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<title>dolphin/Source/Android/jni/GameList, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Remove VectorToJStringArray</title>
<updated>2026-01-24T15:50:10+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2025-12-26T20:57:28+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Common/FileSearch: Refactor DoFileSearch</title>
<updated>2026-01-24T15:50:10+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2025-12-24T09:14:02+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Android: Show time played in game details</title>
<updated>2025-04-19T12:34:49+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2025-04-12T12:27:09+00:00</published>
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<id>b8e70df413ddd4663aa8e65a6f9d8a1e059c64c7</id>
<content type='text'>
Unlike in DolphinQt, there isn't much space to show playtimes directly in
the game list, so I've put it in the game details dialog instead.
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<pre>
Unlike in DolphinQt, there isn't much space to show playtimes directly in
the game list, so I've put it in the game details dialog instead.
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Use JNI for setting/getting ISO paths</title>
<updated>2023-09-02T10:58:20+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-09-02T10:44:26+00:00</published>
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<id>190e71a3188d1ade2a158c8aa0ec737b6929f5a8</id>
<content type='text'>
This gets rid of the last Android-specific code that directly interfaces
with INI files.
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<pre>
This gets rid of the last Android-specific code that directly interfaces
with INI files.
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Make more meticulous use of DeleteLocalRef</title>
<updated>2022-12-27T21:03:44+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2022-12-25T15:30:51+00:00</published>
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<id>0b9351c194c8451576b183971e363ceaf658a448</id>
<content type='text'>
If we're in a function that isn't just going to immediately return to
Java, leaking local references can lead to problems eventually.
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If we're in a function that isn't just going to immediately return to
Java, leaking local references can lead to problems eventually.
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Get rid of __cplusplus macro checks</title>
<updated>2022-01-29T17:38:55+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2022-01-29T17:36:26+00:00</published>
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<id>b8a6fcb1a727094ed590aab772e4bfb1929d46f0</id>
<content type='text'>
These files cannot compile correctly as C, so there's no reason to have
ifdefs for C compatibility.

We switched to not checking the __cplusplus macro in our JNI code some
time ago, but it seems like I forgot to remove it from these two files.
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<pre>
These files cannot compile correctly as C, so there's no reason to have
ifdefs for C compatibility.

We switched to not checking the __cplusplus macro in our JNI code some
time ago, but it seems like I forgot to remove it from these two files.
</pre>
</div>
</content>
</entry>
<entry>
<title>DolphinQt/Android: Add warning when converting NKit files</title>
<updated>2021-10-02T09:09:36+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-10-02T09:09:36+00:00</published>
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<id>9bb85ca70619f08d9349f798f9c204c08df5b2d9</id>
<content type='text'>
Yes, that's right! It's time to add even more NKit warnings,
because users still don't understand what NKit is or how it works!

More specifically, some users seem to be under the impression that
converting an NKit file to for instance RVZ using Dolphin's convert
feature will result in a normal RVZ file, when it in fact results in
an NKit RVZ file (since NKit is not a container format in the sense
that GCZ/WIA/RVZ/WBFS/CISO is, but rather a kind of trimmed ISO).
I can hardly blame users for not knowing this, because it's not
intuitive unless you know the technical details of how NKit works.
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<pre>
Yes, that's right! It's time to add even more NKit warnings,
because users still don't understand what NKit is or how it works!

More specifically, some users seem to be under the impression that
converting an NKit file to for instance RVZ using Dolphin's convert
feature will result in a normal RVZ file, when it in fact results in
an NKit RVZ file (since NKit is not a container format in the sense
that GCZ/WIA/RVZ/WBFS/CISO is, but rather a kind of trimmed ISO).
I can hardly blame users for not knowing this, because it's not
intuitive unless you know the technical details of how NKit works.
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Don't hold gameFileCache lock while finding games</title>
<updated>2021-08-24T12:56:33+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-08-24T12:36:08+00:00</published>
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<id>bba33c7cede68259c7f2b05e9964960d9e2570e4</id>
<content type='text'>
FindAllGamePaths may take a little while, and holding the
gameFileCache lock isn't actually necessary until it's time to
put the results returned by FindAllGamePaths into gameFileCache.

The downside of this change is that we have to do an extra
round of JNI in between FindAllGamePaths and Update,
but I don't think that's much of a problem.
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<pre>
FindAllGamePaths may take a little while, and holding the
gameFileCache lock isn't actually necessary until it's time to
put the results returned by FindAllGamePaths into gameFileCache.

The downside of this change is that we have to do an extra
round of JNI in between FindAllGamePaths and Update,
but I don't think that's much of a problem.
</pre>
</div>
</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Stop using custom path for GameFileCache</title>
<updated>2021-06-08T16:34:40+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-06-08T16:09:22+00:00</published>
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<id>d304d75aa5e2026a6649ae3359aa66eec43b9a02</id>
<content type='text'>
Back when I wrote this code, I believe I set it to use a custom path
so that the cache would end up in a directory which Android considers
to be a cache directory. But nowadays the directory which Dolphin's
C++ code considers to be the cache directory is such a directory,
so there's no longer any reason to override the default path.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Back when I wrote this code, I believe I set it to use a custom path
so that the cache would end up in a directory which Android considers
to be a cache directory. But nowadays the directory which Dolphin's
C++ code considers to be the cache directory is such a directory,
so there's no longer any reason to override the default path.
</pre>
</div>
</content>
</entry>
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