UI: LoadGuestApplication asynchronous cancellation (#1)

Fixed LoadGuestApplication hanging when cancelled.
Since startup procedure has technically changed, we should consider testing this with a variety of game formats to ensure regressions do not occur.
Closes [#20](https://github.com/Ryubing/Issues/issues/20)

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/1
This commit is contained in:
Max
2026-05-02 02:30:57 +00:00
committed by sh0inx
parent 2a4eb8c529
commit 8705fabdb0
8 changed files with 129 additions and 55 deletions

View File

@@ -1760,11 +1760,6 @@ namespace Ryujinx.Ava.UI.ViewModels
Logger.RestartTime();
SelectedIcon ??= ApplicationLibrary.GetApplicationIcon(application.Path,
ConfigurationState.Instance.System.Language, application.Id);
PrepareLoadScreen();
RendererHostControl = new RendererHost();
AppHost = new AppHost(
@@ -1778,18 +1773,34 @@ namespace Ryujinx.Ava.UI.ViewModels
UserChannelPersistence,
this,
TopLevel);
CancellationTokenSource cts = new CancellationTokenSource();
if (!await AppHost.LoadGuestApplication(customNacpData))
try
{
await AppHost.LoadGuestApplication(cts, customNacpData);
}
catch (OperationCanceledException exception)
{
Logger.Info?.Print(LogClass.Application,
"LoadGuestApplication was interrupted !!! " + exception.Message);
AppHost.DisposeContext();
AppHost = null;
return;
}
finally
{
cts.Dispose();
}
CanUpdate = false;
application.Name ??= AppHost.Device.Processes.ActiveApplication.Name;
SelectedIcon ??= ApplicationLibrary.GetApplicationIcon(application.Path,
ConfigurationState.Instance.System.Language, application.Id);
PrepareLoadScreen();
LoadHeading = LocaleManager.Instance.UpdateAndGetDynamicValue(LocaleKeys.LoadingHeading, application.Name);
@@ -1811,9 +1822,9 @@ namespace Ryujinx.Ava.UI.ViewModels
RendererHostControl.Focus();
});
public static void UpdateGameMetadata(string titleId, TimeSpan playTime)
public static void UpdateGameMetadata(string titleId, TimeSpan playTime)
=> ApplicationLibrary.LoadAndSaveMetaData(titleId, appMetadata => appMetadata.UpdatePostGame(playTime));
public void RefreshFirmwareStatus()
{
SystemVersion version = null;