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Fix symbol map being loaded too early during title changes
We should only try to load a symbol map for the new title *after* it has been loaded into memory, not before. Likewise for applying HLE patches and loading new custom textures. In practice, loading/repatching too early was only a problem for titles that are launched via ES_Launch. This commit fixes that.
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@ -197,6 +197,10 @@ struct SConfig
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void SetRunningGameMetadata(const DiscIO::Volume& volume, const DiscIO::Partition& partition);
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void SetRunningGameMetadata(const IOS::ES::TMDReader& tmd, DiscIO::Platform platform);
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void SetRunningGameMetadata(const std::string& game_id);
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// Reloads title-specific map files, patches, custom textures, etc.
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// This should only be called after the new title has been loaded into memory.
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static void OnNewTitleLoad();
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void LoadDefaults();
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static std::string MakeGameID(std::string_view file_name);
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// Replaces NTSC-K with some other region, and doesn't replace non-NTSC-K regions
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