Significantly rewrote ICCardReader and DeckReader functionality.
Dual IC card slots of VirtuaStriker4 + Gekitou now work.
IC cards are automatically inserted/ejected in VirtuaStriker4 + Gekitou + Avalon.
IC card data is saved to a file.
Avalon deck contents are loaded from a JSON file.
Added IOPorts class to handle bespoke GPIO functionality.
This should stop AchievementManager::LoadGame from being called for the
default ISO when CBoot::BootUp is booting something other than a disc or
IPL (most notably, the Wii Menu), while still detecting all disc changes
that happen while a disc game is running.
Don't copy null terminators from the log's `header.gameid` into
`FifoDataFile`'s `m_game_id`.
Doing so would cause an infinite loop in `Core::GenerateScreenshotName`
as the various concatenations and `fmt::format` calls would then
effectively drop all the timestamps and disambiguating arbitrary numbers
since they followed the null terminator in the gameid, and so the
`File::Exists` calls would always return true.
Fixes https://bugs.dolphin-emu.org/issues/14002.
Check the return value of calls to `GetBuffer` and stop the `WASAPI
handler` sound thread if they fail.
This prevents a crash due to a null pointer dereference if `GetBuffer`
is unable to retrieve a buffer, which could be triggered during
emulation by disabling the selected WASAPI output device in the Windows
Sound settings.
Added SerialDevice base class interface.
Adapted MagneticCardReader to use the SerialDevice interface.
Implemented The Key of Avalon touchscreen SerialDevice.
Altered CSIDevice_AMBaseboard to use SerialDevice.
Made serial reads happen every GCAMCommand rather than only upon write.
Use the normal state changed `HookableEvent` instead of having
`Core::NotifyStateChanged` call `g_perf_metrics.OnEmulationStateChanged`
directly.
The direct call was added in bad78cfed4 to
avoid a crash. At the time state changed callbacks were stored in a
vector, and the crash was caused by `g_perf_metric`'s destructor trying
to remove the callback from the already-destroyed vector.
Later a97627e736 switched state changed
callbacks to use `HookableEvent`, which is specifically designed to
handle the case where a hook outlives its associated event.
Since the workaround is no longer necessary replace it with a standard
`EventHook`.
This switches from an O(log(N) * M) algorithm to an O(N * log(M))
algorithm. This is advantageous because N, the size of `mappings`, is
usually much smaller than M, the size of `m_page_table_mapped_entries`.
RemoveLargePageTableMapping already did something similar, so we can
even deduplicate some code between it and RemoveHostPageTableMappings.
Speeds up Rogue Squadron 3 by roughly 3% on my PC.