ActionReplay: Fix ISOProperties corrupting active code set
ISOProperties loads codes using ActionReplay::LoadCodes which actually applies the codes to the global state. If a game is running then that games receives all the codes (and ACTIVE status) from the second game being shown in ISOProperties which is not desirable.
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0fa9233c1a
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25b072ff2b
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@ -19,7 +19,10 @@
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// Zero Codes: any code with no address. These codes are used to do special operations like memory copy, etc
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// -------------------------------------------------------------------------------------------------------------
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#include <list>
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#include <mutex>
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#include <string>
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#include <utility>
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#include <vector>
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#include "Common/CommonTypes.h"
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@ -81,6 +84,9 @@ static std::vector<ARCode> activeCodes;
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static bool logSelf = false;
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static std::vector<std::string> arLog;
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static std::mutex s_callbacks_lock;
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static std::list<std::function<void()>> s_callbacks;
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struct ARAddr
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{
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union
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@ -100,16 +106,68 @@ struct ARAddr
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operator u32() const { return address; }
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};
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static void RunCodeChangeCallbacks()
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{
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std::lock_guard<std::mutex> guard(s_callbacks_lock);
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for (const auto& cb : s_callbacks)
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cb();
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}
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// ----------------------
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// AR Remote Functions
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void LoadCodes(const IniFile& globalIni, const IniFile& localIni, bool forceLoad)
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void ApplyCodes(const std::vector<ARCode>& codes)
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{
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// Parses the Action Replay section of a game ini file.
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if (!SConfig::GetInstance().bEnableCheats &&
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!forceLoad)
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if (!SConfig::GetInstance().bEnableCheats)
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return;
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arCodes.clear();
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arCodes = codes;
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UpdateActiveList();
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RunCodeChangeCallbacks();
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}
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void AddCode(const ARCode& code)
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{
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if (!SConfig::GetInstance().bEnableCheats)
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return;
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arCodes.push_back(code);
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if (code.active)
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UpdateActiveList();
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RunCodeChangeCallbacks();
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}
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void* RegisterCodeChangeCallback(std::function<void()> callback)
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{
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if (!callback)
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return nullptr;
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std::lock_guard<std::mutex> guard(s_callbacks_lock);
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s_callbacks.emplace_back(std::move(callback));
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return &s_callbacks.back();
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}
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void UnregisterCodeChangeCallback(void* token)
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{
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std::lock_guard<std::mutex> guard(s_callbacks_lock);
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for (auto i = s_callbacks.begin(); i != s_callbacks.end(); ++i)
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{
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if (&*i == token)
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{
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s_callbacks.erase(i);
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break;
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}
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}
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}
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void LoadAndApplyCodes(const IniFile& globalIni, const IniFile& localIni)
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{
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ApplyCodes(LoadCodes(globalIni, localIni));
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}
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// Parses the Action Replay section of a game ini file.
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std::vector<ARCode> LoadCodes(const IniFile& globalIni, const IniFile& localIni)
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{
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std::vector<ARCode> codes;
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std::vector<std::string> enabledLines;
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std::set<std::string> enabledNames;
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@ -146,13 +204,13 @@ void LoadCodes(const IniFile& globalIni, const IniFile& localIni, bool forceLoad
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{
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if (currentCode.ops.size())
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{
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arCodes.push_back(currentCode);
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codes.push_back(currentCode);
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currentCode.ops.clear();
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}
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if (encryptedLines.size())
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{
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DecryptARCode(encryptedLines, currentCode.ops);
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arCodes.push_back(currentCode);
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codes.push_back(currentCode);
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currentCode.ops.clear();
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encryptedLines.clear();
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}
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@ -204,22 +262,16 @@ void LoadCodes(const IniFile& globalIni, const IniFile& localIni, bool forceLoad
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// Handle the last code correctly.
