This changes Refresh() to use the existing scanning thread to scan for
devices, instead of running the scan on the UI thread and blocking it.
Also makes the UI thread not block when Continuous Scanning is disabled
and removes duplicated code.
Should fix issue 8992.
Under the hood:
* The scanning thread is now always active, even when continuous
scanning is disabled.
* The initialize code which waits for Wiimotes to be connected also
uses the scanning thread instead of scanning on yet another thread.
* The scanning thread now always checks for disconnected devices, to
avoid Dolphin thinking a Wiimote is still connected when it isn't. So
we now check if we need new Wiimotes or a Balance Board at scan time.
This makes it clear that sending a signal a second time will force stop
Dolphin (which is useful in case the GUI is deadlocked or otherwise
unable to react to the signal).
This makes DolphinWX shut down cleanly, just like it would with
File->Exit when it receives a SIGINT, SIGTERM (Unix) or some signals
on Windows.
The default signal handler will be restored after a first shutdown
signal so a second signal will exit Dolphin forcefully.
Small cleanup by using std::shared_ptr and getting rid of
ciface.Devices() which just returned the m_devices (which defeats the
point of making m_devices protected).
Incidentally, this should make the code safer when we have
different threads accessing devices in the future (for hotplug?).
A lot of code use Device references directly so there is
no easy way to remove FindDevice() and make those unique_ptrs.
Previously, the devices vector would be passed to all backends. They
would then manually push_back to it to add new devices. This was fine
but caused issues when trying to add synchronisation.
Instead, backends now call AddDevice() to fill m_devices so that it is
not accessible from the outside.
This commit makes real Wiimotes really disconnect when they are
disconnected by the emulated software, which is more similar to how
it works with a real Wii and allows Wiimotes to be disconnected after
timeout for power saving.
This is currently only enabled on Linux, because of limitations on
the other platforms.
The Legend of Zelda: Ocarina of Time (Master Quest) needs EFB to RAM
for the pause menu background to not be black and for Link to show up
in the pause menu. These are the two most visible issues without EFB
to RAM enabled.
This is consistent with the GameINI for the Collector's Edition
version (PZL).