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Debugger: Never wait inactive on window update.
This blocks the UI, and we always get a message when stepping is actually active anyway. More importantly, we PostMessage() debugger state, so we might've already resumed.
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db2eddcf27
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1 file changed
+3
-7
@@ -32,9 +32,6 @@
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#include <windowsx.h>
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#include <commctrl.h>
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// How long (max) to wait for Core to pause before clearing temp breakpoints.
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static const int TEMP_BREAKPOINT_WAIT_MS = 100;
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static FAR WNDPROC DefGotoEditProc;
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LRESULT CALLBACK GotoEditProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
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@@ -782,10 +779,9 @@ void CDisasm::SetDebugMode(bool _bDebug, bool switchPC)
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HWND hDlg = m_hDlg;
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bool ingame = (GetUIState() == UISTATE_INGAME || GetUIState() == UISTATE_EXCEPTION) && PSP_IsInited();
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// Update Dialog Windows
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if (_bDebug && ingame)
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{
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Core_WaitInactive(TEMP_BREAKPOINT_WAIT_MS);
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// If we're stepping, update debugging windows.
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// This is called potentially asynchronously, so state might've changed.
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if (Core_IsStepping() && ingame) {
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breakpointList->reloadBreakpoints();
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threadList->reloadThreads();
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stackTraceView->loadStackTrace();
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