Make the emulation stop asynchronous to prevent deadlocks.
This may expose bugs which relied on the Main Thread to be suspended in the stopping state.
This commit is contained in:
@@ -425,6 +425,7 @@ CFrame::CFrame(wxFrame* parent,
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Movie::SetInputManip(TASManipFunction);
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State::SetOnAfterLoadCallback(OnAfterLoadCallback);
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Core::SetOnStoppedCallback(OnStoppedCallback);
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// Setup perspectives
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if (g_pCodeWindow)
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@@ -692,6 +693,10 @@ void CFrame::OnHostMessage(wxCommandEvent& event)
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case WM_USER_STOP:
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DoStop();
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break;
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case IDM_STOPPED:
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OnStopped();
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break;
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}
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}
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@@ -904,6 +909,16 @@ void OnAfterLoadCallback()
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}
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}
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void OnStoppedCallback()
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{
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// warning: this gets called from the EmuThread, so we should only queue things to do on the proper thread
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if (main_frame)
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{
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wxCommandEvent event(wxEVT_HOST_COMMAND, IDM_STOPPED);
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main_frame->GetEventHandler()->AddPendingEvent(event);
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}
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}
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void TASManipFunction(SPADStatus *PadStatus, int controllerID)
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{
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if (main_frame)
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@@ -123,6 +123,7 @@ public:
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void InitBitmaps();
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void DoPause();
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void DoStop();
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void OnStopped();
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void DoRecordingSave();
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void UpdateGUI();
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void UpdateGameList();
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@@ -353,6 +354,7 @@ private:
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int GetCmdForHotkey(unsigned int key);
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void OnAfterLoadCallback();
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void OnStoppedCallback();
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// For TASInputDlg
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void TASManipFunction(SPADStatus *PadStatus, int controllerID);
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@@ -1120,72 +1120,77 @@ void CFrame::DoStop()
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wxBeginBusyCursor();
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BootManager::Stop();
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wxEndBusyCursor();
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confirmStop = false;
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}
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}
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void CFrame::OnStopped()
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{
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wxEndBusyCursor();
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confirmStop = false;
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#if defined(HAVE_X11) && HAVE_X11
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bDisableScreenSaver)
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X11Utils::InhibitScreensaver(X11Utils::XDisplayFromHandle(GetHandle()),
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X11Utils::XWindowFromHandle(GetHandle()), false);
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#endif
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m_RenderFrame->SetTitle(StrToWxStr(scm_rev_str));
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m_RenderFrame->SetTitle(StrToWxStr(scm_rev_str));
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// Destroy the renderer frame when not rendering to main
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m_RenderParent->Unbind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this);
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// Destroy the renderer frame when not rendering to main
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m_RenderParent->Unbind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this);
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// Keyboard
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wxTheApp->Unbind(wxEVT_KEY_DOWN, &CFrame::OnKeyDown, this);
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wxTheApp->Unbind(wxEVT_KEY_UP, &CFrame::OnKeyUp, this);
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// Keyboard
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wxTheApp->Unbind(wxEVT_KEY_DOWN, &CFrame::OnKeyDown, this);
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wxTheApp->Unbind(wxEVT_KEY_UP, &CFrame::OnKeyUp, this);
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// Mouse
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wxTheApp->Unbind(wxEVT_RIGHT_DOWN, &CFrame::OnMouse, this);
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wxTheApp->Unbind(wxEVT_RIGHT_UP, &CFrame::OnMouse, this);
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wxTheApp->Unbind(wxEVT_MIDDLE_DOWN, &CFrame::OnMouse, this);
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wxTheApp->Unbind(wxEVT_MIDDLE_UP, &CFrame::OnMouse, this);
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wxTheApp->Unbind(wxEVT_MOTION, &CFrame::OnMouse, this);
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bHideCursor)
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m_RenderParent->SetCursor(wxNullCursor);
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DoFullscreen(false);
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if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)
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{
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m_RenderFrame->Destroy();
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}
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else
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{
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// Mouse
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wxTheApp->Unbind(wxEVT_RIGHT_DOWN, &CFrame::OnMouse, this);
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wxTheApp->Unbind(wxEVT_RIGHT_UP, &CFrame::OnMouse, this);
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wxTheApp->Unbind(wxEVT_MIDDLE_DOWN, &CFrame::OnMouse, this);
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wxTheApp->Unbind(wxEVT_MIDDLE_UP, &CFrame::OnMouse, this);
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wxTheApp->Unbind(wxEVT_MOTION, &CFrame::OnMouse, this);
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bHideCursor)
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m_RenderParent->SetCursor(wxNullCursor);
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DoFullscreen(false);
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if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)
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{
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m_RenderFrame->Destroy();
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}
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else
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{
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#if defined(__APPLE__)
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// Disable the full screen button when not in a game.
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NSView *view = (NSView *) m_RenderFrame->GetHandle();
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NSWindow *window = [view window];
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// Disable the full screen button when not in a game.
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NSView *view = (NSView *)m_RenderFrame->GetHandle();
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NSWindow *window = [view window];
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[window setCollectionBehavior:NSWindowCollectionBehaviorDefault];
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[window setCollectionBehavior : NSWindowCollectionBehaviorDefault];
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#endif
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// Make sure the window is not longer set to stay on top
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m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP);
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}
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m_RenderParent = nullptr;
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// Clean framerate indications from the status bar.
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GetStatusBar()->SetStatusText(" ", 0);
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// Clear wiimote connection status from the status bar.
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GetStatusBar()->SetStatusText(" ", 1);
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// If batch mode was specified on the command-line, exit now.
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if (m_bBatchMode)
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Close(true);
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// If using auto size with render to main, reset the application size.
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain &&
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SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderWindowAutoSize)
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SetSize(SConfig::GetInstance().m_LocalCoreStartupParameter.iWidth,
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SConfig::GetInstance().m_LocalCoreStartupParameter.iHeight);
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m_GameListCtrl->Enable();
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m_GameListCtrl->Show();
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m_GameListCtrl->SetFocus();
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UpdateGUI();
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// Make sure the window is not longer set to stay on top
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m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP);
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}
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m_RenderParent = nullptr;
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// Clean framerate indications from the status bar.
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GetStatusBar()->SetStatusText(" ", 0);
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// Clear wiimote connection status from the status bar.
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GetStatusBar()->SetStatusText(" ", 1);
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// If batch mode was specified on the command-line, exit now.
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if (m_bBatchMode)
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Close(true);
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// If using auto size with render to main, reset the application size.
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain &&
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SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderWindowAutoSize)
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SetSize(SConfig::GetInstance().m_LocalCoreStartupParameter.iWidth,
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SConfig::GetInstance().m_LocalCoreStartupParameter.iHeight);
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m_GameListCtrl->Enable();
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m_GameListCtrl->Show();
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m_GameListCtrl->SetFocus();
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UpdateGUI();
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}
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void CFrame::DoRecordingSave()
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@@ -254,6 +254,7 @@ enum
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IDM_PANIC,
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IDM_KEYSTATE,
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IDM_WINDOWSIZEREQUEST,
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IDM_STOPPED,
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IDM_HOST_MESSAGE,
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IDM_MPANEL, ID_STATUSBAR,
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@@ -37,6 +37,7 @@
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#include "Common/Logging/LogManager.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/CoreParameter.h"
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#include "Core/Movie.h"
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#include "Core/HW/Wiimote.h"
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@@ -455,6 +456,7 @@ int DolphinApp::OnExit()
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VideoBackend::ClearList();
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SConfig::Shutdown();
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LogManager::Shutdown();
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Core::Shutdown();
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delete m_locale;
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