[XAM] XamShowSigninUI: Send signin and UI close notification with delay from separate thread
This is to prevent situation when game waits for notification, but receives it beforehand
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@ -548,23 +548,30 @@ dword_result_t XamShowSigninUI_entry(dword_t users_needed, dword_t unk_mask) {
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kernel_state()->UpdateUsedUserProfiles();
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// Mask values vary. Probably matching user types? Local/remote?
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// Games seem to sit and loop until we trigger this notification:
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uint32_t user_mask = 0;
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uint32_t active_users = 0;
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for (uint32_t i = 0; i < 4; i++) {
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if (kernel_state()->IsUserSignedIn(i)) {
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user_mask |= (1 << i);
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active_users++;
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if (active_users >= users_needed) break;
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auto run = [users_needed]() -> void {
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uint32_t user_mask = 0;
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uint32_t active_users = 0;
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for (uint32_t i = 0; i < 4; i++) {
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if (kernel_state()->IsUserSignedIn(i)) {
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user_mask |= (1 << i);
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active_users++;
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if (active_users >= users_needed) break;
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}
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}
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}
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// XN_SYS_SIGNINCHANGED (players)
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kernel_state()->BroadcastNotification(kXNotificationIDSystemSignInChanged,
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user_mask);
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std::this_thread::sleep_for(std::chrono::milliseconds(150));
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// XN_SYS_SIGNINCHANGED (players)
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kernel_state()->BroadcastNotification(kXNotificationIDSystemSignInChanged,
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user_mask);
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// XN_SYS_UI (off)
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kernel_state()->BroadcastNotification(kXNotificationIDSystemUI, 0);
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};
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std::thread thread(run);
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thread.detach();
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// XN_SYS_UI (off)
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kernel_state()->BroadcastNotification(kXNotificationIDSystemUI, 0);
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return X_ERROR_SUCCESS;
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}
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DECLARE_XAM_EXPORT1(XamShowSigninUI, kUserProfiles, kStub);
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