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Centralize handling of memory exceptions a bit
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@@ -97,13 +97,19 @@ bool coreCollectDebugStatsForced = false;
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// This can be read and written from ANYWHERE.
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volatile CoreState coreState = CORE_STEPPING;
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// Note: intentionally not used for CORE_NEXTFRAME.
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// Note: intentionally not used for CORE_NEXTFRAME. << TODO: This comment is a lie, it is used!
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volatile bool coreStatePending = false;
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static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING;
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static GPUBackend gpuBackend;
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static std::string gpuBackendDevice;
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// Ugly!
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static bool pspIsInited = false;
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static bool pspIsIniting = false;
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static bool pspIsQuitting = false;
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void ResetUIState() {
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globalUIState = UISTATE_MENU;
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}
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@@ -328,11 +334,6 @@ void Core_UpdateDebugStats(bool collectStats) {
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gpuStats.ResetFrame();
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}
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// Ugly!
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static bool pspIsInited = false;
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static bool pspIsIniting = false;
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static bool pspIsQuitting = false;
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bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
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if (pspIsIniting || pspIsQuitting) {
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return false;
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