Merge pull request #9463 from liamwhite/manager-events
EmuThread: refactor
This commit is contained in:
commit
1b11e0f0d3
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@ -183,26 +183,20 @@ struct System::Impl {
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Initialize(system);
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}
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SystemResultStatus Run() {
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void Run() {
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std::unique_lock<std::mutex> lk(suspend_guard);
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status = SystemResultStatus::Success;
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kernel.Suspend(false);
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core_timing.SyncPause(false);
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is_paused.store(false, std::memory_order_relaxed);
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return status;
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}
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SystemResultStatus Pause() {
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void Pause() {
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std::unique_lock<std::mutex> lk(suspend_guard);
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status = SystemResultStatus::Success;
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core_timing.SyncPause(true);
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kernel.Suspend(true);
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is_paused.store(true, std::memory_order_relaxed);
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return status;
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}
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bool IsPaused() const {
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@ -553,12 +547,12 @@ void System::Initialize() {
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impl->Initialize(*this);
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}
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SystemResultStatus System::Run() {
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return impl->Run();
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void System::Run() {
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impl->Run();
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}
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SystemResultStatus System::Pause() {
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return impl->Pause();
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void System::Pause() {
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impl->Pause();
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}
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bool System::IsPaused() const {
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@ -152,13 +152,13 @@ public:
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* Run the OS and Application
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* This function will start emulation and run the relevant devices
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*/
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[[nodiscard]] SystemResultStatus Run();
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void Run();
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/**
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* Pause the OS and Application
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* This function will pause emulation and stop the relevant devices
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*/
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[[nodiscard]] SystemResultStatus Pause();
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void Pause();
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/// Check if the core is currently paused.
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[[nodiscard]] bool IsPaused() const;
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@ -46,30 +46,28 @@
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static Core::Frontend::WindowSystemType GetWindowSystemType();
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EmuThread::EmuThread(Core::System& system_) : system{system_} {}
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EmuThread::EmuThread(Core::System& system) : m_system{system} {}
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EmuThread::~EmuThread() = default;
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void EmuThread::run() {
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std::string name = "EmuControlThread";
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MicroProfileOnThreadCreate(name.c_str());
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Common::SetCurrentThreadName(name.c_str());
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const char* name = "EmuControlThread";
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MicroProfileOnThreadCreate(name);
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Common::SetCurrentThreadName(name);
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auto& gpu = system.GPU();
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auto stop_token = stop_source.get_token();
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bool debugger_should_start = system.DebuggerEnabled();
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auto& gpu = m_system.GPU();
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auto stop_token = m_stop_source.get_token();
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system.RegisterHostThread();
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m_system.RegisterHostThread();
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// Main process has been loaded. Make the context current to this thread and begin GPU and CPU
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// execution.
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gpu.ObtainContext();
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emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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if (Settings::values.use_disk_shader_cache.GetValue()) {
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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system.GetCurrentProcessProgramID(), stop_token,
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m_system.Renderer().ReadRasterizer()->LoadDiskResources(
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m_system.GetCurrentProcessProgramID(), stop_token,
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[this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
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emit LoadProgress(stage, value, total);
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});
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@ -79,57 +77,35 @@ void EmuThread::run() {
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gpu.ReleaseContext();
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gpu.Start();
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system.GetCpuManager().OnGpuReady();
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m_system.GetCpuManager().OnGpuReady();
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m_system.RegisterExitCallback([this] { m_stop_source.request_stop(); });
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system.RegisterExitCallback([this]() {
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stop_source.request_stop();
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SetRunning(false);
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});
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if (m_system.DebuggerEnabled()) {
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m_system.InitializeDebugger();
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}
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// Holds whether the cpu was running during the last iteration,
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// so that the DebugModeLeft signal can be emitted before the
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// next execution step
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bool was_active = false;
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while (!stop_token.stop_requested()) {
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if (running) {
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if (was_active) {
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emit DebugModeLeft();
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}
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std::unique_lock lk{m_should_run_mutex};
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if (m_should_run) {
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m_system.Run();
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m_is_running.store(true);
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m_is_running.notify_all();
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running_guard = true;
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Core::SystemResultStatus result = system.Run();
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if (result != Core::SystemResultStatus::Success) {
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running_guard = false;
