mirror of https://github.com/PCSX2/pcsx2.git
AppCoreThread: small refactor (no-op)
In preparation for the next commit
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@ -315,7 +315,13 @@ static void SetupPatchesCon(bool verbose)
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PatchesCon = &ConsoleWriter_Null;
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}
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void AppCoreThread::ApplySettings( const Pcsx2Config& src )
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// fixup = src + command line overrides + game overrides (according to elfCRC).
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// While at it, also [re]loads the relevant patches (but doesn't apply them),
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// updates the console title, and, for good measures, does some (static) sio stuff.
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// Oh, and updates curGameKey. I think that's it.
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// It doesn't require that the emulation is paused, and console writes/title should
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// be thread safe, but it's best if things don't move around much while it runs.
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static void _ApplySettings( const Pcsx2Config& src, Pcsx2Config& fixup )
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{
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// 'fixup' is the EmuConfig we're going to upload to the emulator, which very well may
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// differ from the user-configured EmuConfig settings. So we make a copy here and then
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@ -325,7 +331,7 @@ void AppCoreThread::ApplySettings( const Pcsx2Config& src )
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// Note: It's important that we apply the commandline overrides *before* database fixes.
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// The database takes precedence (if enabled).
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Pcsx2Config fixup( src );
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fixup = src;
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const CommandlineOverrides& overrides( wxGetApp().Overrides );
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if( overrides.DisableSpeedhacks || !g_Conf->EnableSpeedHacks )
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@ -434,10 +440,15 @@ void AppCoreThread::ApplySettings( const Pcsx2Config& src )
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wxString consoleTitle = gameName + gameSerial;
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consoleTitle += L" [" + gameCRC.MakeUpper() + L"]" + gameCompat + gameFixes + gamePatch + gameCheats + gameWsHacks;
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Console.SetTitle(consoleTitle);
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}
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void AppCoreThread::ApplySettings( const Pcsx2Config& src )
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{
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// Re-entry guard protects against cases where code wants to manually set core settings
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// which are not part of g_Conf. The subsequent call to apply g_Conf settings (which is
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// usually the desired behavior) will be ignored.
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Pcsx2Config fixup;
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_ApplySettings(src, fixup);
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static int localc = 0;
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RecursionGuard guard( localc );
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