yuzu/src/common/fs
MonsterDruide1 4297d2fea2 core: Hacky TAS syncing & load pausing
To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required.

First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`.

Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
2021-09-18 23:22:20 +02:00
..
file.cpp common: fs: file: Revert Flush to its previous behavior and add Commit 2021-07-06 05:59:47 -04:00
file.h common: fs: file: Revert Flush to its previous behavior and add Commit 2021-07-06 05:59:47 -04:00
fs_paths.h core: Hacky TAS syncing & load pausing 2021-09-18 23:22:20 +02:00
fs_types.h common: fs: Rework the Common Filesystem interface to make use of std::filesystem (#6270) 2021-05-25 19:32:56 -04:00
fs_util.cpp common: fs: fs_util: Add BufferToUTF8String 2021-07-27 00:02:22 -04:00
fs_util.h common: fs: fs_util: Add BufferToUTF8String 2021-07-27 00:02:22 -04:00
fs.cpp common: fs: Amend IsFile check in FileOpen / (Write/Append)StringToFile 2021-06-22 15:06:58 -04:00
fs.h common: fs: Add a description of a regular file in IsFile 2021-06-22 15:07:51 -04:00
path_util.cpp core: Hacky TAS syncing & load pausing 2021-09-18 23:22:20 +02:00
path_util.h settings: File selector & other settings 2021-09-18 23:22:11 +02:00