. So
we now check if we need new Wiimotes or a Balance Board at scan time.
Before this variable was an u8, which could theoretically result in desyncs with a large buffer(greater than 255*120/200=153) filled with blank inputs. If this could actually happen, i don't know. But this part of the code on its own looks like it could break.
A static var is not a good idea, when the value needs to be reset for every session. Also, the variable holds the data size, so it makes sense to set the data size, where the data is added.
When Movie was calling ChangeDisc, it was moving execution to
the host thread just to then make the host thread the CPU thread.
We can simply run the code directly on the CPU thread instead.
The active codes normally get cleared when a game boots, because
LoadPatches gets called, replacing the codes from the previous game.
However, there were cases where LoadPatches doesn't get called, and
then codes from the previous game would be used for the current game.
This commit clears the codes on shutdown so that it doesn't matter
whether the boot process loads LoadPatches.
Simplification/reduction of duplicated code. Detect other constant GQR values and inline loads (5-10% speedup) and do direct dispatch to AOT methods for stores.
Fixes issue 8328.
As far as I know, this works the same way as console. Games will generally
react to the reset button the same way as Home->Reset, so this is
only marginally useful, but possibly nice to have in certain situations.
Note that if you try to use Reset, and you're running a WAD which isn't
installed, it will likely crash because WADs respond to the reset button
by launching themselves with ES_LAUNCH. It might be a good idea to add some
sort of hack to make this work as expected.
It would be easy to extend this to support the power button, but it's
unclear how exactly that should be exposed in the UI. See also issue 8979.
Needs to be rebased once PR #3811 is merged.
This changes Bluetooth device discovery on Linux to use LIAC (Limited
Dedicated Inquiry Access Code) since third-party Wiimotes (such as Rock
Candy Wiimotes) are not discovered without it.
Also added accessor function in IONix class to help with checking if
the discovered Wiimote has already been found.
[leoetlino: code review suggested changes, remove unused variable,
commit message formatting fixes, and build fix]
This commit makes real Wiimotes really disconnect when they are
disconnected by the emulated software, which is more similar to how
it works with a real Wii and allows Wiimotes to be disconnected after
timeout for power saving.
This is currently only enabled on Linux, because of limitations on
the other platforms.
Fully opt-in, reports to analytics.dolphin-emu.org over SSL. Collects system
information and settings at Dolphin start time and game start time.
UI not implemented yet, so users are required to opt in through config editing.
Cleanup code style.
Move ActionReplay code->INI saving into ActionReplay namespace.
Threadsafety Cleanup: ActionReplay is accessed from the Host, Emu
and CPU Threads so the internal storage needs to be protected by a
lock to prevent vectors/strings being deleted/moved while in use by
the CPU Thread.
UI Consistency: Make ARCodes behave like Gecko Codes - only apply
changes when Apply is pressed. Save changes to INI from CheatsWindow.
ISOProperties/CheatsWindow now synchronize with each other.
ISOProperties loads codes using ActionReplay::LoadCodes which actually applies
the codes to the global state. If a game is running then that games receives
all the codes (and ACTIVE status) from the second game being shown in
ISOProperties which is not desirable.
Donkey Kong Country Returns is writing new data to some files in /tmp
when loading each level. But the savestate code was opening the files
a second time and reading some old and stale data out.
As of #3798, dolphin now correctly restores that stale data to /tmp,
which broke DKCR (and probally countless other games).
This PR closes all file handles before saving and loading savestates,
which flushes the data out and pervents this issue. (old savestates
are corrupted and will still cause crashes if loaded)
On master, when polling the 1st in-game controller, Dolphin would poll all the 1st local controllers. With the 1st commit, each client waits its turn, which would dramatically increase the lag.
Now with this commit, it even polls all local controllers at once, so it should have even less latency than master in a few setups. Like one player with 3 controllers and the 2nd one with just one controller.
This fixes issues with setups like:
Player 1 uses port 1 and player 2 uses port 3, or
player 1 uses port 2 and player 2 uses port 3, so nobody uses port 1
So they share the same emitter, and so they are in the same 128MB range.
This allows us to use B() to jump to the dispatcher.
