FullscreenUI: Fix a couple of GPU thread race conditions
State saving/loading, memory card state read on shutdown.
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a422e06628
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@ -243,7 +243,7 @@ static void DoStartBIOS();
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static void DoStartDisc(std::string path);
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static void DoStartDisc();
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static void DoToggleFastForward();
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static void ConfirmIfSavingMemoryCards(std::string_view action, std::function<void(bool)> callback);
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static void ConfirmIfSavingMemoryCards(std::string action, std::function<void(bool)> callback);
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static void RequestShutdown(bool save_state);
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static void RequestReset();
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static void DoChangeDiscFromFile();
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@ -1164,29 +1164,36 @@ void FullscreenUI::DoStartDisc()
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});
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}
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void FullscreenUI::ConfirmIfSavingMemoryCards(std::string_view action, std::function<void(bool)> callback)
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void FullscreenUI::ConfirmIfSavingMemoryCards(std::string action, std::function<void(bool)> callback)
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{
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if (!System::IsSavingMemoryCards())
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{
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callback(true);
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return;
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}
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Host::RunOnCPUThread([action = std::move(action), callback = std::move(callback)]() mutable {
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const bool was_saving = System::IsSavingMemoryCards();
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GPUThread::RunOnThread([action = std::move(action), callback = std::move(callback), was_saving]() mutable {
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if (!was_saving)
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{
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callback(true);
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return;
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}
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OpenConfirmMessageDialog(
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FSUI_ICONSTR(ICON_PF_MEMORY_CARD, "Memory Card Busy"),
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fmt::format(FSUI_FSTR("WARNING: Your game is still saving to the memory card. Continuing to {0} may IRREVERSIBLY "
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"DESTROY YOUR MEMORY CARD. We recommend resuming your game and waiting 5 seconds for it to "
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"finish saving.\n\nDo you want to {0} anyway?"),
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action),
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std::move(callback),
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fmt::format(
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fmt::runtime(FSUI_ICONSTR(ICON_FA_EXCLAMATION_TRIANGLE, "Yes, {} now and risk memory card corruption.")), action),
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FSUI_ICONSTR(ICON_FA_PLAY, "No, resume the game."));
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OpenConfirmMessageDialog(
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FSUI_ICONSTR(ICON_PF_MEMORY_CARD, "Memory Card Busy"),
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fmt::format(
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FSUI_FSTR("WARNING: Your game is still saving to the memory card. Continuing to {0} may IRREVERSIBLY "
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"DESTROY YOUR MEMORY CARD. We recommend resuming your game and waiting 5 seconds for it to "
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"finish saving.\n\nDo you want to {0} anyway?"),
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action),
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std::move(callback),
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fmt::format(
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fmt::runtime(FSUI_ICONSTR(ICON_FA_EXCLAMATION_TRIANGLE, "Yes, {} now and risk memory card corruption.")),
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action),
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FSUI_ICONSTR(ICON_FA_PLAY, "No, resume the game."));
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});
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});
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}
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void FullscreenUI::RequestShutdown(bool save_state)
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{
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ConfirmIfSavingMemoryCards(FSUI_VSTR("shut down"), [save_state](bool result) {
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ConfirmIfSavingMemoryCards(FSUI_STR("shut down"), [save_state](bool result) {
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if (result)
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Host::RunOnCPUThread([save_state]() { Host::RequestSystemShutdown(false, save_state); });
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else
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@ -1196,7 +1203,7 @@ void FullscreenUI::RequestShutdown(bool save_state)
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void FullscreenUI::RequestReset()
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{
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ConfirmIfSavingMemoryCards(FSUI_VSTR("reset"), [](bool result) {
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ConfirmIfSavingMemoryCards(FSUI_STR("reset"), [](bool result) {
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if (result)
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Host::RunOnCPUThread(System::ResetSystem);
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else
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@ -1216,7 +1223,7 @@ void FullscreenUI::DoToggleFastForward()
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void FullscreenUI::DoChangeDiscFromFile()
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{
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ConfirmIfSavingMemoryCards(FSUI_VSTR("change disc"), [](bool result) {
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ConfirmIfSavingMemoryCards(FSUI_STR("change disc"), [](bool result) {
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if (!result)
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{
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ClosePauseMenu();
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@ -6847,24 +6854,29 @@ void FullscreenUI::DrawResumeStateSelector()
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void FullscreenUI::DoLoadState(std::string path)
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{
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Host::RunOnCPUThread([boot_path = s_state.save_state_selector_game_path, path = std::move(path)]() {
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CloseSaveStateSelector();
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std::string boot_path = std::move(s_state.save_state_selector_game_path);
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CloseSaveStateSelector();
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Host::RunOnCPUThread([boot_path = std::move(boot_path), path = std::move(path)]() mutable {
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if (System::IsValid())
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{
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if (path.empty())
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{
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// Loading undo state.
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if (!System::UndoLoadState())
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ShowToast(std::string(), TRANSLATE_STR("System", "Failed to undo load state."));
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{
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GPUThread::RunOnThread(
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[]() { ShowToast(std::string(), TRANSLATE_STR("System", "Failed to undo load state.")); });
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}
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}
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else
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{
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Error error;
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if (!System::LoadState(path.c_str(), &error, true))
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{
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ShowToast(std::string(),
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fmt::format(TRANSLATE_FS("System", "Failed to load state: {}"), error.GetDescription()));
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GPUThread::RunOnThread([error_desc = error.TakeDescription()]() {
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ShowToast(std::string(), fmt::format(TRANSLATE_FS("System", "Failed to load state: {}"), error_desc));
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});
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}
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}
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}
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@ -6877,8 +6889,9 @@ void FullscreenUI::DoLoadState(std::string path)
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void FullscreenUI::DoSaveState(s32 slot, bool global)
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{
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CloseSaveStateSelector();
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Host::RunOnCPUThread([slot, global]() {
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CloseSaveStateSelector();
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if (!System::IsValid())
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return;
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@ -6887,7 +6900,9 @@ void FullscreenUI::DoSaveState(s32 slot, bool global)
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Error error;
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if (!System::SaveState(std::move(path), &error, g_settings.create_save_state_backups, false))
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{
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ShowToast(std::string(), fmt::format(TRANSLATE_FS("System", "Failed to save state: {}"), error.GetDescription()));
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GPUThread::RunOnThread([error_desc = error.TakeDescription()]() {
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ShowToast(std::string(), fmt::format(TRANSLATE_FS("System", "Failed to save state: {}"), error_desc));
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});
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}
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});
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}
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