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OK well Idk why I didn't think of using an event for this.
This implementation is not correct, though. It can incorrectly indicate cheat state in either direction:
Emulate so that you have some clean states.
Rewind to frame 0.
Poke.
Load a clean state.
Emulate to make more states; they will be marked as cheated.
OR
Make a branch with a cheated state.
Edit an input, so that all states are clean.
Load the branch.
Emulate to make more states; they will be marked as clean.
EDIT: Also it looks like this won't be able to handle situations were an external tool loads a state using the IStatable emulator service, or Lua script loads a state with memorysavestate. (Actually I can test this real quick: using the GBA/SonicAdvance_CamHack.lua script does indeed result in incorrectly marking states as cheated.)
EDIT 2: I noticed your title says they will show as blue. Idk what went wrong, but I am not seeing any blue.
The colour config handling must fill in zeroes for a missing value instead of pulling from the defaults. From a clean config it should work.
I'm not sure how to move forward on the correctness issues. A call to IStatable.LoadStateBinary wouldn't go via the frontend at all, right? So maybe this flag actually needs to be part of each core, like IInputPollable.IsLagFrame, in order to be persisted properly.
So maybe this flag actually needs to be part of each core, like IInputPollable.IsLagFrame, in order to be persisted properly.
This was my initial thought, which is why I did not think this feature could realistically be implemented.
But I had an idea that maybe can work: wrap the IStatable service in a new IStatable implementation that is controlled by the frontend and essentially adds a header to the core's states. The header can include a cheated flag and potentially user data too, addressing #3976. I do not know how much refactoring will be needed to ensure the raw, unwrapped core's IStatable is ever accessed by tools/API classes.
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