Пример #1
0
bool IsInsertedDiscRunning()
{
  if (!s_disc)
    return false;

  WaitUntilIdle();

  return SConfig::GetInstance().GetGameID() == s_disc->GetGameID();
}
Пример #2
0
bool UpdateRunningGameMetadata(const DiscIO::Partition& partition, std::optional<u64> title_id)
{
  if (!s_disc)
    return false;

  WaitUntilIdle();

  if (title_id)
  {
    const std::optional<u64> volume_title_id = s_disc->GetTitleID(partition);
    if (!volume_title_id || *volume_title_id != *title_id)
      return false;
  }

  SConfig::GetInstance().SetRunningGameMetadata(*s_disc, partition);
  return true;
}
Пример #3
0
void DoState(PointerWrap& p)
{
  // By waiting for the DVD thread to be done working, we ensure
  // that s_request_queue will be empty and that the DVD thread
  // won't be touching anything while this function runs.
  WaitUntilIdle();

  // Move all results from s_result_queue to s_result_map because
  // PointerWrap::Do supports std::map but not Common::SPSCQueue.
  // This won't affect the behavior of FinishRead.
  ReadResult result;
  while (s_result_queue.Pop(result))
    s_result_map.emplace(result.first.id, std::move(result));

  // Both queues are now empty, so we don't need to savestate them.
  p.Do(s_result_map);
  p.Do(s_next_id);

  // s_disc isn't savestated (because it points to files on the
  // local system). Instead, we check that the status of the disc
  // is the same as when the savestate was made. This won't catch
  // cases of having the wrong disc inserted, though.
  // TODO: Check the game ID, disc number, revision?
  bool had_disc = HasDisc();
  p.Do(had_disc);
  if (had_disc != HasDisc())
  {
    if (had_disc)
      PanicAlertT("An inserted disc was expected but not found.");
    else
      s_disc.reset();
  }

  // TODO: Savestates can be smaller if the buffers of results aren't saved,
  // but instead get re-read from the disc when loading the savestate.

  // TODO: It would be possible to create a savestate faster by stopping
  // the DVD thread regardless of whether there are pending requests.

  // After loading a savestate, the debug log in FinishRead will report
  // screwed up times for requests that were submitted before the savestate
  // was made. Handling that properly may be more effort than it's worth.
}
Пример #4
0
void FVulkanDevice::PrepareForDestroy()
{
	WaitUntilIdle();
}
Пример #5
0
IOS::ES::TicketReader GetTicket(const DiscIO::Partition& partition)
{
  WaitUntilIdle();
  return s_disc->GetTicket(partition);
}
Пример #6
0
void SetDisc(std::unique_ptr<DiscIO::Volume> disc)
{
  WaitUntilIdle();
  s_disc = std::move(disc);
}