When Movie was calling ChangeDisc, it was moving execution to
the host thread just to then make the host thread the CPU thread.
We can simply run the code directly on the CPU thread instead.
The active codes normally get cleared when a game boots, because
LoadPatches gets called, replacing the codes from the previous game.
However, there were cases where LoadPatches doesn't get called, and
then codes from the previous game would be used for the current game.
This commit clears the codes on shutdown so that it doesn't matter
whether the boot process loads LoadPatches.
Simplification/reduction of duplicated code. Detect other constant GQR values and inline loads (5-10% speedup) and do direct dispatch to AOT methods for stores.
This changes Bluetooth device discovery on Linux to use LIAC (Limited
Dedicated Inquiry Access Code) since third-party Wiimotes (such as Rock
Candy Wiimotes) are not discovered without it.
Also added accessor function in IONix class to help with checking if
the discovered Wiimote has already been found.
[leoetlino: code review suggested changes, remove unused variable,
commit message formatting fixes, and build fix]
This commit makes real Wiimotes really disconnect when they are
disconnected by the emulated software, which is more similar to how
it works with a real Wii and allows Wiimotes to be disconnected after
timeout for power saving.
This is currently only enabled on Linux, because of limitations on
the other platforms.
Fully opt-in, reports to analytics.dolphin-emu.org over SSL. Collects system
information and settings at Dolphin start time and game start time.
UI not implemented yet, so users are required to opt in through config editing.
Cleanup code style.
Move ActionReplay code->INI saving into ActionReplay namespace.
Threadsafety Cleanup: ActionReplay is accessed from the Host, Emu
and CPU Threads so the internal storage needs to be protected by a
lock to prevent vectors/strings being deleted/moved while in use by
the CPU Thread.
UI Consistency: Make ARCodes behave like Gecko Codes - only apply
changes when Apply is pressed. Save changes to INI from CheatsWindow.
ISOProperties/CheatsWindow now synchronize with each other.
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.