using BizHawk.Common; using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; namespace BizHawk.Emulation.Cores.Waterbox { /// /// represents an object that can be swapped in and out of memory to compete with other objects in the same memory /// not suited for general purpose stuff /// public abstract class Swappable : IMonitor, IDisposable { /// /// start address /// private uint _lockkey; /// /// the the relevant lockinfo for this core /// private LockInfo _currentLockInfo; /// /// everything to swap in for context switches /// private List _memoryBlocks = new List(); protected void AddMemoryBlock(MemoryBlock block) { _memoryBlocks.Add(block); } protected void PurgeMemoryBlocks() { _memoryBlocks = null; } protected void Initialize(ulong startAddress) { // any Swappables in the same 4G range are assumed to conflict var lockkey = (uint)(startAddress >> 32); _lockkey = lockkey; if (lockkey == 0) throw new NullReferenceException(); _currentLockInfo = LockInfos.GetOrAdd(_lockkey, new LockInfo { Sync = new object() }); } private class LockInfo { public object Sync; private WeakReference LoadedRef = new WeakReference(null); #if DEBUG /// /// recursive lock count /// public int LockCount; #endif public Swappable Loaded { get { // if somehow an object died without being disposed, // the MemoryBlock finalizer will have unloaded the memory // and so we can treat it as if no Swappable was attached return (Swappable)LoadedRef.Target; } set { LoadedRef.Target = value; } } } private static readonly ConcurrentDictionary LockInfos = new ConcurrentDictionary(); /// /// acquire lock and swap this into memory /// public void Enter() { Monitor.Enter(_currentLockInfo.Sync); #if DEBUG if (_currentLockInfo.LockCount++ != 0 && _currentLockInfo.Loaded != this) throw new InvalidOperationException("Woops!"); #endif if (_currentLockInfo.Loaded != this) { if (_currentLockInfo.Loaded != null) _currentLockInfo.Loaded.DeactivateInternal(); _currentLockInfo.Loaded = null; ActivateInternal(); _currentLockInfo.Loaded = this; } } /// /// release lock /// public void Exit() { #if DEBUG // when debugging, if we're releasing the lock then deactivate if (_currentLockInfo.LockCount-- == 1) { if (_currentLockInfo.Loaded != this) throw new InvalidOperationException("Woops!"); DeactivateInternal(); _currentLockInfo.Loaded = null; } #endif Monitor.Exit(_currentLockInfo.Sync); } private void DeactivateInternal() { Console.WriteLine("Swappable DeactivateInternal {0}", GetHashCode()); foreach (var m in _memoryBlocks) m.Deactivate(); } private void ActivateInternal() { Console.WriteLine("Swappable ActivateInternal {0}", GetHashCode()); foreach (var m in _memoryBlocks) m.Activate(); } private bool _disposed = false; protected virtual void Dispose(bool disposing) { if (!_disposed) { if (disposing) { lock (_currentLockInfo.Sync) { if (_currentLockInfo.Loaded == this) { DeactivateInternal(); _currentLockInfo.Loaded = null; } _currentLockInfo = null; } } _disposed = true; } } public void Dispose() { Dispose(true); } } }