May be connected to real data after those related save data list get implemented, with those data sent to UI decided.
Also removed some comments from Auto-Pause.
You can easily configure it as what you do for VHD/VFS.
To disable/enable Auto-Pause, find the configuration checkboxes from HLE/Misc panel in Config->Setting of rpcs3.
Would have a configuration window (with create the list, and enable/disable, being something similar to VFSManger and etc).
Move the code to Debug::AutoPause in AutoPause.cpp and AutoPause.h
It triggers currently in GameViewer, and would finally change to somewhere else.
Well and now it is all enabled (Function call + System call) by default.
Was using fileExists/dirExists before when really should have just been exists. File or Dir doesn't matter and would only create false negatives.
Current working directory shouldn't really be used at all. This is just the folder the application is run from (not even where the .exe resides).
Some of the infos required by vfsLocalDir such as executable may not be portable. Not sure of their intended function as they are never used.
There is already a setting on the menu (Settings > HLE > Always start
after boot) to do that. Make it active by default since disabling it is
only useful for debugging purposes.
Enable uses to go back after using VHDDManager or
VFSManager by providing Ok and Cancel buttons otherwise I
have to kill rpcs3
signed-off-by: asla<davidkiarie4@gmail.com>
Very small commit to take care of one thing missing in #409.
Reasons for that change:
<Nekoteki>AlexAltea: it's fatal error that shouldn't be ignored
<Nekoteki>AlexAltea: the second reason, ps3 can handle page faults by
itself
* Removed Plugins.h file as I assume setting up a plugin hell is a bad
idea (does anyone disagree?).
* Removed FnIdGenerator, and moved FnIdGenerator::GenerateFnId to
getFunctionId in Modules.cpp
* Disabled RSX Debugger and Memory Viewer when the emulator is stopped.
* ELF64Loader::LoadPhdrData refactored.
* Replace `int` with `s32` as return type for syscalls.
* Renamed `SC_Something.*` files with the proper lv2 name
`sys_something.*`.
* Moving away from the lv2, those functions and folders that doesn't
correspond to lv2 functions. E.g. module functions from sys_io,
sysPrxForUser, cellGcmSys.
* Splitted some files (memory -> memory+mmapper) and merged other ones
(event+event_flag ->event, spu+spu_thread -> spu), according to common
sense, PSDevWiki docs, and checking firmware files.
* Removed external functions from `SysCalls.h`.
NOTE: What should we do about: cellGcmCallback? It's not a lv2 syscall
but it appears on the sc_table and it is actually called in games. Is
this some kind of hack?