System: Adjust initialization order to better fit FullscreenUI
Fixes jankyness of rendering the landing page when trying to resume a game with achievements active, or when loading state.
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1b678d0ebc
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4da7692a2d
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@ -706,7 +706,8 @@ bool FullscreenUI::AreAnyDialogsOpen()
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{
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return (s_state.save_state_selector_open || s_state.about_window_open ||
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s_state.input_binding_type != InputBindingInfo::Type::Unknown || ImGuiFullscreen::IsChoiceDialogOpen() ||
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ImGuiFullscreen::IsFileSelectorOpen());
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ImGuiFullscreen::IsInputDialogOpen() || ImGuiFullscreen::IsFileSelectorOpen() ||
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ImGuiFullscreen::IsMessageBoxDialogOpen());
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}
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void FullscreenUI::CheckForConfigChanges(const GPUSettings& old_settings)
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@ -720,7 +721,7 @@ void FullscreenUI::UpdateRunIdleState()
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GPUThread::SetRunIdleReason(GPUThread::RunIdleReason::FullscreenUIActive, new_run_idle);
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}
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void FullscreenUI::OnSystemStarted()
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void FullscreenUI::OnSystemStarting()
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{
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// NOTE: Called on CPU thread.
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if (!IsInitialized())
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@ -1109,34 +1110,37 @@ void FullscreenUI::DoStartPath(std::string path, std::string state, std::optiona
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if (GPUThread::HasGPUBackend())
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return;
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// Switch to nothing, we'll get called back via OnSystemDestroyed() if startup fails.
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const MainWindowType prev_main_window = std::exchange(s_state.current_main_window, MainWindowType::None);
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QueueResetFocus(FocusResetType::ViewChanged);
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// Stop running idle to prevent game list from being redrawn until we know if startup succeeded.
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GPUThread::SetRunIdleReason(GPUThread::RunIdleReason::FullscreenUIActive, false);
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SystemBootParameters params;
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params.filename = std::move(path);
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params.save_state = std::move(state);
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params.override_fast_boot = std::move(fast_boot);
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Host::RunOnCPUThread([params = std::move(params), prev_main_window]() {
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Host::RunOnCPUThread([params = std::move(params)]() mutable {
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if (System::IsValid())
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return;
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// This can "fail" if HC mode is enabled and the user cancels, or other startup cancel paths.
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// In that case, we need to re-trigger the idle state so the user can interact with the message.
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// But we can skip it if we have a system, because OnSystemStarted() fixed it up.
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Error error;
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if (!System::BootSystem(std::move(params), &error))
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{
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GPUThread::RunOnThread([error_desc = error.TakeDescription(), prev_main_window]() {
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if (!IsInitialized())
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return;
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const bool result = System::BootSystem(std::move(params), &error);
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if (result && System::IsValid())
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return;
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GPUThread::RunOnThread([error_desc = error.TakeDescription(), result]() {
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if (!IsInitialized())
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return;
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if (!result)
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{
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OpenInfoMessageDialog(TRANSLATE_STR("System", "Error"),
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fmt::format(TRANSLATE_FS("System", "Failed to boot system: {}"), error_desc));
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// ReturnToPreviousWindow();
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s_state.current_main_window = prev_main_window;
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QueueResetFocus(FocusResetType::ViewChanged);
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UpdateRunIdleState();
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});
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}
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}
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UpdateRunIdleState();
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});
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});
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}
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@ -20,7 +20,7 @@ bool Initialize();
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bool IsInitialized();
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bool HasActiveWindow();
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void CheckForConfigChanges(const GPUSettings& old_settings);
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void OnSystemStarted();
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void OnSystemStarting();
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void OnSystemResumed();
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void OnSystemDestroyed();
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void OnRunningGameChanged(const std::string& path, const std::string& serial, const std::string& title);
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@ -223,7 +223,6 @@ static void DoRewind();
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static bool DoRunahead();
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static bool OpenGPUDump(std::string path, Error* error);
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static bool ChangeGPUDump(std::string new_path);
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static void UpdateSessionTime(const std::string& prev_serial);
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@ -1657,18 +1656,13 @@ bool System::BootSystem(SystemBootParameters parameters, Error* error)
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else
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INFO_LOG("Boot Filename: {}", parameters.filename);
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Assert(s_state.state == State::Shutdown);
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s_state.state = State::Starting;
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s_state.startup_cancelled.store(false, std::memory_order_relaxed);
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s_state.region = g_settings.region;
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std::atomic_thread_fence(std::memory_order_release);
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Host::OnSystemStarting();
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// Load CD image up and detect region.
