If you already have a mapping set in the advanced mapping dialog and
want to change it, the easiest way to do it is to press Clear and then
select the new mapping from the list. But pressing Clear causes the
dialog to close, forcing you to open it again, which is inconvenient.
This commit makes it so the Clear button doesn't close the dialog.
On real hardware, stswi and stswx don't trigger any of the special
behavior for uncached unaligned writes that was implemented in 543ed8a.
This is confirmed by a hwtest (a new commit in
https://github.com/dolphin-emu/hwtests/pull/42).
This change fixes Dolphin's stswi and stswx implementations so they stop
triggering the special behavior, bringing them back to the behavior they
had before 543ed8a. No games are known to be affected, but Extrems has
reported that it affects homebrew they've made.
This fixes a memory leak that would occur when the Android frontend
calls LogManager::Init more than once in order to reload settings.
Note that the log window listener is now owned by LogManager instead of
by the frontend, making it consistent with the other log listeners.
Old cruft from when the Android code was loading INI files manually.
We don't have any handling for failing to load settings anymore.
This change also updates related comments to reflect how things actually
work nowadays.
Probably a copy-paste error from layout-ldrtl/list_item_setting.xml.
This error made it so a long setting name could overlap with the
checkbox next to it if Dolphin was running with right-to-left layout.
The incorrect ID was apparently also causing the app:lintVitalRelease
build task to fail. I guess we're not running that build task, because I
only heard of this from someone building Dolphin locally.
There's no guarantee that directory initialization has completed by this
point, so we can't safely use NativeLibrary.
I'm making this change because of a crash being reported in Google Play
Console. The exact way it's crashing is mysterious to me, so I'm not
sure if this commit fixes the crash, but I think this commit is
a reasonable change to make even if it doesn't fix the crash. Backtrace
from Google Play Console:
#00 pc 0x0000000000469074 /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/lib/arm64/libmain.so (std::__ndk1::pair<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>> const, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>::pair[abi:nn180000]<char const* const&, char const* const&, 0>(char const* const&, char const* const&)) (BuildId: 64cfebf5b574b6729ebc51799aa94ccc3238cbcc)
#01 pc 0x0000000000468e9c /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/lib/arm64/libmain.so (std::__ndk1::pair<std::__ndk1::__tree_iterator<std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, std::__ndk1::__tree_node<std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, void*>*, long>, bool> std::__ndk1::__tree<std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, std::__ndk1::__map_value_compare<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, std::__ndk1::less<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, true>, std::__ndk1::allocator<std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>>>::__emplace_unique_impl<char const* const&, char const* const&>(char const* const&, char const* const&)) (BuildId: 64cfebf5b574b6729ebc51799aa94ccc3238cbcc)
#02 pc 0x0000000000462f08 /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/lib/arm64/libmain.so (Common::Log::LogManager::GetLogTypes()) (BuildId: 64cfebf5b574b6729ebc51799aa94ccc3238cbcc)
#03 pc 0x000000000044339c /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/lib/arm64/libmain.so (Java_org_dolphinemu_dolphinemu_NativeLibrary_GetLogTypeNames+56) (BuildId: 64cfebf5b574b6729ebc51799aa94ccc3238cbcc)
#04 pc 0x000000000031456c /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (art_jni_trampoline+108)
#05 pc 0x0000000000781508 /apex/com.android.art/lib64/libart.so (nterp_helper+152)
#06 pc 0x00000000002d94d4 /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/base.apk (org.dolphinemu.dolphinemu.features.settings.ui.SettingsFragmentPresenter.<clinit>+16)
[...]
Extracted games contain a boot.bin file that contains the disc header.
These boot.bin files are considered valid volumes by Dolphin, since
Dolphin only checks the disc header to determine if something is a valid
GC/Wii disc. Running them doesn't make any sense, though.
boot.bin files used to not be scanned by Dolphin due to their file
extension, but .bin was added to the list of file extensions to scan for
in 494e2c0. To stop them from showing up in the game list, let's update
the ShouldHideFromGameList mechanism.
Different threads are adding and calling callbacks, so this should have
some locking. This is both to ensure thread safety when accessing
`s_callbacks` and to ensure that there won't be situations where a
callback gets called after it's removed.
`s_callback_guards` is also accessed from multiple threads and has
therefore been made atomic.
a1691a4 made it so analytics start events can only be generated when
starting the main activity. However, some users launch Dolphin's
emulation activity from a separate frontend application, bypassing
Dolphin's main activity. This change adjusts the logic so that start
events can be generated if any activity is started after 6 hours of
inactivity. This more closely matches the behavior we had before
a1691a4, while still ensuring duplicate start events aren't generated.
I've also fixed the inconsistent indentation in ActivityTracker.kt.
