Core::IsRunning: Avoid Global System Accessor

This commit is contained in:
mitaclaw
2024-04-08 20:33:55 -07:00
parent b71fdef356
commit 0df401b164
25 changed files with 90 additions and 74 deletions

View File

@@ -188,7 +188,7 @@ void SConfig::SetRunningGameMetadata(const std::string& game_id, const std::stri
m_title_description = title_database.Describe(m_gametdb_id, language);
NOTICE_LOG_FMT(CORE, "Active title: {}", m_title_description);
Host_TitleChanged();
if (Core::IsRunning())
if (Core::IsRunning(system))
{
Core::UpdateTitle(system);
}
@@ -196,16 +196,16 @@ void SConfig::SetRunningGameMetadata(const std::string& game_id, const std::stri
Config::AddLayer(ConfigLoaders::GenerateGlobalGameConfigLoader(game_id, revision));
Config::AddLayer(ConfigLoaders::GenerateLocalGameConfigLoader(game_id, revision));
if (Core::IsRunning())
if (Core::IsRunning(system))
DolphinAnalytics::Instance().ReportGameStart();
}
void SConfig::OnNewTitleLoad(const Core::CPUThreadGuard& guard)
{
if (!Core::IsRunning())
auto& system = guard.GetSystem();
if (!Core::IsRunning(system))
return;
auto& system = guard.GetSystem();
auto& ppc_symbol_db = system.GetPPCSymbolDB();
if (!ppc_symbol_db.IsEmpty())
{