nitsuja a81631b58e made savestates synchronous and immediate. this allows saving or loading while the emulator is paused, fixes issues where savestate hotkeys would get ignored if pressed too close together, might speed up savestates in some cases, and hopefully makes savestates more stable too.
the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
2012-05-26 13:09:38 +10:00

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1.8 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// Emulator state saving support.
#ifndef _STATE_H_
#define _STATE_H_
#include <string>
#include <vector>
namespace State
{
void Init();
void Shutdown();
void EnableCompression(bool compression);
// These don't happen instantly - they get scheduled as events.
// ...But only if we're not in the main cpu thread.
// If we're in the main cpu thread then they run immediately instead
// because some things (like Lua) need them to run immediately.
// Slots from 0-99.
void Save(int slot);
void Load(int slot);
void Verify(int slot);
void SaveAs(const std::string &filename);
void LoadAs(const std::string &filename);
void VerifyAt(const std::string &filename);
void SaveToBuffer(std::vector<u8>& buffer);
void LoadFromBuffer(std::vector<u8>& buffer);
void VerifyBuffer(std::vector<u8>& buffer);
void LoadLastSaved();
void UndoSaveState();
void UndoLoadState();
// wait until previously scheduled savestate event (if any) is done
void Flush();
// for calling back into UI code without introducing a dependency on it in core
typedef void(*CallbackFunc)(void);
void SetOnAfterLoadCallback(CallbackFunc callback);
}
#endif