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std::unique_ptr<CDImage> disc;
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ConsoleRegion console_region = ConsoleRegion::Auto;
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DiscRegion disc_region = DiscRegion::NonPS1;
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BootMode boot_mode = BootMode::FullBoot;
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std::string exe_override;
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std::unique_ptr<GPUDump::Player> gpu_dump;
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if (!parameters.filename.empty())
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{
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if (IsExePath(parameters.filename))
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@ -1683,24 +1677,22 @@ bool System::BootSystem(SystemBootParameters parameters, Error* error)
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}
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else if (IsGPUDumpPath(parameters.filename))
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{
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if (!OpenGPUDump(parameters.filename, error))
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{
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DestroySystem();
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gpu_dump = GPUDump::Player::Open(parameters.filename, error);
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if (!gpu_dump)
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return false;
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}
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boot_mode = BootMode::ReplayGPUDump;
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}
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if (boot_mode == BootMode::BootEXE || boot_mode == BootMode::BootPSF)
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{
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if (s_state.region == ConsoleRegion::Auto)
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if (console_region == ConsoleRegion::Auto)
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{
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const DiscRegion file_region =
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((boot_mode == BootMode::BootEXE) ? GetRegionForExe(parameters.filename.c_str()) :
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GetRegionForPsf(parameters.filename.c_str()));
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INFO_LOG("EXE/PSF Region: {}", Settings::GetDiscRegionDisplayName(file_region));
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s_state.region = GetConsoleRegionForDiscRegion(file_region);
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console_region = GetConsoleRegionForDiscRegion(file_region);
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}
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}
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else if (boot_mode != BootMode::ReplayGPUDump)
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@ -1710,25 +1702,24 @@ bool System::BootSystem(SystemBootParameters parameters, Error* error)
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if (!disc)
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{
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Error::AddPrefixFmt(error, "Failed to open CD image '{}':\n", Path::GetFileName(parameters.filename));
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DestroySystem();
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return false;
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}
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disc_region = GameList::GetCustomRegionForPath(parameters.filename).value_or(GetRegionForImage(disc.get()));
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if (s_state.region == ConsoleRegion::Auto)
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if (console_region == ConsoleRegion::Auto)
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{
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if (disc_region != DiscRegion::Other)
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{
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s_state.region = GetConsoleRegionForDiscRegion(disc_region);
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console_region = GetConsoleRegionForDiscRegion(disc_region);
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INFO_LOG("Auto-detected console {} region for '{}' (region {})",
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Settings::GetConsoleRegionName(s_state.region), parameters.filename,
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Settings::GetConsoleRegionName(console_region), parameters.filename,
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Settings::GetDiscRegionName(disc_region));
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}
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else
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{
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s_state.region = ConsoleRegion::NTSC_U;
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console_region = ConsoleRegion::NTSC_U;
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WARNING_LOG("Could not determine console region for disc region {}. Defaulting to {}.",
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Settings::GetDiscRegionName(disc_region), Settings::GetConsoleRegionName(s_state.region));
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Settings::GetDiscRegionName(disc_region), Settings::GetConsoleRegionName(console_region));
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}
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}
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}
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@ -1736,21 +1727,72 @@ bool System::BootSystem(SystemBootParameters parameters, Error* error)
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else
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{
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// Default to NTSC for BIOS boot.
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if (s_state.region == ConsoleRegion::Auto)
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s_state.region = ConsoleRegion::NTSC_U;
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if (console_region == ConsoleRegion::Auto)
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console_region = ConsoleRegion::NTSC_U;
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}
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INFO_LOG("Console Region: {}", Settings::GetConsoleRegionDisplayName(s_state.region));
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INFO_LOG("Console Region: {}", Settings::GetConsoleRegionDisplayName(console_region));
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// Switch subimage.
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if (disc && parameters.media_playlist_index != 0 && !disc->SwitchSubImage(parameters.media_playlist_index, error))
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{
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Error::AddPrefixFmt(error, "Failed to switch to subimage {} in '{}':\n", parameters.media_playlist_index,
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Path::GetFileName(parameters.filename));
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DestroySystem();
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return false;
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}
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// Achievement hardcore checks before committing to anything.
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if (!IsReplayingGPUDump())
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{
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// Check for resuming with hardcore mode.
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if (parameters.disable_achievements_hardcore_mode)
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Achievements::DisableHardcoreMode();
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else
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Achievements::ResetHardcoreMode(true);
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if ((!parameters.save_state.empty() || !exe_override.empty()) && Achievements::IsHardcoreModeActive())
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{
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const bool is_exe_override_boot = parameters.save_state.empty();
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bool cancelled;
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if (FullscreenUI::IsInitialized())
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{
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Achievements::ConfirmHardcoreModeDisableAsync(is_exe_override_boot ?
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TRANSLATE("Achievements", "Overriding executable") :
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TRANSLATE("Achievements", "Resuming state"),
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[parameters = std::move(parameters)](bool approved) mutable {
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if (approved)
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{
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parameters.disable_achievements_hardcore_mode = true;
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BootSystem(std::move(parameters), nullptr);
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}
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});
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cancelled = true;
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}
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else
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{
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cancelled = !Achievements::ConfirmHardcoreModeDisable(is_exe_override_boot ?
