private void OnNotificationReceived(NotificationEventArgs e) { switch (e.NotificationType) { case ConsoleNotificationType.GameLoaded: { if (ConfigManager.Config.Debug.Debugger.BreakOnPowerCycleReset) { DebugApi.Step(_cpuType, 1, StepType.Step); } BreakpointManager.SetBreakpoints(); DebugState state = DebugApi.GetState(); this.BeginInvoke((MethodInvoker)(() => { //Refresh workspace here as well as frmMain to ensure workspace //is up-to-date no matter which form is notified first. DebugWorkspaceManager.GetWorkspace(); bool isPowerCycle = e.Parameter.ToInt32() != 0; if (!isPowerCycle) { DebugWorkspaceManager.AutoImportSymbols(); } LabelManager.RefreshLabels(); DebugApi.RefreshDisassembly(_cpuType); UpdateDebugger(state, null); })); break; } case ConsoleNotificationType.GameReset: if (ConfigManager.Config.Debug.Debugger.BreakOnPowerCycleReset) { DebugApi.Step(_cpuType, 1, StepType.PpuStep); } break; case ConsoleNotificationType.PpuFrameDone: this.BeginInvoke((MethodInvoker)(() => { UpdateContinueAction(); })); break; case ConsoleNotificationType.CodeBreak: { BreakEvent evt = (BreakEvent)Marshal.PtrToStructure(e.Parameter, typeof(BreakEvent)); RefreshDebugger(evt); break; } } }