mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-01-31 01:15:24 +01:00
* Configuration panels are all modal-less now, so that you can open the config panel and leave it open while running games. * Handful of thread sync improvements. * Fixed on-the-fly interpreter/recompiler configuration. * Fixed plugin hotswapping (mostly works, but still a little funny at times) * All new assertion dialogs and popup message handlers. * RecentIsoList defaults to 12 instead of 6 Dev Notes: * I had to create a new set of assertion functions called pxAssume*. Originally I hoped to avoid that complexity, and just use a single one-assert-fits-all case, but turned out blanketly using __assume() for all assertion cases wasn't reliable. * wxGuiTools: Replaced the operator, with operator& -- the latter has proper order of precedence, the former required () to scope correctly. >_< git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2339 96395faa-99c1-11dd-bbfe-3dabce05a288
306 lines
8.9 KiB
C++
306 lines
8.9 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2009 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "System.h"
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#include "SysThreads.h"
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// --------------------------------------------------------------------------------------
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// SysThreadBase *External Thread* Implementations
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// (Called form outside the context of this thread)
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// --------------------------------------------------------------------------------------
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SysThreadBase::SysThreadBase() :
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m_ExecMode( ExecMode_NoThreadYet )
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, m_ExecModeMutex()
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{
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}
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SysThreadBase::~SysThreadBase() throw()
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{
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}
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void SysThreadBase::Start()
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{
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_parent::Start();
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Sleep( 1 );
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pxAssertDev( (m_ExecMode == ExecMode_Closing) || (m_ExecMode == ExecMode_Closed),
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"Unexpected thread status during SysThread startup."
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);
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m_sem_event.Post();
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}
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void SysThreadBase::OnStart()
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{
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if( !pxAssertDev( m_ExecMode == ExecMode_NoThreadYet, "SysSustainableThread:Start(): Invalid execution mode" ) ) return;
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m_ResumeEvent.Reset();
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FrankenMutex( m_ExecModeMutex );
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FrankenMutex( m_RunningLock );
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_parent::OnStart();
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}
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// Suspends emulation and closes the emulation state (including plugins) at the next PS2 vsync,
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// and returns control to the calling thread; or does nothing if the core is already suspended.
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//
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// Parameters:
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// isNonblocking - if set to true then the function will not block for emulation suspension.
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// Defaults to false if parameter is not specified. Performing non-blocking suspension
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// is mostly useful for starting certain non-Emu related gui activities (improves gui
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// responsiveness).
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//
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// Returns:
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// The previous suspension state; true if the thread was running or false if it was
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// suspended.
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//
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// Exceptions:
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// CancelEvent - thrown if the thread is already in a Paused or Closing state. Because
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// actions that pause emulation typically rely on plugins remaining loaded/active,
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// Suspension must cansel itself forcefully or risk crashing whatever other action is
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// in progress.
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//
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bool SysThreadBase::Suspend( bool isBlocking )
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{
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if( IsSelf() || !IsRunning() ) return false;
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// shortcut ExecMode check to avoid deadlocking on redundant calls to Suspend issued
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// from Resume or OnResumeReady code.
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if( m_ExecMode == ExecMode_Closed ) return false;
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bool retval = false;
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{
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ScopedLock locker( m_ExecModeMutex );
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switch( m_ExecMode )
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{
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// Check again -- status could have changed since above.
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case ExecMode_Closed: return false;
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case ExecMode_Pausing:
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case ExecMode_Paused:
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throw Exception::CancelEvent( "Another thread is pausing the VM state." );
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case ExecMode_Opened:
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m_ExecMode = ExecMode_Closing;
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retval = true;
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break;
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}
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pxAssumeDev( m_ExecMode == ExecMode_Closing, "ExecMode should be nothing other than Closing..." );
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m_sem_event.Post();
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}
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if( isBlocking )
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{
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if( !m_RunningLock.Wait( wxTimeSpan( 0,0,3,0 ) ) )
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{
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// [TODO] : Implement proper deadlock handler here that lets the user continue
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// to wait, or issue a cancel to the thread.
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throw Exception::ThreadTimedOut( *this,
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wxsFormat(L"Possible deadlock while suspending thread '%s'", m_name.c_str()),
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wxsFormat(L"'%s' thread is not responding to suspend requests. It may be deadlocked or just running *really* slow.", m_name.c_str())
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);
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}
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}
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return retval;
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}
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// Returns:
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// The previous suspension state; true if the thread was running or false if it was
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// closed, not running, or paused.
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//
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bool SysThreadBase::Pause()
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{
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if( IsSelf() || !IsRunning() ) return false;
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// shortcut ExecMode check to avoid deadlocking on redundant calls to Suspend issued
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// from Resume or OnResumeReady code.
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if( (m_ExecMode == ExecMode_Closed) || (m_ExecMode == ExecMode_Paused) ) return false;
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bool retval = false;
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{
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ScopedLock locker( m_ExecModeMutex );
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// Check again -- status could have changed since above.