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if (currentCode.ops.size())
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{
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arCodes.push_back(currentCode);
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codes.push_back(currentCode);
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}
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if (encryptedLines.size())
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{
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DecryptARCode(encryptedLines, currentCode.ops);
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arCodes.push_back(currentCode);
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codes.push_back(currentCode);
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}
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}
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UpdateActiveList();
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}
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void LoadCodes(std::vector<ARCode> &_arCodes, IniFile &globalIni, IniFile& localIni)
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{
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LoadCodes(globalIni, localIni, true);
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_arCodes = arCodes;
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return codes;
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}
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@ -270,6 +322,7 @@ void SetARCode_IsActive(bool active, size_t index)
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}
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arCodes[index].active = active;
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UpdateActiveList();
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RunCodeChangeCallbacks();
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}
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void UpdateActiveList()
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@ -4,6 +4,7 @@
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#pragma once
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#include <functional>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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@ -31,8 +32,12 @@ struct ARCode
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void RunAllActive();
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bool RunCode(const ARCode &arcode);
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void LoadCodes(const IniFile &globalini, const IniFile &localIni, bool forceLoad);
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void LoadCodes(std::vector<ARCode> &_arCodes, IniFile &globalini, IniFile &localIni);
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void ApplyCodes(const std::vector<ARCode>& codes);
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void AddCode(const ARCode& new_code);
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void* RegisterCodeChangeCallback(std::function<void()> callback);
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void UnregisterCodeChangeCallback(void* token);
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void LoadAndApplyCodes(const IniFile& globalini, const IniFile& localIni);
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std::vector<ARCode> LoadCodes(const IniFile& globalini, const IniFile& localIni);
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size_t GetCodeListSize();
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ARCode GetARCode(size_t index);
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void SetARCode_IsActive(bool active, size_t index);
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@ -166,7 +166,7 @@ void LoadPatches()
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IniFile localIni = SConfig::GetInstance().LoadLocalGameIni();
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LoadPatchSection("OnFrame", onFrame, globalIni, localIni);
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ActionReplay::LoadCodes(globalIni, localIni, false);
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ActionReplay::LoadAndApplyCodes(globalIni, localIni);
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// lil silly
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std::vector<Gecko::GeckoCode> gcodes;
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@ -6,6 +6,7 @@
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#include <cstddef>
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#include <cstdio>
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#include <cstring>
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#include <functional>
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#include <string>
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#include <vector>
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#include <wx/button.h>
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@ -38,12 +39,19 @@
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#include "DolphinWX/Cheats/CreateCodeDialog.h"
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#include "DolphinWX/Cheats/GeckoCodeDiag.h"
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namespace
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{
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wxDEFINE_EVENT(DOLPHIN_EVT_UPDATE_CHEAT_LIST, wxThreadEvent);
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}
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wxCheatsWindow::wxCheatsWindow(wxWindow* const parent)
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: wxDialog(parent, wxID_ANY, "", wxDefaultPosition, wxDefaultSize, wxDEFAULT_DIALOG_STYLE | wxRESIZE_BORDER | wxMAXIMIZE_BOX | wxMINIMIZE_BOX | wxDIALOG_NO_PARENT)
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{
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// Create the GUI controls
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Init_ChildControls();
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m_ar_callback_token = ActionReplay::RegisterCodeChangeCallback(std::bind(&wxCheatsWindow::OnActionReplayModified, this));
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// load codes
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UpdateGUI();
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@ -54,6 +62,7 @@ wxCheatsWindow::wxCheatsWindow(wxWindow* const parent)
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wxCheatsWindow::~wxCheatsWindow()
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{
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ActionReplay::UnregisterCodeChangeCallback(m_ar_callback_token);
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main_frame->g_CheatsWindow = nullptr;
