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Merge pull request #18581 from GermanAizek/lower-scope
Reduced lower scope for local objects
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45 files changed
+117
-117
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+21
-16
@@ -367,7 +367,6 @@ namespace SaveState
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}
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// Memory is a bit tricky when jit is enabled, since there's emuhacks in it.
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auto savedReplacements = SaveAndClearReplacements();
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if (MIPSComp::jit && p.mode == p.MODE_WRITE) {
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std::lock_guard<std::recursive_mutex> guard(MIPSComp::jitLock);
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if (MIPSComp::jit) {
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@@ -388,8 +387,10 @@ namespace SaveState
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// Don't bother restoring if reading, we'll deal with that in KernelModuleDoState.
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// In theory, different functions might have been runtime loaded in the state.
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if (p.mode != p.MODE_READ)
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if (p.mode != p.MODE_READ) {
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auto savedReplacements = SaveAndClearReplacements();
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RestoreSavedReplacements(savedReplacements);
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}
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MemoryStick_DoState(p);
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currentMIPS->DoState(p);
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@@ -601,18 +602,20 @@ namespace SaveState
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Load(fn, slot, callback, cbUserData);
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}
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} else {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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if (callback)
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if (callback) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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callback(Status::FAILURE, sy->T("Failed to load state. Error in the file system."), cbUserData);
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}
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}
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}
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bool UndoLoad(const Path &gameFilename, Callback callback, void *cbUserData)
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{
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if (g_Config.sStateLoadUndoGame != GenerateFullDiscId(gameFilename)) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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if (callback)
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if (callback) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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callback(Status::FAILURE, sy->T("Error: load undo state is from a different game"), cbUserData);
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}
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return false;
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}
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@@ -621,9 +624,10 @@ namespace SaveState
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Load(fn, LOAD_UNDO_SLOT, callback, cbUserData);
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return true;
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} else {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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if (callback)
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if (callback) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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callback(Status::FAILURE, sy->T("Failed to load state for load undo. Error in the file system."), cbUserData);
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}
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return false;
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}
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}
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@@ -631,10 +635,9 @@ namespace SaveState
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void SaveSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData)
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{
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
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Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
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Path fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
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Path shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
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if (!fn.empty()) {
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Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
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auto renameCallback = [=](Status status, const std::string &message, void *data) {
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if (status != Status::FAILURE) {
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if (g_Config.bEnableStateUndo) {
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@@ -654,26 +657,28 @@ namespace SaveState
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};
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// Let's also create a screenshot.
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if (g_Config.bEnableStateUndo) {
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Path shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
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DeleteIfExists(shotUndo);
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RenameIfExists(shot, shotUndo);
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}
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SaveScreenshot(shot, Callback(), 0);
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Save(fn.WithExtraExtension(".tmp"), slot, renameCallback, cbUserData);
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} else {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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if (callback)
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if (callback) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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callback(Status::FAILURE, sy->T("Failed to save state. Error in the file system."), cbUserData);
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}
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}
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}
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bool UndoSaveSlot(const Path &gameFilename, int slot) {
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
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Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
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bool UndoSaveSlot(const Path &gameFilename, int slot) {
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Path fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
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Path shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
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// Do nothing if there's no undo.
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if (File::Exists(fnUndo)) {
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
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Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
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Path shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
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// Swap them so they can undo again to redo. Mistakes happen.
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SwapIfExists(shotUndo, shot);
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SwapIfExists(fnUndo, fn);
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