So that it is destructed first. Otherwise, the TimeStretcher will be destructed before the Sink, which might cause segfaults when the Sink tries to read data from the TimeStretcher afterwards.
When the vector is empty, using `&vec[0]` involves undefined behaviour. While that works fine most of the time, Flatpak builds aborted on a failed `__builtin_expect`.
I searched for such occurences across the codebase with the regex `(?<!&)&\w+\[0\]` and fixed those that would potentially cause issues.
Starting from macOS 10.14, users need to grant permissions for applications to use media capture (camera and microphone).
The application *must* provide a description in its Info.plist or it will be terminated due to privacy violation upon attempting to initialize camera/microphone.
Ideally these two strings should be translated, but since this is not really compatible with Qt's localization system and likely requires separate configuration, I'm currently not that interested in messing with it.
Previously the movie was started *after* core starts running, causing potential indeterminism.
Some desyncs are still not fixed; they may be caused by core timing. More investigation is required.
Since we do not have an overlay yet, it can be confusing whether movie is being recorded or played. This makes it clear.
Status messages (e.g. system archive missing) will be overriden, but that shouldn't be too important when recording movies.
Doubled the status bar updating frequency to provide a better experience. It now updates every second.
This is completely rebuilt, in order to allow setting author, displaying movie metadata, and toggling read-only mode.
The UX is changed to more closely match other emulators' behaviour. Now you can only record/play from start/reset (In the future, we might want to introduce 'record from savestate')
Also fixed a critical bug where movie file can be corrupted when ending the recording while game is still running.
Instead of specifying it when starting playback. This is necessary as
you can end up playing the movie even if you started as Recording
(for example, loading a state in R/O mode will switch to Playing mode)
Most other emulators handle this automatically in the frontend,
booting/restarting the corresponding game instead of reporting an error.
Therefore, remove these checks and errors from the module.
These fields are included in most emulators and required by TASVideos.
`input_count` is implemented by counting the number of 'PadAndCircle' states, as this is always polled regularly and can act as a time/length indicator.
TASVideos also require the input count/frame count to be verified by the emulator before playback, which is also implemented in this commit.
The read-only mode switch affects how movies interact with savestates after you start a movie playback and load a savestate. When you are in read-only mode, the movie will resume playing from the loaded savestate. When you are in read+write mode however, your input will be recorded over the original movie ('rerecording'). If you wish to start rerecording immediately, you should switch to R+W mode, save a state and then load it.
To make this more user-friendly, I also added a unique ID to the movies, which allows each movie to have an individual set of savestate slots (plus another set for when not doing any movies). This is as recommended by staff at TASVideos.
* service/apt: Add GetModule and GetAppletManager
These will be used to retrieve and set deliver args across system resets (which are currently implemented as complete restarts)
* applet_manager: Implement DeliverArg
`flags` was added to `ApplicationJumpParameters` as flags 0x2 is handled differently from 0x0.
* service/apt: Add ReceiveDeliverArg, implement GetStartupArgument
Some based on guesses.
* Address review comments
* kernel/thread: Change owner_process to std::weak_ptr
Previously this leaked almost all kernel objects. In short, Threads own Processes which own HandleTables which own maps of Objects which include Threads.
Changing this to weak_ptr at least got the camera interfaces to destruct properly. Did not really check the other objects though, and I think there are probably more leaks.
* hle/kernel: Lock certain objects while deserializing
When deserializing other kernel objects, these objects (`MemoryRegion`s and `VMManager`s) can possibly get modified. To avoid inconsistent state caused by destructor side-effects, we may as well simply lock them until loading is fully completed.
* Fix silly typo
Somehow this didn't break?!
The deep recursion has caused issues in certain games with large numbers of files, especially with MSVC builds.
Previously the recursion depth is about equal to the number of files present. With this the depth should be about equal to the maximum depth of the directory structure of the RomFS.
This might be caused by some packet/status delay within the enet protocol, or may be caused by our not properly handling disconnection. Anyway, this situation *can* happen, and we should not crash Citra for a non-critical error.
This change is not HW tested as I do not have 3 3DSes, but this should make sure that all the members of the network hold the same `node_info`, `nodes` and the bitmasks, etc.
Previously, when connecting, the host was using the incorrect node_id to update `node_info`.
This is an attempt to fix tywald's problem with MH, reported on Discord a while ago. I'm not sure if this would actually fix that though.
I'm not sure why we decided to have a boolean here, but apparently that wasn't the correct behaviour. According to HW tests, the Software Keyboard simply displays the default text when the button text provided is empty (**not necessarily all zero**). For example, if you set a text for one of the buttons and leave others empty, the button you set will have your text, while others will have their default texts. Removed the boolean and updated frontend code to make it correct.
* swkbd: Fix a bug where clicking Cancel hangs the game
The text is validated in `Finalize`. If the validation fails, an error is returned and the applet is not actually finalized. This can result in hangs.
This is usually not a problem as the frontend is expected to validate the text passed to `Finalize`. However, when the user clicked on `Cancel`, the text is ignored and the frontend won't do any validation. Therefore, we should skip the validation here as well.
Also fixed a potential data race. All these functions should now be called on the same thread
* Address review comments
Renamed the fields
Remove close button
* vm_manager: Handle multiple areas in ChangeMemoryState
It is possible that a few areas have the same permisson and state, but with different backing pointers. Currently, this function assumes that only one continous area is found, but this is not always the case.
* service/ldr_ro: Handle multiple areas in VerifyBufferState
It is possible that the buffer passed from the game is made up of multiple areas with the same permisson and state but different backing pointers. Change the check to allow that.
When dumping was stopped, the game will be paused and then resumed. However when the game was already paused this will result in the game being unexpectedly resumed, which isn't what we want.
The most important one being adding a mutex to protect the format_context. Apparently it wasn't thread safe (as one'd expect) but I didn't think about that.
Should fix some of the strange issues happening with MP4 muxers, etc.
The file's size is stored in FileSessionSlot and retrieved when the game calls GetSize. However, it is not updated when the file is written to, which can possibly change the file size. Therefore, this can cause GetSize to return incorrect results.