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archived-pcsx2/pcsx2/System/SysThreadBase.cpp

367 lines
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C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "System.h"
#include "SysThreads.h"
#include "CDVD/CDVDaccess.h"
// --------------------------------------------------------------------------------------
// SysThreadBase *External Thread* Implementations
// (Called form outside the context of this thread)
// --------------------------------------------------------------------------------------
SysThreadBase::SysThreadBase()
: m_ExecMode(ExecMode_NoThreadYet)
, m_ExecModeMutex()
{
}
void SysThreadBase::Start()
{
_parent::Start();
Sleep(1);
pxAssertDev((m_ExecMode == ExecMode_Closing) || (m_ExecMode == ExecMode_Closed),
"Unexpected thread status during SysThread startup.");
m_sem_event.Post();
}
void SysThreadBase::OnStart()
{
if (!pxAssertDev(m_ExecMode == ExecMode_NoThreadYet, "SysSustainableThread:Start(): Invalid execution mode"))
return;
m_sem_Resume.Reset();
m_sem_ChangingExecMode.Reset();
FrankenMutex(m_ExecModeMutex);
FrankenMutex(m_RunningLock);
_parent::OnStart();
}
// Suspends emulation and closes the emulation state (including plugins) at the next PS2 vsync,
// and returns control to the calling thread; or does nothing if the core is already suspended.
//
// Parameters:
// isNonblocking - if set to true then the function will not block for emulation suspension.
// Defaults to false if parameter is not specified. Performing non-blocking suspension
// is mostly useful for starting certain non-Emu related gui activities (improves gui
// responsiveness).
//
// Returns:
// The previous suspension state; true if the thread was running or false if it was
// suspended.
//
// Exceptions:
// CancelEvent - thrown if the thread is already in a Paused or Closing state. Because
// actions that pause emulation typically rely on plugins remaining loaded/active,
// Suspension must cancel itself forcefully or risk crashing whatever other action is
// in progress.
//
void SysThreadBase::Suspend(bool isBlocking)
{
if (!pxAssertDev(!IsSelf(), "Suspend/Resume are not allowed from this thread."))
return;
if (!IsRunning())
return;
// shortcut ExecMode check to avoid deadlocking on redundant calls to Suspend issued
// from Resume or OnResumeReady code.
if (m_ExecMode == ExecMode_Closed)
return;
{
ScopedLock locker(m_ExecModeMutex);
switch (m_ExecMode.load())
{
// Invalid thread state, nothing to suspend
case ExecMode_NoThreadYet:
// Check again -- status could have changed since above.
case ExecMode_Closed:
return;
case ExecMode_Pausing:
case ExecMode_Paused:
if (!isBlocking)
throw Exception::CancelEvent(L"Cannot suspend in non-blocking fashion: Another thread is pausing the VM state.");
m_ExecMode = ExecMode_Closing;
m_sem_Resume.Post();
m_sem_ChangingExecMode.Wait();
break;
case ExecMode_Opened:
m_ExecMode = ExecMode_Closing;
break;
case ExecMode_Closing:
break;
}
pxAssertDev(m_ExecMode == ExecMode_Closing, "ExecMode should be nothing other than Closing...");
m_sem_event.Post();
}
if (isBlocking)
m_RunningLock.Wait();
}
// Returns:
// The previous suspension state; true if the thread was running or false if it was
// closed, not running, or paused.
//
void SysThreadBase::Pause(bool debug)
{
if (IsSelf() || !IsRunning())
return;
// shortcut ExecMode check to avoid deadlocking on redundant calls to Suspend issued
// from Resume or OnResumeReady code.
if ((m_ExecMode == ExecMode_Closed) || (m_ExecMode == ExecMode_Paused))
return;
{
ScopedLock locker(m_ExecModeMutex);
// Check again -- status could have changed since above.
if ((m_ExecMode == ExecMode_Closed) || (m_ExecMode == ExecMode_Paused))
return;
if (m_ExecMode == ExecMode_Opened)
m_ExecMode = ExecMode_Pausing;
pxAssertDev(m_ExecMode == ExecMode_Pausing, "ExecMode should be nothing other than Pausing...");
if (debug)
OnPauseDebug();
else
OnPause();
m_sem_event.Post();
}
m_RunningLock.Wait();
}
void SysThreadBase::PauseSelf()
{
if (!IsSelf() || !IsRunning())
return;
{
ScopedLock locker(m_ExecModeMutex);
if (m_ExecMode == ExecMode_Opened)
m_ExecMode = ExecMode_Pausing;
OnPause();
m_sem_event.Post();
}
}
void SysThreadBase::PauseSelfDebug()
{
if (!IsSelf() || !IsRunning())
return;
{
ScopedLock locker(m_ExecModeMutex);
if (m_ExecMode == ExecMode_Opened)
m_ExecMode = ExecMode_Pausing;
OnPauseDebug();
m_sem_event.Post();
}
}
// Resumes the core execution state, or does nothing is the core is already running. If
// settings were changed, resets will be performed as needed and emulation state resumed from
// memory savestates.
