turns out that the event is auto cleared when waited.
this meant that if sphaira handled the event before qlaunch got chance to handle it,
then qlaunch won't update when app records changed.
this can result in a gamecard not being mounted, deleted games still apearing, installed games
not being displayed etc...
- added support for custom upload locations, set in /config/sphaira/locations.ini
- add support for various auth options for download/upload (port, pub/priv key, user/pass, bearer).
- added more es commands.
- fixed usb install potential hang if the exit command is sent, but the client stops responding (timeout is now 3s).
- added multi select to the games menu.
- added game dumping.
- added switch2switch support by having a switch act as a usb client to transfer games.
- replace std::find with std::ranges (in a few places).
- fix rounding of icon in progress box being too round.
- fix file copy helper in progress box not updating the progress bar.
- loading the control data is ran on its own thread, it does not block the main thread. allows for smooth scrolling like nintendos home menu.
- on fw20+, sphaira manually parses the control data, rather than using ns. manually parsing takes 20-40ms, which is faster than ms which can take 50-500ms.
- on fw19 and below, if the control data is not in ns cache, sphaira will manually parse the data as its twice as fast as ns. You can see how fast this is by loading the gamecard menu as that manually parses everything, and it loads the gamecard faster than the home menu
getting the list of title_ids is very fast (less than 1ms), however parsing the control info, such as title names
is very slow.
depending on how many games the user has, blocking until we read all control info can take several seconds...
we would only need to block if the user wants to sort by name.
normally, we lazy load the control data, so we don't suffer from slow load times at all.
i decided that its not worth slowing the whole system down just to give the option to sort by name.