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On Android the render thread runs the UI, and surfaceDestroyed waits for it, so slow storage (SAF especially) there stutters and can become an ANR. - Store: only check whether the game is installed when an install or uninstall finishes, not every frame. - Savedata: read the modification time with SIZE on the GameInfo worker. The popup asked for it every frame, and each button on first draw. - FirmwareScreen: scan the NAND, and erase it, on a worker thread. It rescanned on every RecreateViews, which is after every popup. - GameScreen: look up the installed update, plugins and what the firmware can play on a worker thread. They ran on every RecreateViews, which happens as each piece of game info arrives. - LaunchFile: wait only for the file type, and for PARAM.SFO just in the cases that use it. Also add --start-screen=firmware. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
71 lines
2.3 KiB
C++
71 lines
2.3 KiB
C++
// Copyright (c) 2026- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <atomic>
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#include <memory>
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#include <string>
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#include "Common/File/Path.h"
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#include "Common/UI/UIScreen.h"
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#include "Common/UI/ViewGroup.h"
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#include "Core/Util/PSARUnpack.h"
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#include "UI/SimpleDialogScreen.h"
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// What's in PSP/NAND - which can be nothing at all, just the fonts we pulled off some game's
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// disc, or a full firmware unpacked from an updater. Also the place to launch the XMB from,
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// since that's what a full firmware buys you.
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class FirmwareScreen : public UITwoPaneBaseDialogScreen {
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public:
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FirmwareScreen(const Path &gamePath)
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: UITwoPaneBaseDialogScreen(gamePath, TwoPaneFlags::SettingsToTheRight | TwoPaneFlags::ContentsCanScroll) {}
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const char *tag() const override { return "Firmware"; }
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void update() override;
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protected:
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std::string_view GetTitle() const override;
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void BeforeCreateViews() override;
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void CreateSettingsViews(UI::ViewGroup *parent) override;
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void CreateContentViews(UI::ViewGroup *parent) override;
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void dialogFinished(const Screen *dialog, DialogResult result) override;
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private:
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void LaunchVSH();
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void BrowseForUpdater();
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void AskToErase();
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// Scans (and first erases, if asked) on a worker thread, since the NAND can be on slow storage.
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void StartScan(bool eraseFirst);
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struct ScanState {
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std::atomic<bool> done{};
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InstalledFirmwareInfo info;
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std::string eraseError;
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};
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Path nandRoot_;
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InstalledFirmwareInfo info_;
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std::shared_ptr<ScanState> scan_; // While a scan is running.
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bool scanned_ = false;
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bool rescanPending_ = false;
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bool erasePending_ = false;
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};
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