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if( (m_ExecMode == ExecMode_Closed) || (m_ExecMode == ExecMode_Paused) ) return false;
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if( m_ExecMode == ExecMode_Opened )
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{
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m_ExecMode = ExecMode_Pausing;
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retval = true;
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}
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pxAssumeDev( m_ExecMode == ExecMode_Pausing, "ExecMode should be nothing other than Pausing..." );
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m_sem_event.Post();
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}
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m_RunningLock.Wait();
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return retval;
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}
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// Resumes the core execution state, or does nothing is the core is already running. If
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// settings were changed, resets will be performed as needed and emulation state resumed from
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// memory savestates.
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//
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// Note that this is considered a non-blocking action. Most times the state is safely resumed
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// on return, but in the case of re-entrant or nested message handling the function may return
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// before the thread has resumed. If you need explicit behavior tied to the completion of the
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// Resume, you'll need to bind callbacks to either OnResumeReady or OnResumeInThread.
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//
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// Exceptions:
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// PluginInitError - thrown if a plugin fails init (init is performed on the current thread
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// on the first time the thread is resumed from it's initial idle state)
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// ThreadCreationError - Insufficient system resources to create thread.
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//
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void SysThreadBase::Resume()
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{
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if( IsSelf() ) return;
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if( m_ExecMode == ExecMode_Opened ) return;
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ScopedNonblockingLock resprotect( m_ResumeProtection );
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if( resprotect.Failed() ) return;
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ScopedLock locker( m_ExecModeMutex );
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// Implementation Note:
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// The entire state coming out of a Wait is indeterminate because of user input
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// and pending messages being handled. So after each call we do some seemingly redundant
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// sanity checks against m_ExecMode/m_Running status, and if something doesn't feel
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// right, we should abort; the user may have canceled the action before it even finished.
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switch( m_ExecMode )
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{
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case ExecMode_Opened: return;
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case ExecMode_NoThreadYet:
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{
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Start();
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if( !m_running || (m_ExecMode == ExecMode_NoThreadYet) )
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throw Exception::ThreadCreationError();
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if( m_ExecMode == ExecMode_Opened ) return;
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}
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// fall through...
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case ExecMode_Closing:
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case ExecMode_Pausing:
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// we need to make sure and wait for the emuThread to enter a fully suspended
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// state before continuing...
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m_RunningLock.Wait();
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if( !m_running ) return;
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if( (m_ExecMode != ExecMode_Closed) && (m_ExecMode != ExecMode_Paused) ) return;
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if( g_plugins == NULL ) return;
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break;
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}
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pxAssertDev( (m_ExecMode == ExecMode_Closed) || (m_ExecMode == ExecMode_Paused),
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"SysThreadBase is not in a closed/paused state? wtf!" );
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OnResumeReady();
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m_ExecMode = ExecMode_Opened;
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m_ResumeEvent.Post();
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}
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// --------------------------------------------------------------------------------------
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// SysThreadBase *Worker* Implementations
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// (Called from the context of this thread only)
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// --------------------------------------------------------------------------------------
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void SysThreadBase::OnStartInThread()
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{
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m_RunningLock.Acquire();
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_parent::OnStartInThread();
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m_ExecMode = ExecMode_Closing;
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}
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void SysThreadBase::OnCleanupInThread()
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{
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m_ExecMode = ExecMode_NoThreadYet;
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_parent::OnCleanupInThread();
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m_RunningLock.Release();
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}
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void SysThreadBase::OnSuspendInThread() {}
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void SysThreadBase::OnResumeInThread( bool isSuspended ) {}
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void SysThreadBase::StateCheckInThread()
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{
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switch( m_ExecMode )
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{
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#ifdef PCSX2_DEVBUILD // optimize out handlers for these cases in release builds.
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case ExecMode_NoThreadYet:
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// threads should never have this state set while the thread is in any way
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// active or alive. (for obvious reasons!!)
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pxFailDev( "Invalid execution state detected." );
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break;
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#endif
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case ExecMode_Opened:
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// Yup, need this a second time. Variable state could have changed while we
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// were trying to acquire the lock above.
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TestCancel();
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break;
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// -------------------------------------
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case ExecMode_Pausing:
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{
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OnPauseInThread();
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m_ExecMode = ExecMode_Paused;
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m_RunningLock.Release();
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}
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// fallthrough...
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case ExecMode_Paused:
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while( m_ExecMode == ExecMode_Paused )
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m_ResumeEvent.WaitWithoutYield();
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m_RunningLock.Acquire();
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OnResumeInThread( false );
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break;
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// -------------------------------------
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case ExecMode_Closing:
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{
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OnSuspendInThread();
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m_ExecMode = ExecMode_Closed;
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m_RunningLock.Release();
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}
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// fallthrough...
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case ExecMode_Closed:
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while( m_ExecMode == ExecMode_Closed )
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m_ResumeEvent.WaitWithoutYield();
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m_RunningLock.Acquire();
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OnResumeInThread( true );
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break;
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jNO_DEFAULT;
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}
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}
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