FindAllGamePaths may take a little while, and holding the
gameFileCache lock isn't actually necessary until it's time to
put the results returned by FindAllGamePaths into gameFileCache.
The downside of this change is that we have to do an extra
round of JNI in between FindAllGamePaths and Update,
but I don't think that's much of a problem.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
Back when I wrote this code, I believe I set it to use a custom path
so that the cache would end up in a directory which Android considers
to be a cache directory. But nowadays the directory which Dolphin's
C++ code considers to be the cache directory is such a directory,
so there's no longer any reason to override the default path.
Any local references get cleaned up when returning to the JVM,
but some of the functions in AndroidCommon return to C++ rather
than the JVM, and functions with loops risk running into the
limit of how many simultaneous local references are allowed.
The Java implementation of getting the list of post-processing
shaders only looked in the Sys folder and not the User folder.
This could be fixed in the Java implementation, but it's
simpler to just call the C++ implementation instead.
EmulationActivity has an instance of Settings. If you go to
SettingsActivity from EmulationActivity and change some settings,
the changes get saved to disk, but EmulationActivity's Settings
instance still contains the old settings in its map of all
settings (assuming the EmulationActivity was not killed by the
system to save memory). Then, once you're done playing your
game and exit EmulationActivity, EmulationActivity calls
Settings.saveSettings. This call to saveSettings first overwrites
the entire INI file with its map of all settings (which is
outdated) in order to save any legacy settings that have changed
(which they haven't, since the GUI doesn't let you change legacy
settings while a game is running). Then, it asks the new config
system to write the most up-to-date values available for non-legacy
settings, which should make all the settings be up-to-date again.
The problem here is that the new config system would skip writing
to disk if no settings changes had been made since the last time
we asked it to write to disk (i.e. since SettingsActivity exited).
NB: Calling Settings.loadSettings in EmulationActivity.onResume
is not a working solution. I assume this is because
SettingsActivity saves its settings in onStop and not onPause.
This is already handled by SurfaceDestroyed. In the worst case,
the extra code could even race with SurfaceDestroyed if they
are triggered at the same time, but this is highly improbable.
Time for yet another new iteration of working around the
"surface destruction during boot" problem...
This time, the strategy is to use a mutex in MainAndroid.cpp.