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| author | Zach Hilman <zachhilman@gmail.com> | 2018-12-09 19:46:15 -0500 |
|---|---|---|
| committer | Zach Hilman <zachhilman@gmail.com> | 2018-12-09 19:46:15 -0500 |
| commit | 0d2ba2ca4c43aeadf5f65dfbc978f20ff3bf0a2c (patch) | |
| tree | 64c07ce753b590bf278f7c972aeabf980f65cc27 /src/core/hle/service/am/am.cpp | |
| parent | f761e3ef8627b9f93b9766d6de76a61af7c9e5a9 (diff) | |
applets: Correct usage of SignalStateChanged event
This was causing some games (most notably Pokemon Quest) to softlock due to an event being fired when not supposed to. This also removes a hack wherein we were firing the state changed event when the game retrieves it, which is incorrect.
Diffstat (limited to 'src/core/hle/service/am/am.cpp')
| -rw-r--r-- | src/core/hle/service/am/am.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/src/core/hle/service/am/am.cpp b/src/core/hle/service/am/am.cpp index 3a7b6da84..f83730cd6 100644 --- a/src/core/hle/service/am/am.cpp +++ b/src/core/hle/service/am/am.cpp @@ -565,7 +565,6 @@ private: void GetAppletStateChangedEvent(Kernel::HLERequestContext& ctx) { LOG_DEBUG(Service_AM, "called"); - applet->GetBroker().SignalStateChanged(); const auto event = applet->GetBroker().GetStateChangedEvent(); IPC::ResponseBuilder rb{ctx, 2, 1}; |
