core_timing: Use better reference tracking for EventType. (#3159)

* core_timing: Use better reference tracking for EventType.

- Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects.
- Removes need for unique names - we won't be using this for save states anyways.
This commit is contained in:
bunnei 2019-11-26 21:48:56 -05:00 committed by GitHub
parent 31daaa7911
commit ec0ce96c56
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 103 additions and 161 deletions

View file

@ -186,7 +186,7 @@ CheatEngine::~CheatEngine() {
}
void CheatEngine::Initialize() {
event = core_timing.RegisterEvent(
event = Core::Timing::CreateEvent(
"CheatEngine::FrameCallback::" + Common::HexToString(metadata.main_nso_build_id),
[this](u64 userdata, s64 cycles_late) { FrameCallback(userdata, cycles_late); });
core_timing.ScheduleEvent(CHEAT_ENGINE_TICKS, event);

View file

@ -5,6 +5,7 @@
#pragma once
#include <atomic>
#include <memory>
#include <vector>
#include "common/common_types.h"
#include "core/memory/dmnt_cheat_types.h"
@ -78,7 +79,7 @@ private:
std::vector<CheatEntry> cheats;
std::atomic_bool is_pending_reload{false};
Core::Timing::EventType* event{};
std::shared_ptr<Core::Timing::EventType> event;
Core::Timing::CoreTiming& core_timing;
Core::System& system;
};