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85
bug_fixes_plan.md
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85
bug_fixes_plan.md
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# Suyu Bug Fixes Plan
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## 1. Game-specific issues
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### Approach:
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- Analyze logs and crash reports for the affected games (e.g., Echoes of Wisdom, Tears of the Kingdom, Shin Megami Tensei V).
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- Identify common patterns or specific hardware/API calls causing issues.
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- Implement game-specific workarounds if necessary.
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### TODO:
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- [ ] Review game-specific issues in the issue tracker
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- [ ] Analyze logs and crash reports
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- [ ] Implement fixes for each game
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- [ ] Test fixes thoroughly
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## 2. Crashes
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### Approach:
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- Implement better error handling and logging throughout the codebase.
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- Add more robust null checks and boundary checks.
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- Review and optimize memory management.
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### TODO:
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- [ ] Implement a centralized error handling system
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- [ ] Add more detailed logging for crash-prone areas
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- [ ] Review and improve memory management in core emulation components
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## 3. Shader caching and performance issues
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### Approach:
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- Optimize shader compilation process.
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- Implement background shader compilation to reduce stuttering.
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- Review and optimize the caching mechanism.
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### TODO:
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- [ ] Profile shader compilation and identify bottlenecks
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- [ ] Implement asynchronous shader compilation
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- [ ] Optimize shader cache storage and retrieval
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- [ ] Implement shader pre-caching for known games
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## 4. Missing features
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### Approach:
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- Prioritize missing features based on user demand and technical feasibility.
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- Implement support for additional file formats (NSZ, XCZ).
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- Add custom save data folder selection.
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### TODO:
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- [ ] Implement NSZ and XCZ file format support
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- [ ] Add UI option for custom save data folder selection
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- [ ] Update relevant documentation
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## 5. Add-ons and mods issues
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### Approach:
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- Review the current implementation of add-ons and mods support.
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- Implement a more robust system for managing and applying mods.
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- Improve compatibility checks for mods.
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### TODO:
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- [ ] Review and refactor the current mod system
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- [ ] Implement better mod management UI
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- [ ] Add compatibility checks for mods
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- [ ] Improve documentation for mod creators
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## 6. General optimization
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### Approach:
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- Profile the emulator to identify performance bottlenecks.
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- Optimize core emulation components.
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- Implement multi-threading where appropriate.
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### TODO:
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- [ ] Conduct thorough profiling of the emulator
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- [ ] Optimize CPU-intensive operations
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- [ ] Implement or improve multi-threading in suitable components
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- [ ] Review and optimize memory usage
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## Testing and Quality Assurance
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- Implement a comprehensive test suite for core emulation components.
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- Set up continuous integration to run tests automatically.
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- Establish a structured QA process for testing game compatibility and performance.
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Remember to update the relevant documentation and changelog after implementing these fixes. Prioritize the issues based on their impact on user experience and the number of affected users.
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@ -1,11 +1,13 @@
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#include "core/libretro_wrapper.h"
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#include "nintendo_library/nintendo_library.h"
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#include <dlfcn.h>
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#include <stdexcept>
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#include <cstring>
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#include <iostream>
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namespace Core {
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LibretroWrapper::LibretroWrapper() : core_handle(nullptr) {}
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LibretroWrapper::LibretroWrapper() : core_handle(nullptr), nintendo_library(std::make_unique<Nintendo::Library>()) {}
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LibretroWrapper::~LibretroWrapper() {
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Unload();
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@ -14,36 +16,42 @@ LibretroWrapper::~LibretroWrapper() {
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bool LibretroWrapper::LoadCore(const std::string& core_path) {
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core_handle = dlopen(core_path.c_str(), RTLD_LAZY);
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if (!core_handle) {
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std::cerr << "Failed to load libretro core: " << dlerror() << std::endl;
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return false;
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}
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// Load libretro core functions
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retro_init = reinterpret_cast<void (*)()>(dlsym(core_handle, "retro_init"));
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retro_deinit = reinterpret_cast<void (*)()>(dlsym(core_handle, "retro_deinit"));
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retro_api_version = reinterpret_cast<unsigned (*)()>(dlsym(core_handle, "retro_api_version"));
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retro_get_system_info = reinterpret_cast<void (*)(struct retro_system_info*)>(dlsym(core_handle, "retro_get_system_info"));
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retro_get_system_av_info = reinterpret_cast<void (*)(struct retro_system_av_info*)>(dlsym(core_handle, "retro_get_system_av_info"));
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retro_set_environment = reinterpret_cast<void (*)(retro_environment_t)>(dlsym(core_handle, "retro_set_environment"));
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retro_set_video_refresh = reinterpret_cast<void (*)(retro_video_refresh_t)>(dlsym(core_handle, "retro_set_video_refresh"));
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retro_set_audio_sample = reinterpret_cast<void (*)(retro_audio_sample_t)>(dlsym(core_handle, "retro_set_audio_sample"));
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retro_set_audio_sample_batch = reinterpret_cast<void (*)(retro_audio_sample_batch_t)>(dlsym(core_handle, "retro_set_audio_sample_batch"));
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retro_set_input_poll = reinterpret_cast<void (*)(retro_input_poll_t)>(dlsym(core_handle, "retro_set_input_poll"));
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retro_set_input_state = reinterpret_cast<void (*)(retro_input_state_t)>(dlsym(core_handle, "retro_set_input_state"));
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retro_set_controller_port_device = reinterpret_cast<void (*)(unsigned, unsigned)>(dlsym(core_handle, "retro_set_controller_port_device"));
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retro_reset = reinterpret_cast<void (*)()>(dlsym(core_handle, "retro_reset"));
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retro_run = reinterpret_cast<void (*)()>(dlsym(core_handle, "retro_run"));
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retro_serialize_size = reinterpret_cast<size_t (*)()>(dlsym(core_handle, "retro_serialize_size"));
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retro_serialize = reinterpret_cast<bool (*)(void*, size_t)>(dlsym(core_handle, "retro_serialize"));
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retro_unserialize = reinterpret_cast<bool (*)(const void*, size_t)>(dlsym(core_handle, "retro_unserialize"));
