mirror of
https://github.com/hrydgard/ppsspp.git
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314 lines
12 KiB
C++
314 lines
12 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <vector>
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#include <map>
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#include <algorithm>
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#include "Common/CommonTypes.h"
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#include "Core/HLE/sceKernelThread.h"
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namespace HLEKernel
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{
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// Should be called from the CoreTiming handler for the wait func.
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template <typename KO, WaitType waitType>
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inline void WaitExecTimeout(SceUID threadID) {
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u32 error;
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SceUID uid = __KernelGetWaitID(threadID, waitType, error);
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u32 timeoutPtr = __KernelGetWaitTimeoutPtr(threadID, error);
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KO *ko = uid == 0 ? NULL : kernelObjects.Get<KO>(uid, error);
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if (ko)
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{
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if (timeoutPtr != 0)
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Memory::Write_U32(0, timeoutPtr);
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// This thread isn't waiting anymore, but we'll remove it from waitingThreads later.
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// The reason is, if it times out, but what it was waiting on is DELETED prior to it
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// actually running, it will get a DELETE result instead of a TIMEOUT.
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// So, we need to remember it or we won't be able to mark it DELETE instead later.
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__KernelResumeThreadFromWait(threadID, SCE_KERNEL_ERROR_WAIT_TIMEOUT);
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__KernelReSchedule("wait timed out");
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}
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}
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// Move a thread from the waiting thread list to the paused thread list.
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// This version is for vectors which contain structs, which must have SceUID threadID and u64 pausedTimeout.
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// Should not be called directly.
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template <typename WaitInfoType, typename PauseType>
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inline bool WaitPauseHelperUpdate(SceUID pauseKey, SceUID threadID, std::vector<WaitInfoType> &waitingThreads, std::map<SceUID, PauseType> &pausedWaits, u64 pauseTimeout) {
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WaitInfoType waitData = {0};
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for (size_t i = 0; i < waitingThreads.size(); i++) {
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WaitInfoType *t = &waitingThreads[i];
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if (t->threadID == threadID)
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{
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waitData = *t;
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// TODO: Hmm, what about priority/fifo order? Does it lose its place in line?
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waitingThreads.erase(waitingThreads.begin() + i);
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break;
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}
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}
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if (waitData.threadID != threadID)
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return false;
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waitData.pausedTimeout = pauseTimeout;
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pausedWaits[pauseKey] = waitData;
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return true;
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}
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// Move a thread from the waiting thread list to the paused thread list.
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// This version is for a simpler list of SceUIDs. The paused list is a std::map<SceUID, u64>.
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// Should not be called directly.
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template <>
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inline bool WaitPauseHelperUpdate<SceUID, u64>(SceUID pauseKey, SceUID threadID, std::vector<SceUID> &waitingThreads, std::map<SceUID, u64> &pausedWaits, u64 pauseTimeout) {
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// TODO: Hmm, what about priority/fifo order? Does it lose its place in line?
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waitingThreads.erase(std::remove(waitingThreads.begin(), waitingThreads.end(), threadID), waitingThreads.end());
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pausedWaits[pauseKey] = pauseTimeout;
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return true;
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}
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// Retrieve the paused wait info from the list, and pop it.
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// Returns the pausedTimeout value.
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// Should not be called directly.
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template <typename WaitInfoType, typename PauseType>
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inline u64 WaitPauseHelperGet(SceUID pauseKey, SceUID threadID, std::map<SceUID, PauseType> &pausedWaits, WaitInfoType &waitData) {
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waitData = pausedWaits[pauseKey];
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u64 waitDeadline = waitData.pausedTimeout;
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pausedWaits.erase(pauseKey);
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return waitDeadline;
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}
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// Retrieve the paused wait info from the list, and pop it.
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// This version is for a simple std::map paused list.
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// Should not be called directly.
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template <>
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inline u64 WaitPauseHelperGet<SceUID, u64>(SceUID pauseKey, SceUID threadID, std::map<SceUID, u64> &pausedWaits, SceUID &waitData) {
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waitData = threadID;
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u64 waitDeadline = pausedWaits[pauseKey];
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pausedWaits.erase(pauseKey);
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return waitDeadline;
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}
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enum WaitBeginEndCallbackResult {
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// Returned when the thread cannot be found in the waiting threads list.
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// Only returned for struct types, which have other data than the threadID.
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WAIT_CB_BAD_WAIT_DATA = -2,
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// Returned when the wait ID of the thread no longer matches the kernel object.
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WAIT_CB_BAD_WAIT_ID = -1,
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// Success, whether that means the wait was paused, deleted, etc.
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WAIT_CB_SUCCESS = 0,
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// Success, and resumed waiting. Useful for logging.
