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Handle Pausing in AchievementManager
There are two pieces of functionality to be added here. One, we want to disallow pausing too frequently, as it may be used as an artificial slowdown. This is handled within the client, which can tell us if a pause is allowed. Two, we want to call rc_client_idle on a periodic basis so the connection with the server can be maintained even while the emulator is paused.
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@ -358,7 +358,7 @@ static void CPUSetInitialExecutionState(bool force_paused = false)
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// SetState must be called on the host thread, so we defer it for later.
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QueueHostJob([force_paused](Core::System& system) {
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bool paused = SConfig::GetInstance().bBootToPause || force_paused;
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SetState(system, paused ? State::Paused : State::Running);
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SetState(system, paused ? State::Paused : State::Running, true, true);
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Host_UpdateDisasmDialog();
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Host_UpdateMainFrame();
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Host_Message(HostMessageID::WMUserCreate);
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@ -698,7 +698,8 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
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// Set or get the running state
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void SetState(Core::System& system, State state, bool report_state_change)
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void SetState(Core::System& system, State state, bool report_state_change,
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bool initial_execution_state)
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{
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// State cannot be controlled until the CPU Thread is operational
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if (s_state.load() != State::Running)
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@ -707,11 +708,18 @@ void SetState(Core::System& system, State state, bool report_state_change)
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switch (state)
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{
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case State::Paused:
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#ifdef USE_RETRO_ACHIEVEMENTS
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if (!initial_execution_state && !AchievementManager::GetInstance().CanPause())
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return;
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#endif // USE_RETRO_ACHIEVEMENTS
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// NOTE: GetState() will return State::Paused immediately, even before anything has
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// stopped (including the CPU).
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system.GetCPU().EnableStepping(true); // Break
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Wiimote::Pause();
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ResetRumble();
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#ifdef USE_RETRO_ACHIEVEMENTS
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AchievementManager::GetInstance().DoIdle();
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#endif // USE_RETRO_ACHIEVEMENTS
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break;
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case State::Running:
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{
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