//
// Note that this is considered a non-blocking action. Most times the state is safely resumed
// on return, but in the case of re-entrant or nested message handling the function may return
// before the thread has resumed. If you need explicit behavior tied to the completion of the
// Resume, you'll need to bind callbacks to either OnResumeReady or OnResumeInThread.
//
// Exceptions:
// PluginInitError - thrown if a plugin fails init (init is performed on the current thread
// on the first time the thread is resumed from it's initial idle state)
// ThreadCreationError - Insufficient system resources to create thread.
//
void SysThreadBase::Resume()
{
if (IsSelf())
return;
if (m_ExecMode == ExecMode_Opened)
return;
ScopedLock locker(m_ExecModeMutex);
// Implementation Note:
// The entire state coming out of a Wait is indeterminate because of user input
// and pending messages being handled. So after each call we do some seemingly redundant
// sanity checks against m_ExecMode/m_Running status, and if something doesn't feel
// right, we should abort; the user may have canceled the action before it even finished.
switch (m_ExecMode.load())
{
case ExecMode_Opened:
return;
case ExecMode_NoThreadYet:
{
Start();
if (!m_running || (m_ExecMode == ExecMode_NoThreadYet))
throw Exception::ThreadCreationError(this);
if (m_ExecMode == ExecMode_Opened)
return;
}
[[fallthrough]];
case ExecMode_Closing:
case ExecMode_Pausing:
// we need to make sure and wait for the emuThread to enter a fully suspended
// state before continuing...
m_RunningLock.Wait();
if (!m_running)
return;
if ((m_ExecMode != ExecMode_Closed) && (m_ExecMode != ExecMode_Paused))
return;
if (!GetCorePlugins().AreLoaded())
return;
break;
case ExecMode_Paused:
case ExecMode_Closed:
break;
}
pxAssertDev((m_ExecMode == ExecMode_Closed) || (m_ExecMode == ExecMode_Paused),
"SysThreadBase is not in a closed/paused state? wtf!");
OnResumeReady();
m_ExecMode = ExecMode_Opened;
m_sem_Resume.Post();
}
// --------------------------------------------------------------------------------------
// SysThreadBase *Worker* Implementations
// (Called from the context of this thread only)
// --------------------------------------------------------------------------------------
void SysThreadBase::OnStartInThread()
{
m_RunningLock.Acquire();
_parent::OnStartInThread();
m_ExecMode = ExecMode_Closing;
}
void SysThreadBase::OnCleanupInThread()
{
m_ExecMode = ExecMode_NoThreadYet;
_parent::OnCleanupInThread();
m_RunningLock.Release();
}
void SysThreadBase::OnSuspendInThread() {}
void SysThreadBase::OnResumeInThread(bool isSuspended) {}
// Tests for Pause and Suspend/Close requests. If the thread is trying to be paused or
// closed, it will enter a wait/holding pattern here in this method until the managing
// thread releases it. Use the return value to detect if changes to the thread's state
// may have been changed (based on the rule that other threads are not allowed to modify
// this thread's state without pausing or closing it first, to prevent race conditions).
//
// Return value:
// TRUE if the thread was paused or closed; FALSE if the thread
// continued execution unimpeded.
bool SysThreadBase::StateCheckInThread()
{
switch (m_ExecMode.load())
{
#ifdef PCSX2_DEVBUILD // optimize out handlers for these cases in release builds.
case ExecMode_NoThreadYet:
// threads should never have this state set while the thread is in any way
// active or alive. (for obvious reasons!!)
pxFailDev("Invalid execution state detected.");
return false;
#endif
case ExecMode_Opened:
// Other cases don't need TestCancel() because its built into the various
// threading wait/signal actions.
TestCancel();
return false;
// -------------------------------------
case ExecMode_Pausing:
{
OnPauseInThread();
m_ExecMode = ExecMode_Paused;
m_RunningLock.Release();
}
[[fallthrough]];
case ExecMode_Paused:
while (m_ExecMode == ExecMode_Paused)
m_sem_Resume.WaitWithoutYield();
m_RunningLock.Acquire();
if (m_ExecMode != ExecMode_Closing)
{
if (g_CDVDReset)
DoCDVDopen();
g_CDVDReset = false;
break;
}
m_sem_ChangingExecMode.Post();
[[fallthrough]];
// fallthrough if we're switching to closing state...
// -------------------------------------
case ExecMode_Closing:
{
OnSuspendInThread();
m_ExecMode = ExecMode_Closed;
m_RunningLock.Release();
}
[[fallthrough]];
case ExecMode_Closed:
while (m_ExecMode == ExecMode_Closed)
m_sem_Resume.WaitWithoutYield();
m_RunningLock.Acquire();
OnResumeInThread(true);
g_CDVDReset = false;
break;
jNO_DEFAULT;
}
return true;
}