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UI: Use atomic flags in game info cache.
Simpler, no need to lock the entire info when checking these.
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@@ -123,7 +123,7 @@ void GameScreen::CreateViews() {
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rightColumnItems->Add(btnDeleteSaveData_)->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
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btnDeleteSaveData_->SetVisibility(V_GONE);
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if (info && !info->IsPending()) {
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if (info && !info->pending) {
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otherChoices_.clear();
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}
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@@ -252,7 +252,7 @@ void GameScreen::update() {
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btnSetBackground_->SetVisibility(UI::V_VISIBLE);
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}
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}
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if (!info->IsPending()) {
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if (!info->pending) {
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// At this point, the above buttons won't become visible. We can show these now.
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for (UI::Choice *choice : otherChoices_) {
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choice->SetVisibility(UI::V_VISIBLE);
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@@ -419,7 +419,7 @@ void SetBackgroundPopupScreen::update() {
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PopupScreen::update();
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTBGDATA);
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if (status_ == Status::PENDING && info && !info->IsPending()) {
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if (status_ == Status::PENDING && info && !info->pending) {
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GameInfoTex *pic = nullptr;
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if (info->pic1.dataLoaded && info->pic1.data.size()) {
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pic = &info->pic1;
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