If Dolphin crashes, changes that have been made to settings are often
lost. This has been a minor annoyance for me when developing, but it has
become a much bigger issue recently due to the problem where Dolphin
freezes on shutdown for ROG Ally users.
Instead of saving the config when certain arbitrary settings are
changed, let's save the config when the user closes the settings window.
Fixes a macOS Metal crash when stopping immediately after boot starts.
m_upload_encoder and m_texture_upload_encoder could be dealloc'd during shutdown before endEncoding could be called, which causes a Metal assertion failure.
Co-authored-by: OatmealDome <julian@oatmealdome.me>
Don't set cached array bases to invalid pointers. If a game tries to set
an invalid base just keep the old one, which might cause game problems
but won't crash the emulator.
Users are reporting a crash at the point where WiimoteAndroid::IORead
tries to use m_java_wiimote_payload. This commit solves the problem by
making m_java_wiimote_payload a global reference.
The code for setting up m_java_wiimote_payload has also been moved to
the constructor just because that way it's impossible for it to run
twice. (If the code as written were to run a second time, the old global
reference would be leaked. ConnectInternal should only run once, so this
is just to be on the safe side.)
Fixes https://bugs.dolphin-emu.org/issues/13960.
Use the existing system reference instead of Core::System::GetInstance(),
and calculate the phase 2 scheduling delay from GetTicksPerSecond()
instead of hardcoding 50000 ticks.
Mistakenly thought the change media call would close the current
game if the new media failed to hash. This wasn't the case so
instead I'll close the current game myself. This fixes an issue
where a default ISO would immediately load achievements when
starting up the Wii menu.
We often use game IDs in paths, so we should try to make sure path
traversal is impossible in game IDs. Admittedly, doing any kind of real
attack using the six bytes available in game IDs is unrealistic, but no
game ID should contain non-alphanumeric or non-ASCII characters anyway.
Might also fix https://bugs.dolphin-emu.org/issues/13982 by skipping
converting between encodings for game IDs.
This makes JitBaseBlockCache::ErasePhysicalRange around 50% faster and
PPCAnalyzer::Analyze around 40% faster. Rogue Squadron 2's notoriously
laggy action of switching to and from cockpit view is made something
like 20-30% faster by this, though this is a very rough measurement.
This is a very small libary, and as I understand it, it was more or less
developed for Dolphin.
This moves the two relevant files from Externals to Common, changes the
namespace to Common, reformats the code, and adds Dolphin copyright
notices. The change in copyright notice and license was approved by
AdmiralCurtiss.
Default values for settings need to be the same in Kotlin and C++,
otherwise settings that haven't been changed by the user will be shown
as having one value in the Android GUI but treated as having a different
value in the core.
Notable changes:
- CMake
- Fixed a bug where SDL couldn't use a vendored libusb or libhidapi (see 29b3fcfb1b)
- Fixed long startup times on Windows when some non-compliant input devices are present
- Controller support
- Added support for the Razer Raiju V5 Pro
- Improved Switch 2 controller support
- Improved NVIDIA SHIELD controller support
- Fixed various controllers showing up twice on macOS
- Fixed handling GameCube adapters in PC mode on Linux and macOS