From ff486be0abd88ff9883424ea6c3b3a48e7b40253 Mon Sep 17 00:00:00 2001 From: itsmattkc <34096995+itsmattkc@users.noreply.github.com> Date: Tue, 4 Aug 2026 12:19:42 -0700 Subject: [PATCH] ci: fix windows and android builds (hopefully) --- .github/workflows/build.yml | 8 -------- gui/menu/menu_game.c | 2 +- gui/ui/ui_sdl.c | 2 +- 3 files changed, 2 insertions(+), 10 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 32eb17e..ea57c49 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -57,12 +57,6 @@ jobs: - uses: docker/setup-buildx-action@v3 - # Every image's Docker build is slow to produce from scratch (buildroot images - # compile a full embedded Linux; others pull large cross toolchains), so - # BuildKit imports a layer cache published to GHCR (seeded from a host as - # documented in docker/README.md). On a cache hit the expensive layers are reused, - # not re-executed. A Dockerfile/context edit is a natural cache miss, so PRs - # still build and test the change. - name: Log in to GHCR uses: docker/login-action@v3 with: @@ -87,8 +81,6 @@ jobs: tags: vanilla-${{ matrix.platform.os }}-${{ matrix.platform.arch }} load: true cache-from: type=registry,ref=${{ steps.cache.outputs.ref }} - # Refresh the shared cache only when publishing from master on the canonical - # repo; PRs (including forks) read the cache but never write it. cache-to: ${{ (github.event_name == 'push' && github.ref == 'refs/heads/master' && github.repository == 'vanilla-wiiu/vanilla') && format('type=registry,ref={0},mode=max', steps.cache.outputs.ref) || '' }} - name: Run Docker container diff --git a/gui/menu/menu_game.c b/gui/menu/menu_game.c index c0bdcbe..0d296db 100644 --- a/gui/menu/menu_game.c +++ b/gui/menu/menu_game.c @@ -774,7 +774,7 @@ static AVPacket *vpi_decode_get_next_packet(vpi_decode_state_t *s, int wait) // Otherwise, only wait for a short time before checking struct timespec deadline; - timespec_get(&deadline, TIME_UTC); + clock_gettime(CLOCK_REALTIME, &deadline); deadline.tv_nsec += VPI_DECODE_POLL_US * 1000; if (deadline.tv_nsec >= 1000000000) { deadline.tv_sec++; diff --git a/gui/ui/ui_sdl.c b/gui/ui/ui_sdl.c index d5931ff..4ad0938 100644 --- a/gui/ui/ui_sdl.c +++ b/gui/ui/ui_sdl.c @@ -2127,7 +2127,7 @@ int vui_update_sdl(vui_context_t *vui) Uint32 wait_ms = target - frame_delta; if (vui->game_mode) { struct timespec deadline; - timespec_get(&deadline, TIME_UTC); + clock_gettime(CLOCK_REALTIME, &deadline); deadline.tv_nsec += (long) wait_ms * 1000000; if (deadline.tv_nsec >= 1000000000) { deadline.tv_sec++;