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@@ -1710,9 +1710,6 @@ void GMainWindow::BootGame(const QString& filename, u64 program_id, std::size_t
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system->RegisterExecuteProgramCallback(
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system->RegisterExecuteProgramCallback(
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[this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); });
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[this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); });
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- // Register an Exit callback such that Core can exit the currently running application.
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- system->RegisterExitCallback([this]() { render_window->Exit(); });
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-
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connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
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connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
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connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
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connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
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@@ -1799,12 +1796,16 @@ void GMainWindow::ShutdownGame() {
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system->SetShuttingDown(true);
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system->SetShuttingDown(true);
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system->DetachDebugger();
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system->DetachDebugger();
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discord_rpc->Pause();
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discord_rpc->Pause();
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- emu_thread->RequestStop();
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+
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+ RequestGameExit();
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emit EmulationStopping();
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emit EmulationStopping();
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// Wait for emulation thread to complete and delete it
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// Wait for emulation thread to complete and delete it
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- emu_thread->wait();
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+ if (!emu_thread->wait(5000)) {
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+ emu_thread->ForceStop();
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+ emu_thread->wait();
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+ }
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emu_thread = nullptr;
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emu_thread = nullptr;
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emulation_running = false;
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emulation_running = false;
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