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WAIT_CB_RESUMED_WAIT = 1,
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// Success, but the wait timed out. Useful for logging.
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WAIT_CB_TIMED_OUT = 2,
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};
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// Meant to be called in a registered begin callback function for a wait type.
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//
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// The goal of this function is to pause the wait. While inside a callback, waits are released.
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// Once the callback returns, the wait should be resumed (see WaitEndCallback.)
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//
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// This assumes the object has been validated already. The primary purpose is if you need
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// to use a specific pausedWaits list (for example, sceMsgPipe has two types of waiting per object.)
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//
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// In most cases, use the other, simpler version of WaitBeginCallback().
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template <typename WaitInfoType, typename PauseType>
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WaitBeginEndCallbackResult WaitBeginCallback(SceUID threadID, SceUID prevCallbackId, int waitTimer, std::vector<WaitInfoType> &waitingThreads, std::map<SceUID, PauseType> &pausedWaits, bool doTimeout = true) {
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SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
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// This means two callbacks in a row. PSP crashes if the same callback waits inside itself (may need more testing.)
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// TODO: Handle this better?
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if (pausedWaits.find(pauseKey) != pausedWaits.end()) {
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return WAIT_CB_SUCCESS;
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}
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u64 pausedTimeout = 0;
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if (doTimeout && waitTimer != -1) {
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s64 cyclesLeft = CoreTiming::UnscheduleEvent(waitTimer, threadID);
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pausedTimeout = CoreTiming::GetTicks() + cyclesLeft;
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}
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if (!WaitPauseHelperUpdate(pauseKey, threadID, waitingThreads, pausedWaits, pausedTimeout)) {
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return WAIT_CB_BAD_WAIT_DATA;
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}
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return WAIT_CB_SUCCESS;
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}
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// Meant to be called in a registered begin callback function for a wait type.
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//
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// The goal of this function is to pause the wait. While inside a callback, waits are released.
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// Once the callback returns, the wait should be resumed (see WaitEndCallback.)
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//
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// In the majority of cases, calling this function is sufficient for the BeginCallback handler.
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template <typename KO, WaitType waitType, typename WaitInfoType>
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WaitBeginEndCallbackResult WaitBeginCallback(SceUID threadID, SceUID prevCallbackId, int waitTimer) {
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u32 error;
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SceUID uid = __KernelGetWaitID(threadID, waitType, error);
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u32 timeoutPtr = __KernelGetWaitTimeoutPtr(threadID, error);
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KO *ko = uid == 0 ? NULL : kernelObjects.Get<KO>(uid, error);
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if (ko) {
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return WaitBeginCallback(threadID, prevCallbackId, waitTimer, ko->waitingThreads, ko->pausedWaits, timeoutPtr != 0);
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} else {
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return WAIT_CB_BAD_WAIT_ID;
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}
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}
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// Meant to be called in a registered end callback function for a wait type.
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//
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// The goal of this function is to resume the wait, or to complete it if a wait is no longer needed.
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//
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// This version allows you to specify the pausedWaits and waitingThreads vectors, primarily for
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// MsgPipes which have two waiting thread lists. Unlike the matching WaitBeginCallback() function,
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// this still validates the wait (since it needs other data from the object.)
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//
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// In most cases, use the other, simpler version of WaitEndCallback().
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template <typename KO, WaitType waitType, typename WaitInfoType, typename PauseType, class TryUnlockFunc>
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WaitBeginEndCallbackResult WaitEndCallback(SceUID threadID, SceUID prevCallbackId, int waitTimer, TryUnlockFunc TryUnlock, WaitInfoType &waitData, std::vector<WaitInfoType> &waitingThreads, std::map<SceUID, PauseType> &pausedWaits) {
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SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
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// Note: Cancel does not affect suspended semaphore waits, probably same for others.
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u32 error;
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SceUID uid = __KernelGetWaitID(threadID, waitType, error);
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u32 timeoutPtr = __KernelGetWaitTimeoutPtr(threadID, error);
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KO *ko = uid == 0 ? NULL : kernelObjects.Get<KO>(uid, error);
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if (!ko || pausedWaits.find(pauseKey) == pausedWaits.end()) {
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// TODO: Since it was deleted, we don't know how long was actually left.
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// For now, we just say the full time was taken.
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if (timeoutPtr != 0 && waitTimer != -1) {
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Memory::Write_U32(0, timeoutPtr);
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}
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__KernelResumeThreadFromWait(threadID, SCE_KERNEL_ERROR_WAIT_DELETE);
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return WAIT_CB_SUCCESS;
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}
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u64 waitDeadline = WaitPauseHelperGet(pauseKey, threadID, pausedWaits, waitData);
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// TODO: Don't wake up if __KernelCurHasReadyCallbacks()?
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bool wokeThreads;
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// Attempt to unlock.
