When reading a reply from a message sent to the data socket there is
the possibility that the other side gets sent multiple messages
before replying to any of them, which can lead to multiple replies
sent in a row. Though this only happens when things time out, it's
quite possible for these timeouts to happen or build up over time,
especially when initiating the connection.
This change makes sure to flush any pending bytes that have not been
read yet out of the socket after a successful POLL reply is received,
since that is the most common time when backups occur, and as well as
using the exact number of bytes in an expected reply, to ensure
the received data and the message it's replying to do not get out of
sync.
The result of calls to PPCSTATE_OFF_PS0/1 were being cast to u32 and
passed to functions expecting s32 parameters. This changes the casts
to s32 instead.
One location was missing a cast and generated a warning with VS which
is now fixed.
Added `ToggleBreakPoint` to both interface BreakPoints/MemChecks. this would allow us to toggle the state of the breakpoint.
Also the TMemCheck::is_ranged is not longer serialized to string, since can be deduce by comparing the TMemCheck::start_address and TMemCheck::end_address
DualShock UDP Client is the only place in the code that assumed OnConfigChanged()
is called at least once on startup or it won't load up the setting, so I took care of that
Some flags do nothing but generate dozens of warnings later,
add '-Werror' during testing to catch those early.
Main culprit is '-fvisibility-inlines-hidden' which is invalid for C files
The main reason why I'm adding this isn't actually to allow
users to swipe down to refresh, it's to add a loading indicator.
Considering that the Storage Access Framework can be slow for
folders with many items (many subfolders?), not showing a
loading indicator might give users the impression that adding
a folder resulted in nothing happening even though Dolphin is
scanning for games in the background. But I suppose letting
users swipe down to refresh is a nice bonus with the change.
This was caused, because we were saving the `break_on_hit` flag with the letter `p`. Then while loading the breakpoints, we read the flag with the letter `b`, resulting in the `break_on_hit` flag being always false