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Fix Emulation::CallAfter
Most CallAfter usages were extremely wrong when ordered after Emu.Stop(). could result in anywhere from emulation stopping hangs to even segfaults. track_emu_state = true is now the default, I haven't found cases which need need it disabled.
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5 changed files with 40 additions and 23 deletions
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@ -35,11 +35,12 @@ s32 save_data_dialog::ShowSaveDataList(std::vector<SaveDataEntry>& save_entries,
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sdid.exec();
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selection = sdid.GetSelection();
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dlg_result = true;
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dlg_result.notify_one();
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});
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while (!dlg_result)
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while (!dlg_result && !Emu.IsStopped())
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{
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thread_ctrl::wait_for(1000);
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thread_ctrl::wait_on(dlg_result, false);
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}
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input::SetIntercepted(false);
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