I've been playing Rock Band 3 recently and have experienced a bug where
sometimes if you disconnect and reconnect a USB microphone, the game
won't pick up on it connecting, not even it you disconnect and reconnect
it again. An investigation into what's going on inside Dolphin shows
that when the game triggers a call to OH0::DeviceOpen after the device
has been reinserted, Dolphin doesn't open the device because it's
already present in m_opened_devices.
Removing the device from m_opened_devices after calling OH0::TriggerHook
in OH0::OnDeviceChange resolves this specific issue in my testing. Doing
this matches us removing the device from m_opened_devices after calling
OH0::TriggerHook in OH0::DeviceClose, but I haven't looked at exactly
what real IOS does.
I have been able to reproduce a much rarer issue that has the same
symptoms on the surface but where OH0::DeviceOpen gets past its
m_opened_devices check. I'm currently not sure what the cause of this
remaining issue is.
71f654c added a new platform in the middle of the C++ platform enum
without updating the corresponding Android code, making the Android code
incorrectly treat Wii discs as WAD files, WAD files as DOL/ELF files,
and so on. This commit fixes the problem.
To be able to add the new Triforce entry into the Platform enum without
it leading to the UI getting an additional tab, I'm splitting the enum
into Platform and PlatformTab. Platform now exactly matches the C++
enum (previously it excluded ELFOrDOL), and PlatformTab has the same
content as the old Platform.
Some games open two USB interfaces, e.g. /dev/usb/oh0 and /dev/usb/hid.
This was causing us to run two scanning threads at once, using up more
CPU time for scanning than we need to.
Instead of having USBScanner create "hooks" as it scans for devices,
let's have USBScanner present a list of devices to USBHost and have
USBHost diff the new device list with its old device list to create the
hook calls instead. This gets rid of some complex edge cases that the
next commit otherwise would have to deal with, in particular regarding
toggling determinism and adding new USBHosts to a USBScanner.
Note: After adding the missing locking of m_devices_mutex, I had to move
the locking of m_hooks_mutex to avoid a random deadlock between the CPU
thread and USB scanning thread. (Either that or I would have to lock
m_devices_mutex before m_hooks_mutex.)
This gets rid of the ugly direct access to USBScanner::m_devices that
was introduced by the previous commit.
This also fixes a potential thread safety issue.
USB_HIDv4::TriggerDeviceChangeReply loops through m_devices and calls
GetDeviceEntry for each device. If USB_HIDv4::TriggerDeviceChangeReply
is called after a new device is added to m_devices but before hooks are
dispatched, GetDeviceEntry crashes, because the hook that's supposed to
update m_device_ids hasn't run yet. With this commit, this issue can no
longer happen, because USBHost::m_devices_mutex doesn't get unlocked in
between updating m_devices and dispatching the hooks.
When you use TimePlayed, you have to provide a game ID either when
creating the object or when calling GetTimePlayed on it. If you don't
provide a game ID when creating the object, function calls that don't
take a game ID will silently fail, except for Reload. This isn't very
obvious, and there's no strong benefit to storing the game ID inside
TimePlayed anyway (it just lets TimePlayed skip calling EscapeFileName),
so this commit removes the TimePlayed constructor that takes a game ID
and instead makes the functions that need game IDs always take a game ID
argument.
This lets you use PS3 Rock Band controllers with Wii Rock Band and
Guitar Hero games.
A normal user will probably never have any reason to disable this
behavior, but I figured maybe there's some person out there who would
like to disable it. (For instance, I know there's a mod for RB3 that's
trying to implement the same kind of cross-console controller
compatibility, and that can only be tested if the behavior I'm adding is
disabled.) So the behavior is controlled by an INI-only setting.
This is an Android continuation of bc95c00. We now call
InputDetector::Update immediately after receiving an input event from
Android instead of periodically calling it in a sleep loop. This
improves detection of very short inputs, which are especially likely to
occur for volume buttons on phones (or at least on my phone) if you
don't intentionally keep them held down.
When I wrote 71e9766519, there was an interaction I didn't take into
account: When setting eq, SetCRFieldBit assumes that all bits in the
passed-in host register except the least significant bit are 0. But if
we use EON or ORN, all bits except the least significant bit get set to
1. This can cause eq to end up unset when it should be set.
This commit fixes the issue.
crandc is unaffected by the issue because the "1" bits get ANDed with
"0" bits from the first operand.
Note that in practice, we never have both bits_1_to_31_are_set and
negate at once, so while it looks like this commit adds an extra AND
instruction in some cases, those cases don't happen in practice, meaning
this fix shouldn't affect performance.
All valid PPC imm masks (except for all zeroes and all ones) are also
valid AArch64 imm masks. This lets us optimize things a little.
Note that because I'm now ANDing rS before rotating it, its AND mask
is rotated left. All AArch64 imm masks can be rotated by any amount and
still be valid AArch64 imm masks.
No games seem to use this, so this isn't useful as a performance
optimization, but it's required for correctness because the (sh == 0)
case of our implementation doesn't handle zero masks.