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this->SetRunning(false);
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emit ErrorThrown(result, system.GetStatusDetails());
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}
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if (debugger_should_start) {
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system.InitializeDebugger();
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debugger_should_start = false;
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}
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running_wait.Wait();
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result = system.Pause();
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if (result != Core::SystemResultStatus::Success) {
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running_guard = false;
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this->SetRunning(false);
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emit ErrorThrown(result, system.GetStatusDetails());
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}
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running_guard = false;
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if (!stop_token.stop_requested()) {
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was_active = true;
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emit DebugModeEntered();
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}
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Common::CondvarWait(m_should_run_cv, lk, stop_token, [&] { return !m_should_run; });
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} else {
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std::unique_lock lock{running_mutex};
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Common::CondvarWait(running_cv, lock, stop_token, [&] { return IsRunning(); });
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m_system.Pause();
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m_is_running.store(false);
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m_is_running.notify_all();
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emit DebugModeEntered();
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Common::CondvarWait(m_should_run_cv, lk, stop_token, [&] { return m_should_run; });
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emit DebugModeLeft();
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}
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}
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// Shutdown the main emulated process
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system.ShutdownMainProcess();
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m_system.DetachDebugger();
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m_system.ShutdownMainProcess();
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#if MICROPROFILE_ENABLED
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MicroProfileOnThreadExit();
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@ -47,7 +47,7 @@ class EmuThread final : public QThread {
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Q_OBJECT
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public:
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explicit EmuThread(Core::System& system_);
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explicit EmuThread(Core::System& system);
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~EmuThread() override;
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/**
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@ -57,30 +57,30 @@ public:
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void run() override;
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/**
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* Sets whether the emulation thread is running or not
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* @param running_ Boolean value, set the emulation thread to running if true
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* @note This function is thread-safe
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* Sets whether the emulation thread should run or not
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* @param should_run Boolean value, set the emulation thread to running if true
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*/
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void SetRunning(bool running_) {
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std::unique_lock lock{running_mutex};
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running = running_;
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lock.unlock();
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running_cv.notify_all();
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if (!running) {
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running_wait.Set();
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/// Wait until effectively paused
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while (running_guard)
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;
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void SetRunning(bool should_run) {
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// TODO: Prevent other threads from modifying the state until we finish.
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{
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// Notify the running thread to change state.
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std::unique_lock run_lk{m_should_run_mutex};
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m_should_run = should_run;
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m_should_run_cv.notify_one();
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}
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// Wait until paused, if pausing.
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if (!should_run) {
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m_is_running.wait(true);
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}
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}
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/**
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* Check if the emulation thread is running or not
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* @return True if the emulation thread is running, otherwise false
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* @note This function is thread-safe
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*/
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bool IsRunning() const {
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return running;
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return m_is_running.load();
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}
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/**
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@ -88,18 +88,17 @@ public:
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*/
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void ForceStop() {
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LOG_WARNING(Frontend, "Force stopping EmuThread");
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stop_source.request_stop();
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SetRunning(false);
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m_stop_source.request_stop();
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}
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private:
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bool running = false;
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std::stop_source stop_source;
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std::mutex running_mutex;
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std::condition_variable_any running_cv;
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Common::Event running_wait{};
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std::atomic_bool running_guard{false};
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Core::System& system;
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Core::System& m_system;
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std::stop_source m_stop_source;
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std::mutex m_should_run_mutex;
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std::condition_variable_any m_should_run_cv;
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std::atomic<bool> m_is_running{false};
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bool m_should_run{true};
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signals:
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/**
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@ -120,8 +119,6 @@ signals:
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*/
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void DebugModeLeft();
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void ErrorThrown(Core::SystemResultStatus, std::string);
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void LoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
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};
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@ -1498,7 +1498,7 @@ void GMainWindow::SetupSigInterrupts() {
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void GMainWindow::HandleSigInterrupt(int sig) {