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}
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@ -126,7 +135,7 @@ void wxCheatsWindow::Init_ChildControls()
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button_cancel->Bind(wxEVT_BUTTON, &wxCheatsWindow::OnEvent_ButtonClose_Press, this);
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Bind(wxEVT_CLOSE_WINDOW, &wxCheatsWindow::OnEvent_Close, this);
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Bind(UPDATE_CHEAT_LIST_EVENT, &wxCheatsWindow::OnEvent_CheatsList_Update, this);
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Bind(DOLPHIN_EVT_UPDATE_CHEAT_LIST, &wxCheatsWindow::OnEvent_CheatsList_Update, this);
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wxStdDialogButtonSizer* const sButtons = new wxStdDialogButtonSizer();
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sButtons->AddButton(m_button_apply);
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@ -232,24 +241,30 @@ void wxCheatsWindow::OnEvent_CheatsList_ItemToggled(wxCommandEvent& WXUNUSED(eve
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{
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if ((int)code_index.uiIndex == index)
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{
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m_ar_ignore_callback = true;
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ActionReplay::SetARCode_IsActive(m_checklistbox_cheats_list->IsChecked(index), code_index.index);
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}
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}
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}
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void wxCheatsWindow::OnEvent_CheatsList_Update(wxCommandEvent& event)
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void wxCheatsWindow::OnEvent_CheatsList_Update(wxThreadEvent&)
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{
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if (m_ar_ignore_callback)
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{
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m_ar_ignore_callback = false;
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return;
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}
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Load_ARCodes();
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}
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void wxCheatsWindow::OnActionReplayModified()
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{
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// NOTE: This is an arbitrary thread context
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GetEventHandler()->QueueEvent(new wxThreadEvent(DOLPHIN_EVT_UPDATE_CHEAT_LIST));
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}
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void wxCheatsWindow::OnEvent_ApplyChanges_Press(wxCommandEvent& ev)
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{
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// Apply AR Code changes
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for (const ARCodeIndex& code_index : m_index_list)
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{
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ActionReplay::SetARCode_IsActive(m_checklistbox_cheats_list->IsChecked(code_index.uiIndex), code_index.index);
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}
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// Apply Gecko Code changes
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Gecko::SetActiveCodes(m_geckocode_panel->GetCodes());
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@ -265,11 +280,15 @@ void wxCheatsWindow::OnEvent_ApplyChanges_Press(wxCommandEvent& ev)
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void wxCheatsWindow::OnEvent_ButtonUpdateLog_Press(wxCommandEvent& WXUNUSED(event))
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{
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wxBeginBusyCursor();
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m_textctrl_log->Freeze();
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m_textctrl_log->Clear();
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for (const std::string& text : ActionReplay::GetSelfLog())
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{
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m_textctrl_log->AppendText(StrToWxStr(text));
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}
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m_textctrl_log->Thaw();
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wxEndBusyCursor();
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}
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void wxCheatsWindow::OnEvent_CheckBoxEnableLogging_StateChange(wxCommandEvent& WXUNUSED(event))
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@ -72,6 +72,10 @@ private:
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IniFile m_gameini_local;
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std::string m_gameini_local_path;
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// ActionReplay::UnregisterCodeChangeCallback handle
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void* m_ar_callback_token = nullptr;
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bool m_ar_ignore_callback = false;
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void Init_ChildControls();
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void Load_ARCodes();
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@ -86,7 +90,8 @@ private:
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// Cheats List
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void OnEvent_CheatsList_ItemSelected(wxCommandEvent& event);
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void OnEvent_CheatsList_ItemToggled(wxCommandEvent& event);
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void OnEvent_CheatsList_Update(wxCommandEvent& event);
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void OnEvent_CheatsList_Update(wxThreadEvent& event);
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void OnActionReplayModified();
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// Apply Changes Button
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void OnEvent_ApplyChanges_Press(wxCommandEvent& event);
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@ -14,9 +14,6 @@
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#include "DolphinWX/WxUtils.h"
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#include "DolphinWX/Cheats/CreateCodeDialog.h"
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// Fired when an ActionReplay code is created.