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if (TryUnlock(ko, waitData, error, 0, wokeThreads)) {
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return WAIT_CB_SUCCESS;
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}
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// We only check if it timed out if it couldn't unlock.
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s64 cyclesLeft = waitDeadline - CoreTiming::GetTicks();
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if (cyclesLeft < 0 && waitDeadline != 0) {
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if (timeoutPtr != 0 && waitTimer != -1) {
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Memory::Write_U32(0, timeoutPtr);
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}
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__KernelResumeThreadFromWait(threadID, SCE_KERNEL_ERROR_WAIT_TIMEOUT);
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return WAIT_CB_TIMED_OUT;
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} else {
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if (timeoutPtr != 0 && waitTimer != -1) {
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CoreTiming::ScheduleEvent(cyclesLeft, waitTimer, __KernelGetCurThread());
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}
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return WAIT_CB_RESUMED_WAIT;
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}
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}
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// Meant to be called in a registered end callback function for a wait type.
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//
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// The goal of this function is to resume the wait, or to complete it if a wait is no longer needed.
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//
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// The TryUnlockFunc signature should be (choosen due to similarity to existing funcitons):
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// bool TryUnlock(KO *ko, WaitInfoType waitingThreadInfo, u32 &error, int result, bool &wokeThreads)
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template <typename KO, WaitType waitType, typename WaitInfoType, class TryUnlockFunc>
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WaitBeginEndCallbackResult WaitEndCallback(SceUID threadID, SceUID prevCallbackId, int waitTimer, TryUnlockFunc TryUnlock) {
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u32 error;
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SceUID uid = __KernelGetWaitID(threadID, waitType, error);
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u32 timeoutPtr = __KernelGetWaitTimeoutPtr(threadID, error);
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KO *ko = uid == 0 ? NULL : kernelObjects.Get<KO>(uid, error);
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// We need the ko for the vectors, but to avoid a null check we validate it here too.
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if (!ko) {
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// TODO: Since it was deleted, we don't know how long was actually left.
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// For now, we just say the full time was taken.
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if (timeoutPtr != 0 && waitTimer != -1) {
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Memory::Write_U32(0, timeoutPtr);
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}
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__KernelResumeThreadFromWait(threadID, SCE_KERNEL_ERROR_WAIT_DELETE);
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return WAIT_CB_SUCCESS;
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}
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WaitInfoType waitData;
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auto result = WaitEndCallback<KO, waitType>(threadID, prevCallbackId, waitTimer, TryUnlock, waitData, ko->waitingThreads, ko->pausedWaits);
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if (result == WAIT_CB_RESUMED_WAIT) {
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// TODO: Should this not go at the end?
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ko->waitingThreads.push_back(waitData);
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}
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return result;
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}
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// Verify that a thread has not been released from waiting, e.g. by sceKernelReleaseWaitThread().
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// For a waiting thread info struct.
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template <typename T>
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inline bool VerifyWait(const T &waitInfo, WaitType waitType, SceUID uid) {
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u32 error;
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SceUID waitID = __KernelGetWaitID(waitInfo.threadID, waitType, error);
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return waitID == uid && error == 0;
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}
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// Verify that a thread has not been released from waiting, e.g. by sceKernelReleaseWaitThread().
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template <>
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inline bool VerifyWait(const SceUID &threadID, WaitType waitType, SceUID uid) {
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u32 error;
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SceUID waitID = __KernelGetWaitID(threadID, waitType, error);
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return waitID == uid && error == 0;
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}
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// Resume a thread from waiting for a particular object.
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template <typename T>
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inline bool ResumeFromWait(SceUID threadID, WaitType waitType, SceUID uid, T result) {
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if (VerifyWait(threadID, waitType, uid)) {
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__KernelResumeThreadFromWait(threadID, result);
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return true;
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}
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return false;
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}
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// Removes threads that are not waiting anymore from a waitingThreads list.
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template <typename T>
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inline void CleanupWaitingThreads(WaitType waitType, SceUID uid, std::vector<T> &waitingThreads) {
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size_t size = waitingThreads.size();
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for (size_t i = 0; i < size; ++i) {
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if (!VerifyWait(waitingThreads[i], waitType, uid)) {
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// Decrement size and swap what was there with i.
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if (--size != i) {
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std::swap(waitingThreads[i], waitingThreads[size]);
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}
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// Now we haven't checked the new i, so go back and do i again.
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--i;
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}
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}
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waitingThreads.resize(size);
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}
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template <typename T>
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inline void RemoveWaitingThread(std::vector<T> &waitingThreads, const SceUID threadID) {
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waitingThreads.erase(std::remove(waitingThreads.begin(), waitingThreads.end(), threadID), waitingThreads.end());
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}
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};
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