However, so we have to regenerate them on every cache clear.
EndPlayInput runs on the CPU thread so it can't directly call
UpdateWantDeterminism. PlayController also tries to ChangeDisc
from the CPU Thread which is also invalid. It now just pauses
execution and posts a request to the Host to fix it instead.
The Core itself also did dodgy things like PauseAndLock-ing
from the CPU Thread and SetState from EmuThread which have been
removed.
Fix Frame Advance and FifoPlayer pause/unpause/stop.
CPU::EnableStepping is not atomic but is called from multiple threads
which races and leaves the system in a random state; also instruction
stepping was unstable, m_StepEvent had an almost random value because
of the dual purpose it served which could cause races where CPU::Run
would SingleStep when it was supposed to be sleeping.
FifoPlayer never FinishStateMove()d which was causing it to deadlock.
Rather than partially reimplementing CPU::Run, just use CPUCoreBase
and then call CPU::Run(). More DRY and less likely to have weird bugs
specific to the player (i.e the previous freezing on pause/stop).
Refactor PowerPC::state into CPU since it manages the state of the
CPU Thread which is controlled by CPU, not PowerPC. This simplifies
the architecture somewhat and eliminates races that can be caused by
calling PowerPC state functions directly instead of using CPU's
(because they bypassed the EnableStepping lock).
NeoGamma is explicitly sending a nonsense command to the Bluetooth module;
make sure to respond with something sane.
Fixes issue 9470, a regression from PR #1856.
Scheduling an event for zero cycles in the future actually means zero
cycles with new timing changes, but the code for IPC ACKs was depending on
it meaning "soon".
Fixes#9511.
I'm not at all confident this is actually right... but it seems to work.
Call the appropriate rumble function for each SI Device, Should fix#9331.
Ideally we wouldn’t have to do this, but since the way things are wired,
fixing the root cause it out of the picture for now.
They all handled it diffrently, so I've just moved it into Advance()
This fixes Pokemon Box booting in JIT/JITIL which shared a bug where
exceptions set in a scheduled event would be ignored untill the next
slice (upto 20,000 cycles).
Because the file handles were open, the recursive delete was
failing. The previous commit stopped the crash but this should
make the restore actually happen has expected.
If the game sent a command to a disconnected controller, the
wii u adapter code would return a diffrent response.
This simply deletes the speclized version of RunBuffer for the
wii-u adapter as the only diffrence was the code which detected
disconnected controllers and returned a error.
VideoInterface::Preset was not initializing all registers, this is a problem
because it leaks register settings across games. Xenoblade Chronicles does
not like m_DisplayControlRegister having random bit patterns in it.
bool is not always guaranteed to be the same size on every platform.
On some platforms it may be one byte, on others it can be 8 bytes if the
platform dictates it. It's implementation-defined.
This can be problematic when it comes to storing this
data to disk (it can also be space-inefficient, but that's not really an
issue). Also say for some reason you moved your savestates to another
platform, it's possible they won't load correctly due to differences in size.
This change stores all bools to savestates as if they were a byte in size
and handles the loading of them accordingly.
During boot of Other M, there is momentarily a period when VICallback's
cycles late is larger than GetTicksPerHalfLine(). Because
GetTicksPerHalfLine() returns a u32 and c++'s weird type promotion rules,
cycleslate gets promoted from a s32 to a u32 and the result of the
substraction is a really large u32.
Before ScheduleEvent accuracy improvements, ScheduleEvent took a s32, so
the result got cast back to the small negitave we expect. But it now takes
a s64 and the u32 to s64 conversion gives us a really large number (around
two seconds) and Other M times out while waiting for something.
Now that the accuracy of ScheduleEvent has changed, 0 cycles will
schedule an event as soon as possible. But this breaks ATV 2.
So we schedule it 100 cycles out (unless it's a really short copy)
The NES games on the Zelda Collecters Edition disk use a XFB which is
only 256 pixels wide, but has a stide of 640 pixels.
This fits our definition of a interlaced xfb, as a second line of data
could fit in the extra space. The solution is to check that we are
actually in a interlaced video mode before activating the force
progressive hack.