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Qt: Remove unused block_until_done parameter
Recipe for deadlocks.
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@@ -1513,13 +1513,12 @@ void EmuThread::loadState(bool global, qint32 slot)
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System::GetGameSaveStatePath(System::GetGameSerial(), slot));
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}
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void EmuThread::saveState(const QString& path, bool block_until_done /* = false */)
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void EmuThread::saveState(const QString& path)
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{
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if (!isCurrentThread())
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{
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QMetaObject::invokeMethod(this, static_cast<void (EmuThread::*)(const QString&, bool)>(&EmuThread::saveState),
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block_until_done ? Qt::BlockingQueuedConnection : Qt::QueuedConnection, path,
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block_until_done);
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QMetaObject::invokeMethod(this, static_cast<void (EmuThread::*)(const QString&)>(&EmuThread::saveState),
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Qt::QueuedConnection, path);
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return;
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}
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@@ -1533,13 +1532,12 @@ void EmuThread::saveState(const QString& path, bool block_until_done /* = false
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emit errorReported(tr("Error"), tr("Failed to save state: %1").arg(QString::fromStdString(error.GetDescription())));
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}
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void EmuThread::saveState(bool global, qint32 slot, bool block_until_done /* = false */)
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void EmuThread::saveState(bool global, qint32 slot)
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{
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if (!isCurrentThread())
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{
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QMetaObject::invokeMethod(this, static_cast<void (EmuThread::*)(bool, qint32, bool)>(&EmuThread::saveState),
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block_until_done ? Qt::BlockingQueuedConnection : Qt::QueuedConnection, global, slot,
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block_until_done);
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QMetaObject::invokeMethod(this, static_cast<void (EmuThread::*)(bool, qint32)>(&EmuThread::saveState),
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Qt::QueuedConnection, global, slot);
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return;
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}
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@@ -158,8 +158,8 @@ public:
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void changeDiscFromPlaylist(quint32 index);
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void loadState(const QString& path);
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void loadState(bool global, qint32 slot);
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void saveState(const QString& path, bool block_until_done = false);
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void saveState(bool global, qint32 slot, bool block_until_done = false);
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void saveState(const QString& path);
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void saveState(bool global, qint32 slot);
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void undoLoadState();
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void setAudioOutputVolume(int volume, int fast_forward_volume);
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void setAudioOutputMuted(bool muted);
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