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wxDEFINE_EVENT(UPDATE_CHEAT_LIST_EVENT, wxCommandEvent);
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CreateCodeDialog::CreateCodeDialog(wxWindow* const parent, const u32 address)
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: wxDialog(parent, wxID_ANY, _("Create AR Code"))
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, m_code_address(address)
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@ -80,24 +77,21 @@ void CreateCodeDialog::PressOK(wxCommandEvent& ev)
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// create the new code
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ActionReplay::ARCode new_cheat;
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new_cheat.active = false;
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new_cheat.user_defined = true;
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new_cheat.name = WxStrToStr(code_name);
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const ActionReplay::AREntry new_entry(m_code_address, code_value);
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new_cheat.ops.push_back(new_entry);
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new_cheat.ops.emplace_back(ActionReplay::AREntry(m_code_address, code_value));
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ActionReplay::AddCode(new_cheat);
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// pretty hacky - add the code to the gameini
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// FIXME: The save logic should be ActionReplay since it mirrors the parser
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{
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CISOProperties isoprops(GameListItem(SConfig::GetInstance().m_LastFilename, std::unordered_map<std::string, std::string>()), this);
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CISOProperties isoprops(GameListItem(SConfig::GetInstance().m_LastFilename, {}), this);
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// add the code to the isoproperties arcode list
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isoprops.AddARCode(new_cheat);
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// save the gameini
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isoprops.SaveGameConfig();
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isoprops.ActionReplayList_Load(); // loads the new arcodes
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//ActionReplay::UpdateActiveList();
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}
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// Propagate back to the parent frame to update the cheat list.
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GetEventHandler()->AddPendingEvent(wxCommandEvent(UPDATE_CHEAT_LIST_EVENT));
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Close();
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}
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@ -12,8 +12,6 @@
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class wxCheckBox;
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class wxTextCtrl;
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wxDECLARE_EVENT(UPDATE_CHEAT_LIST_EVENT, wxCommandEvent);
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class CreateCodeDialog final : public wxDialog
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{
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public:
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@ -95,6 +95,7 @@ BEGIN_EVENT_TABLE(CISOProperties, wxDialog)
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EVT_MENU(IDM_EXTRACTDOL, CISOProperties::OnExtractDataFromHeader)
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EVT_MENU(IDM_CHECKINTEGRITY, CISOProperties::CheckPartitionIntegrity)
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EVT_CHOICE(ID_LANG, CISOProperties::OnChangeBannerLang)
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EVT_CHECKLISTBOX(ID_CHEATS_LIST, CISOProperties::OnActionReplayCodeChecked)
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END_EVENT_TABLE()
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CISOProperties::CISOProperties(const GameListItem& game_list_item, wxWindow* parent, wxWindowID id, const wxString& title, const wxPoint& position, const wxSize& size, long style)
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@ -1314,6 +1315,11 @@ void CISOProperties::ListSelectionChanged(wxCommandEvent& event)
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}
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}
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void CISOProperties::OnActionReplayCodeChecked(wxCommandEvent& event)
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{
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arCodes[event.GetSelection()].active = Cheats->IsChecked(event.GetSelection());
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}
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void CISOProperties::PatchList_Load()
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{
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onFrame.clear();
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@ -1399,9 +1405,8 @@ void CISOProperties::PatchButtonClicked(wxCommandEvent& event)
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void CISOProperties::ActionReplayList_Load()
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{
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arCodes.clear();
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Cheats->Clear();
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ActionReplay::LoadCodes(arCodes, GameIniDefault, GameIniLocal);
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arCodes = ActionReplay::LoadCodes(GameIniDefault, GameIniLocal);
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u32 index = 0;
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for (const ActionReplay::ARCode& arCode : arCodes)
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u32 cheats_chkbox_count = Cheats->GetCount();
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for (const ActionReplay::ARCode& code : arCodes)
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{
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// Check the index against the count because of the hacky way codes are added from the "Cheat Search" dialog
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if ((index < cheats_chkbox_count) && Cheats->IsChecked(index))
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if (code.active)
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enabledLines.push_back("$" + code.name);
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// Do not save default cheats.
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@ -208,6 +208,7 @@ private:
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void OnComputeMD5Sum(wxCommandEvent& event);
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void OnShowDefaultConfig(wxCommandEvent& event);
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void ListSelectionChanged(wxCommandEvent& event);
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void OnActionReplayCodeChecked(wxCommandEvent& event);
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void PatchButtonClicked(wxCommandEvent& event);
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void ActionReplayButtonClicked(wxCommandEvent& event);
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void RightClickOnBanner(wxMouseEvent& event);
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