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TRANSLATE("Achievements", "Overriding executable") :
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TRANSLATE("Achievements", "Resuming state"));
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}
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if (cancelled)
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{
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// Technically a failure, but user-initiated. Returning false here would try to display a non-existent error.
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return true;
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}
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}
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}
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// Can't early cancel without destroying past this point.
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Assert(s_state.state == State::Shutdown);
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s_state.state = State::Starting;
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s_state.region = console_region;
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s_state.startup_cancelled.store(false, std::memory_order_relaxed);
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s_state.gpu_dump_player = std::move(gpu_dump);
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std::atomic_thread_fence(std::memory_order_release);
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Host::OnSystemStarting();
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FullscreenUI::OnSystemStarting();
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// Update running game, this will apply settings as well.
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UpdateRunningGame(disc ? disc->GetPath() : parameters.filename, disc.get(), true);
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@ -1770,42 +1812,6 @@ bool System::BootSystem(SystemBootParameters parameters, Error* error)
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exe_override = std::move(parameters.override_exe);
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}
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// Check for resuming with hardcore mode.
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if (parameters.disable_achievements_hardcore_mode)
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Achievements::DisableHardcoreMode();
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if ((!parameters.save_state.empty() || !exe_override.empty()) && Achievements::IsHardcoreModeActive())
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{
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const bool is_exe_override_boot = parameters.save_state.empty();
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bool cancelled;
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if (FullscreenUI::IsInitialized())
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{
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Achievements::ConfirmHardcoreModeDisableAsync(is_exe_override_boot ?
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TRANSLATE("Achievements", "Overriding executable") :
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TRANSLATE("Achievements", "Resuming state"),
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[parameters = std::move(parameters)](bool approved) mutable {
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if (approved)
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{
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parameters.disable_achievements_hardcore_mode = true;
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BootSystem(std::move(parameters), nullptr);
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}
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});
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cancelled = true;
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}
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else
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{
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cancelled = !Achievements::ConfirmHardcoreModeDisable(is_exe_override_boot ?
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TRANSLATE("Achievements", "Overriding executable") :
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TRANSLATE("Achievements", "Resuming state"));
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}
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if (cancelled)
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{
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// Technically a failure, but user-initiated. Returning false here would try to display a non-existent error.
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DestroySystem();
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return true;
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}
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}
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// Are we fast booting? Must be checked after updating game settings.
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if (boot_mode == BootMode::FullBoot && disc_region != DiscRegion::NonPS1 &&
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parameters.override_fast_boot.value_or(static_cast<bool>(g_settings.bios_patch_fast_boot)))
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@ -1847,8 +1853,6 @@ bool System::BootSystem(SystemBootParameters parameters, Error* error)
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return false;
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}
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FullscreenUI::OnSystemStarted();
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InputManager::UpdateHostMouseMode();
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if (g_settings.inhibit_screensaver)
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@ -4189,9 +4193,6 @@ void System::UpdateRunningGame(const std::string& path, CDImage* image, bool boo
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if (!IsReplayingGPUDump())
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{
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if (booting)
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Achievements::ResetHardcoreMode(true);
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Achievements::GameChanged(s_state.running_game_path, image, booting);
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// game layer reloads cheats, but only the active list, we need new files
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@ -5848,27 +5849,18 @@ void System::UpdateGTEAspectRatio()
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GTE::SetAspectRatio(gte_ar, custom_num, custom_denom);
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}
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bool System::OpenGPUDump(std::string path, Error* error)
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{
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std::unique_ptr<GPUDump::Player> new_dump = GPUDump::Player::Open(std::move(path), error);
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if (!new_dump)
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return false;
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// set properties
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s_state.gpu_dump_player = std::move(new_dump);
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s_state.region = s_state.gpu_dump_player->GetRegion();
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return true;
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}
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bool System::ChangeGPUDump(std::string new_path)
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{
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Error error;
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if (!OpenGPUDump(std::move(new_path), &error))
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std::unique_ptr<GPUDump::Player> new_dump = GPUDump::Player::Open(std::move(new_path), &error);
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if (!new_dump)
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{
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Host::ReportErrorAsync("Error", fmt::format(TRANSLATE_FS("Failed to change GPU dump: {}", error.GetDescription())));
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return false;
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}
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s_state.gpu_dump_player = std::move(new_dump);
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s_state.region = s_state.gpu_dump_player->GetRegion();
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UpdateRunningGame(s_state.gpu_dump_player->GetPath(), nullptr, false);
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// current player object has been changed out, toss call stack
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@ -449,7 +449,7 @@ CDImage::PrecacheResult CDImageCHD::Precache(ProgressCallback* progress)
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if (m_precached)
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return CDImage::PrecacheResult::Success;
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progress->SetStatusText(fmt::format("Precaching {}...", FileSystem::GetDisplayNameFromPath(m_filename)).c_str());
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progress->SetStatusText("Precaching CHD...");
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progress->SetProgressRange(100);
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auto callback = [](size_t pos, size_t total, void* param) {
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