I tried making the new templated Interpret callback test only the relevant exceptions (EXCEPTION_DSI, EXCEPTION_PROGRAM, or both), but didn't find a significant performance boost in it. As I am learning, the biggest bottleneck is the number of callbacks emitted, not usually the actual contents of them.
WritePC is now needed far less, only for instructions that end the block. Unfortunately, WritePC still needs to update `PowerPCState::npc` to support the false path of conditional branch instructions. Both drawbacks should be smoothed over by optimized cached instructions in the future.
The player_index field in question is ultimately what gets used to determine which ranks get displayed in the leaderboards chart, and because this was missing the chart was simply displaying the top four results no matter what.
The cause of the leaderboard spam was primarily this call where if there was an attempt to get leaderboard info and there wasn't already, there would be a fetch request. This is bad for many reasons: some games have hundreds of boards that will be fetched at startup, if there's simply no data to populate that board, this will just continue to fetch every time the dialog needs to update. To mitigate this, I simply don't load leaderboard information until there are events for that leaderboard - less information for the player, sadly, but heavily cuts down on the number of leaderboard fetches.
Now that we have some test data, it wasn't showing up in the leaderboards tab; this fixes it to ensure (1) that the right ID is being passed to UpdateRow and (2) the map of leaderboard entries is being populated correctly.
Currently we're showing OSD messages for unknown patches in known INI
files, but not for unknown patches in unknown INI files. I don't think
this distinction makes much sense to the user. If there's a patch the
user can't use, they probably want to be aware of that fact.
0c14b0c8a7 made Dolphin load a file from
the Sys folder the first time AchievementManager::GetInstance() is
called. Because Android calls AchievementManager::GetInstance() from
setBackgroundExecutionAllowedNative, this had two negative consequences
on Android:
1. The first time setBackgroundExecutionAllowedNative gets called is
often before directory initialization is done. Getting the path of
the Sys folder before directory initialization is done causes a crash.
2. setBackgroundExecutionAllowedNative is called from the GUI thread,
and we don't want file I/O on the GUI thread for performance reasons.
This change makes us load the data from the Sys folder the first time
the data is needed instead. This also saves us from having to load the
data at all when hardcore mode is inactive.
We mustn't use m_system when it is nullptr. This was causing Dolphin to
crash on Android whenever an activity was recreated or resumed while
emulation is running, which is super common.
This unit test compares ApprovedInis.json with the contents of the GameSettings folder to verify that every patch marked allowed for use with RetroAchievements has a hash in ApprovedInis.json. If not, that hash is reported in the test logs so that the hash may be updated more easily.