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No commits in common. "87496205aa9c75217a715deb34c5fb60f6acbb2a" and "d2b4e12f9ed3a69ded01659e095cef8893859ea5" have entirely different histories.

10 changed files with 13 additions and 13 deletions

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@ -1152,7 +1152,7 @@ void AchievementManager::HandleGameCompletedEvent(const rc_client_event_t* clien
void AchievementManager::HandleResetEvent(const rc_client_event_t* client_event)
{
INFO_LOG_FMT(ACHIEVEMENTS, "Reset requested by Achievement Manager");
INFO_LOG_FMT(ACHIEVEMENTS, "Reset requested by Achievement Mananger");
Core::Stop(Core::System::GetInstance());
}

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@ -189,8 +189,8 @@ bool BootCore(Core::System& system, std::unique_ptr<BootParameters> boot,
// Conversely, we also shouldn't just accept any changes to SYSCONF, as it may cause
// temporary settings (from Movie, Netplay, game INIs, etc.) to stick around.
//
// To avoid inconveniences in most cases, we accept changes that aren't being overridden by a
// non-base layer, and restore only the overridden settings.
// To avoid inconveniences in most cases, we accept changes that aren't being overriden by a
// non-base layer, and restore only the overriden settings.
static void RestoreSYSCONF()
{
// This layer contains the new SYSCONF settings (including any temporary settings).

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@ -18,6 +18,6 @@ bool BootCore(Core::System& system, std::unique_ptr<BootParameters> parameters,
const WindowSystemInfo& wsi);
// Synchronise Dolphin's configuration with the SYSCONF (which may have changed during emulation),
// and restore settings that were overridden by per-game INIs or for some other reason.
// and restore settings that were overriden by per-game INIs or for some other reason.
void RestoreConfig();
} // namespace BootManager

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@ -5,7 +5,7 @@
#include "Common/Config/Config.h"
// This is a temporary solution, although they should be in their respective cpp file in UICommon.
// This is a temporary soluation, although they should be in their repected cpp file in UICommon.
// However, in order for IsSettingSaveable to compile without some issues, this needs to be here.
// Once IsSettingSaveable is removed, then you should able to move these back to UICommon.

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@ -93,7 +93,7 @@ void CoreTimingManager::Init()
m_globals.global_timer = 0;
m_idled_cycles = 0;
// The time between CoreTiming being initialized and the first call to Advance() is considered
// The time between CoreTiming being intialized and the first call to Advance() is considered
// the slice boundary between slice -1 and slice 0. Dispatcher loops must call Advance() before
// executing the first PPC cycle of each slice to prepare the slice length and downcount for
// that slice.

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@ -177,7 +177,7 @@ private:
// STATE_TO_SAVE
// The queue is a min-heap using std::ranges::make_heap/push_heap/pop_heap.
// We don't use std::priority_queue because we need to be able to serialize, unserialize and
// erase arbitrary events (RemoveEvent()) regardless of the queue order. These aren't accommodated
// erase arbitrary events (RemoveEvent()) regardless of the queue order. These aren't accomodated
// by the standard adaptor class.
std::vector<Event> m_event_queue;
u64 m_event_fifo_id = 0;

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@ -296,7 +296,7 @@ void DolphinAnalytics::MakeBaseBuilder()
s64 minor_version; // NSInteger minorVersion
s64 patch_version; // NSInteger patchVersion
};
// Under arm64, we need to call objc_msgSend to receive a struct.
// Under arm64, we need to call objc_msgSend to recieve a struct.
// On x86_64, we need to explicitly call objc_msgSend_stret for a struct.
#ifdef _M_ARM_64
#define msgSend objc_msgSend

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@ -158,7 +158,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
return;
}
// Update time in milliseconds of no acknowledgment of
// Update time in milliseconds of no acknoledgment of
// sent packets before a connection is deemed disconnected
enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
@ -221,7 +221,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
case ENET_EVENT_TYPE_CONNECT:
m_server = netEvent.peer;
// Update time in milliseconds of no acknowledgment of
// Update time in milliseconds of no acknoledgment of
// sent packets before a connection is deemed disconnected
enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
@ -1303,7 +1303,7 @@ void NetPlayClient::OnSyncSaveDataGBA(sf::Packet& packet)
void NetPlayClient::OnSyncCodes(sf::Packet& packet)
{
// Receive Data Packet
// Recieve Data Packet
SyncCodeID sub_id;
packet >> sub_id;

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@ -460,7 +460,7 @@ ConnectionError NetPlayServer::OnConnect(ENetPeer* incoming_connection, sf::Pack
if (StringUTF8CodePointCount(new_player.name) > MAX_NAME_LENGTH)
return ConnectionError::NameTooLong;
// Update time in milliseconds of no acknowledgment of
// Update time in milliseconds of no acknoledgment of
// sent packets before a connection is deemed disconnected
enet_peer_timeout(incoming_connection, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());

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@ -52,7 +52,7 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine
{
if (IsUserAnAdmin())
{
MessageBox(nullptr, L"Failed to write to directory despite administrator privileges.",
MessageBox(nullptr, L"Failed to write to directory despite administrator priviliges.",
L"Error", MB_ICONERROR);
return 1;
}