Fix some common anti-patterns with these data structures.
- You can dereference the iterator returned by `find` to access the
underlying value directly, without an extra `operator[]`/`at`.
- Rather than checking for an element before insertion/deletion, you can
just do the operation and if needed check the return value to
determine if the insertion/deletion succeeded.
Separate LibUSB logic into LibUSBBluetoothAdapter class.
Submit transfers on thread with proper timing.
Throttle before ACL input for reduced input latency.
Immediately send IPC replies for outgoing data.
Continuously submit libusb transfers to fill HCI/ACL input queues.
Simplify endpoint handling and state saving.
Other cleanups.
Cleanup loading code and reduce amount of signals.
On boot. allow previously loaded map to be kept, if its filename matches. Useful for restarting a game with a large symbol map.
Prior to this change, any game unrecognized by RetroAchievements would ultimately result in the game being "Closed" by AchievementManager. As a result, if any game was run while in this state without any other closing being done, AchievementManager would simply load it like a new game, despite memory already being accessed.
However, testing and documentation determined that the rcheevos client doesn't actually complain when it fails to hash a game; it just runs this as "Unidentified Game" with RA ID = 0. As such, this change utilizes that in AchievementManager to differentiate between no software running and unidentified software running.
As a result of this, now LoadGame needs to be called for every piece of runnable software, supported format or otherwise. If a supported format is not available, LoadGame can now be called with a nullptr to ensure that rcheevos still properly sets up an unidentified game.
This feature allows overriding the frequency of the Vertical Blank Interrupt. For many games, this means that their gameplay speed will change without affecting audio, which would be useful by itself (e.g. grinding in RPGs).
However, there are games that use delta time for their game logic, which allows them to be played at >60 FPS at the same gameplay speed!
Some games aren't dynamic though, and require a patch to adjust their game speed variable.
This message can be sent a lot when polling inputs from a keyboard. HIDv5.cpp doesn't log INTRMSG in such a way. If needed, log messages can be added into specific devices instead.