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Pause screen: Update the save state slots when a save finishes writing
Saves are written on a worker thread, so a state saved just before opening the pause menu may not be on disk yet when the slots are listed, and the slot stayed empty. Post SAVESTATE_SLOT_SAVED when a slot save is written, and recreate the pause screen's views on it. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -411,6 +411,14 @@ void GamePauseScreen::update() {
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SetVRAppMode(VRAppMode::VR_MENU_MODE);
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}
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void GamePauseScreen::sendMessage(UIMessage message, const char *value) {
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UIBaseDialogScreen::sendMessage(message, value);
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if (message == UIMessage::SAVESTATE_SLOT_SAVED) {
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// A save started before the screen opened has finished writing, so its slot needs updating.
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RecreateViews();
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}
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}
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GamePauseScreen::GamePauseScreen(const Path &filename, bool bootPending)
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: UIBaseDialogScreen(filename), bootPending_(bootPending) {
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// So we can tell if something blew up while on the pause screen.
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