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if (sig == SIGINT) {
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exit(1);
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_exit(1);
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}
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// Calling into Qt directly from a signal handler is not safe,
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@ -1794,15 +1794,16 @@ void GMainWindow::ShutdownGame() {
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Settings::values.use_speed_limit.SetValue(true);
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system->SetShuttingDown(true);
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system->DetachDebugger();
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discord_rpc->Pause();
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RequestGameExit();
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emu_thread->disconnect();
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emu_thread->SetRunning(true);
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emit EmulationStopping();
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// Wait for emulation thread to complete and delete it
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if (!emu_thread->wait(5000)) {
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if (system->DebuggerEnabled() || !emu_thread->wait(5000)) {
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emu_thread->ForceStop();
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emu_thread->wait();
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}
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@ -2919,8 +2920,6 @@ void GMainWindow::OnStartGame() {
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emu_thread->SetRunning(true);
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connect(emu_thread.get(), &EmuThread::ErrorThrown, this, &GMainWindow::OnCoreError);
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UpdateMenuState();
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OnTasStateChanged();
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@ -3904,79 +3903,6 @@ void GMainWindow::OnMouseActivity() {
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mouse_center_timer.stop();
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}
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void GMainWindow::OnCoreError(Core::SystemResultStatus result, std::string details) {
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QMessageBox::StandardButton answer;
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QString status_message;
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const QString common_message =
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tr("The game you are trying to load requires additional files from your Switch to be "
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"dumped "
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"before playing.<br/><br/>For more information on dumping these files, please see the "
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"following wiki page: <a "
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"href='https://yuzu-emu.org/wiki/"
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"dumping-system-archives-and-the-shared-fonts-from-a-switch-console/'>Dumping System "
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"Archives and the Shared Fonts from a Switch Console</a>.<br/><br/>Would you like to "
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"quit "
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"back to the game list? Continuing emulation may result in crashes, corrupted save "
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"data, or other bugs.");
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switch (result) {
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case Core::SystemResultStatus::ErrorSystemFiles: {
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QString message;
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if (details.empty()) {
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message =
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tr("yuzu was unable to locate a Switch system archive. %1").arg(common_message);
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} else {
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message = tr("yuzu was unable to locate a Switch system archive: %1. %2")
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.arg(QString::fromStdString(details), common_message);
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}
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answer = QMessageBox::question(this, tr("System Archive Not Found"), message,
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QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
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status_message = tr("System Archive Missing");
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break;
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}
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case Core::SystemResultStatus::ErrorSharedFont: {
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const QString message =
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tr("yuzu was unable to locate the Switch shared fonts. %1").arg(common_message);
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answer = QMessageBox::question(this, tr("Shared Fonts Not Found"), message,
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QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
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status_message = tr("Shared Font Missing");
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break;
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}
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default:
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answer = QMessageBox::question(
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this, tr("Fatal Error"),
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tr("yuzu has encountered a fatal error, please see the log for more details. "
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"For more information on accessing the log, please see the following page: "
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"<a href='https://community.citra-emu.org/t/how-to-upload-the-log-file/296'>How "
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"to "
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"Upload the Log File</a>.<br/><br/>Would you like to quit back to the game "
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"list? "
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"Continuing emulation may result in crashes, corrupted save data, or other "
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"bugs."),
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QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
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status_message = tr("Fatal Error encountered");
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break;
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}
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if (answer == QMessageBox::Yes) {
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if (emu_thread) {
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ShutdownGame();
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Settings::RestoreGlobalState(system->IsPoweredOn());
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system->HIDCore().ReloadInputDevices();
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UpdateStatusButtons();
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}
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} else {
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// Only show the message if the game is still running.
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if (emu_thread) {
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emu_thread->SetRunning(true);
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message_label->setText(status_message);
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}
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}
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}
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void GMainWindow::OnReinitializeKeys(ReinitializeKeyBehavior behavior) {
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if (behavior == ReinitializeKeyBehavior::Warning) {
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const auto res = QMessageBox::information(
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@ -332,7 +332,6 @@ private slots:
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void ResetWindowSize900();
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void ResetWindowSize1080();
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void OnCaptureScreenshot();
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void OnCoreError(Core::SystemResultStatus, std::string);
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void OnReinitializeKeys(ReinitializeKeyBehavior behavior);
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void OnLanguageChanged(const QString& locale);
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void OnMouseActivity();
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