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Make the workqueue slightly safer. Put g_gameInfoCache on the heap.
Cherry-picked from #8592
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@@ -173,7 +173,7 @@ private:
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};
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void GameButton::Draw(UIContext &dc) {
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GameInfo *ginfo = g_gameInfoCache.GetInfo(dc.GetThin3DContext(), gamePath_, 0);
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GameInfo *ginfo = g_gameInfoCache->GetInfo(dc.GetThin3DContext(), gamePath_, 0);
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Thin3DTexture *texture = 0;
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u32 color = 0, shadowColor = 0;
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using namespace UI;
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@@ -976,7 +976,7 @@ bool MainScreen::DrawBackgroundFor(UIContext &dc, const std::string &gamePath, f
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GameInfo *ginfo = 0;
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if (!gamePath.empty()) {
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ginfo = g_gameInfoCache.GetInfo(dc.GetThin3DContext(), gamePath, GAMEINFO_WANTBG);
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ginfo = g_gameInfoCache->GetInfo(dc.GetThin3DContext(), gamePath, GAMEINFO_WANTBG);
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// Loading texture data may bind a texture.
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dc.RebindTexture();
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@@ -1009,7 +1009,7 @@ UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
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std::string path = e.s;
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#endif
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GameInfo *ginfo = 0;
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ginfo = g_gameInfoCache.GetInfo(nullptr, path, GAMEINFO_WANTBG);
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ginfo = g_gameInfoCache->GetInfo(nullptr, path, GAMEINFO_WANTBG);
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if (ginfo && ginfo->fileType == FILETYPE_PSP_SAVEDATA_DIRECTORY) {
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return UI::EVENT_DONE;
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}
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