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@ -978,7 +978,7 @@ void GMainWindow::AllowOSSleep() {
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#endif
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}
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bool GMainWindow::LoadROM(const QString& filename) {
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bool GMainWindow::LoadROM(const QString& filename, std::size_t program_index) {
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// Shutdown previous session if the emu thread is still active...
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if (emu_thread != nullptr)
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ShutdownGame();
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@ -1003,7 +1003,8 @@ bool GMainWindow::LoadROM(const QString& filename) {
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system.RegisterHostThread();
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const Core::System::ResultStatus result{system.Load(*render_window, filename.toStdString())};
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const Core::System::ResultStatus result{
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system.Load(*render_window, filename.toStdString(), program_index)};
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const auto drd_callout =
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(UISettings::values.callout_flags & static_cast<u32>(CalloutFlag::DRDDeprecation)) == 0;
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@ -1085,14 +1086,18 @@ void GMainWindow::SelectAndSetCurrentUser() {
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Settings::values.current_user = dialog.GetIndex();
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}
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void GMainWindow::BootGame(const QString& filename) {
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void GMainWindow::BootGame(const QString& filename, std::size_t program_index) {
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LOG_INFO(Frontend, "yuzu starting...");
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StoreRecentFile(filename); // Put the filename on top of the list
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u64 title_id{0};
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last_filename_booted = filename;
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auto& system = Core::System::GetInstance();
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const auto v_file = Core::GetGameFileFromPath(vfs, filename.toUtf8().constData());
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const auto loader = Loader::GetLoader(system, v_file);
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const auto loader = Loader::GetLoader(system, v_file, program_index);
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if (!(loader == nullptr || loader->ReadProgramId(title_id) != Loader::ResultStatus::Success)) {
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// Load per game settings
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Config per_game_config(fmt::format("{:016X}", title_id), Config::ConfigType::PerGameConfig);
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@ -1106,7 +1111,7 @@ void GMainWindow::BootGame(const QString& filename) {
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SelectAndSetCurrentUser();
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}
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if (!LoadROM(filename))
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if (!LoadROM(filename, program_index))
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return;
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// Create and start the emulation thread
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@ -1114,6 +1119,10 @@ void GMainWindow::BootGame(const QString& filename) {
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emit EmulationStarting(emu_thread.get());
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emu_thread->start();
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// Register an ExecuteProgram callback such that Core can execute a sub-program
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system.RegisterExecuteProgramCallback(
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[this](std::size_t program_index) { render_window->ExecuteProgram(program_index); });
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connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
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// before the CPU continues
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@ -2136,6 +2145,11 @@ void GMainWindow::OnLoadComplete() {
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loading_screen->OnLoadComplete();
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}
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void GMainWindow::OnExecuteProgram(std::size_t program_index) {
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ShutdownGame();
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BootGame(last_filename_booted, program_index);
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}
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void GMainWindow::ErrorDisplayDisplayError(QString body) {
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QMessageBox::critical(this, tr("Error Display"), body);
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emit ErrorDisplayFinished();
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