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retro_load_game = reinterpret_cast<bool (*)(const struct retro_game_info*)>(dlsym(core_handle, "retro_load_game"));
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retro_unload_game = reinterpret_cast<void (*)()>(dlsym(core_handle, "retro_unload_game"));
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#define LOAD_SYMBOL(S) S = reinterpret_cast<decltype(S)>(dlsym(core_handle, #S)); \
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if (!S) { \
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std::cerr << "Failed to load symbol " #S ": " << dlerror() << std::endl; \
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Unload(); \
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return false; \
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}
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if (!retro_init || !retro_deinit || !retro_api_version || !retro_get_system_info ||
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!retro_get_system_av_info || !retro_set_environment || !retro_set_video_refresh ||
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!retro_set_audio_sample || !retro_set_audio_sample_batch || !retro_set_input_poll ||
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!retro_set_input_state || !retro_set_controller_port_device || !retro_reset ||
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!retro_run || !retro_serialize_size || !retro_serialize || !retro_unserialize ||
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!retro_load_game || !retro_unload_game) {
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LOAD_SYMBOL(retro_init)
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LOAD_SYMBOL(retro_deinit)
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LOAD_SYMBOL(retro_api_version)
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LOAD_SYMBOL(retro_get_system_info)
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LOAD_SYMBOL(retro_get_system_av_info)
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LOAD_SYMBOL(retro_set_environment)
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LOAD_SYMBOL(retro_set_video_refresh)
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LOAD_SYMBOL(retro_set_audio_sample)
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LOAD_SYMBOL(retro_set_audio_sample_batch)
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LOAD_SYMBOL(retro_set_input_poll)
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LOAD_SYMBOL(retro_set_input_state)
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LOAD_SYMBOL(retro_set_controller_port_device)
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LOAD_SYMBOL(retro_reset)
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LOAD_SYMBOL(retro_run)
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LOAD_SYMBOL(retro_serialize_size)
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LOAD_SYMBOL(retro_serialize)
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LOAD_SYMBOL(retro_unserialize)
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LOAD_SYMBOL(retro_load_game)
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LOAD_SYMBOL(retro_unload_game)
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#undef LOAD_SYMBOL
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if (!nintendo_library->Initialize()) {
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std::cerr << "Failed to initialize Nintendo Library" << std::endl;
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Unload();
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return false;
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}
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bool LibretroWrapper::LoadGame(const std::string& game_path) {
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if (!core_handle) {
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std::cerr << "Libretro core not loaded" << std::endl;
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return false;
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}
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game_info.size = 0;
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game_info.meta = nullptr;
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return retro_load_game(&game_info);
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if (!retro_load_game(&game_info)) {
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std::cerr << "Failed to load game through libretro" << std::endl;
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return false;
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}
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if (!nintendo_library->LoadROM(game_path)) {
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std::cerr << "Failed to load ROM through Nintendo Library" << std::endl;
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return false;
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}
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return true;
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}
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void LibretroWrapper::Run() {
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if (core_handle) {
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retro_run();
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nintendo_library->RunFrame();
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} else {
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std::cerr << "Cannot run: Libretro core not loaded" << std::endl;
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}
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}
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void LibretroWrapper::Reset() {
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if (core_handle) {
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retro_reset();
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// Add any necessary reset logic for Nintendo Library
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} else {
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std::cerr << "Cannot reset: Libretro core not loaded" << std::endl;
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}
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}
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dlclose(core_handle);
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core_handle = nullptr;
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}
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nintendo_library->Shutdown();
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}
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// Add implementations for other libretro functions as needed
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} // namespace Core
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53
src/core/libretro_wrapper.h
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53
src/core/libretro_wrapper.h
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#pragma once
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#include <string>
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#include <memory>
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// Forward declaration
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namespace Nintendo {
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class Library;
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}
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struct retro_game_info;
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namespace Core {
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class LibretroWrapper {
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public:
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LibretroWrapper();
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~LibretroWrapper();
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bool LoadCore(const std::string& core_path);
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bool LoadGame(const std::string& game_path);
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void Run();
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void Reset();
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void Unload();
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private:
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void* core_handle;
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retro_game_info game_info;
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std::unique_ptr<Nintendo::Library> nintendo_library;
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// Libretro function pointers
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void (*retro_init)();
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void (*retro_deinit)();
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unsigned (*retro_api_version)();
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void (*retro_get_system_info)(struct retro_system_info *info);
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void (*retro_get_system_av_info)(struct retro_system_av_info *info);
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void (*retro_set_environment)(void (*)(unsigned, const char*));
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void (*retro_set_video_refresh)(void (*)(const void*, unsigned, unsigned, size_t));
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void (*retro_set_audio_sample)(void (*)(int16_t, int16_t));
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void (*retro_set_audio_sample_batch)(size_t (*)(const int16_t*, size_t));
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void (*retro_set_input_poll)(void (*)());
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void (*retro_set_input_state)(int16_t (*)(unsigned, unsigned, unsigned, unsigned));
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void (*retro_set_controller_port_device)(unsigned, unsigned);
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void (*retro_reset)();
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void (*retro_run)();
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size_t (*retro_serialize_size)();
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bool (*retro_serialize)(void*, size_t);
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bool (*retro_unserialize)(const void*, size_t);
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bool (*retro_load_game)(const struct retro_game_info*);
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void (*retro_unload_game)();
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};
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} // namespace Core
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