another fixup for FlushEx and worker thread
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@ -349,17 +349,14 @@ void DSStream_Packet_FlushEx_Reset(
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)
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{
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// Remove flags only (This is the only place it will remove other than FlushEx perform set/remove the flags.)
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pThis->EmuFlags &= ~(DSE_FLAG_FLUSH_ASYNC | DSE_FLAG_ENVELOPE | DSE_FLAG_ENVELOPE2 | DSE_FLAG_PAUSE);
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pThis->EmuFlags &= ~(DSE_FLAG_FLUSH_ASYNC | DSE_FLAG_ENVELOPE | DSE_FLAG_ENVELOPE2);
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pThis->Xb_rtFlushEx = 0LL;
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pThis->Xb_Status = 0;
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}
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bool DSStream_Packet_Flush(
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XTL::X_CDirectSoundStream* pThis
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)
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{
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DSStream_Packet_FlushEx_Reset(pThis);
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// If host's audio is still playing then return busy-state until buffer has stop playing.
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DWORD dwStatus;
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pThis->EmuDirectSoundBuffer8->GetStatus(&dwStatus);
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@ -376,5 +373,9 @@ bool DSStream_Packet_Flush(
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for (auto buffer = pThis->Host_BufferPacketArray.begin(); buffer != pThis->Host_BufferPacketArray.end();) {
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DSStream_Packet_Clear(buffer, XMP_STATUS_FLUSHED, pThis->Xb_lpfnCallback, pThis->Xb_lpvContext, pThis);
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}
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// Clear flags and set status to zero.
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DSStream_Packet_FlushEx_Reset(pThis);
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pThis->EmuFlags &= ~DSE_FLAG_PAUSE;
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pThis->Xb_Status = 0;
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return false;
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}
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@ -110,7 +110,7 @@ void DirectSoundDoWork_Stream(xboxkrnl::LARGE_INTEGER& time)
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if (pThis->Xb_rtFlushEx == 0LL) {
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EmuLog(LOG_LEVEL::WARNING, "Attempted to flush without Xb_rtFlushEx set to non-zero");
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}
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while(DSStream_Packet_Flush(pThis));
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DSStream_Packet_Flush(pThis);
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} else {
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DSStream_Packet_Process(pThis);
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}
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@ -393,10 +393,14 @@ HRESULT WINAPI XTL::EMUPATCH(CDirectSoundStream_FlushEx)
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}
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// Remaining flags require X_DSSFLUSHEX_ASYNC to be include.
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else if ((dwFlags & X_DSSFLUSHEX_ASYNC) > 0) {
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pThis->EmuFlags |= DSE_FLAG_FLUSH_ASYNC;
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// If rtTimeStamp is zero'd, then it must be flush in worker thread right away.
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// If rtTimeStamp is zero'd, then call flush once and allow process flush in worker thread.
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if (rtTimeStamp == 0LL) {
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bool isBusy = DSStream_Packet_Flush(pThis);
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if (!isBusy) {
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// testcase: Obscure will crash after new game's video if not call DSStream_Packet_Flush in same thread.
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// If flush is not busy, then we don't need worker thread to continue flushing.
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return hRet;
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}
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xboxkrnl::LARGE_INTEGER getTime;
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xboxkrnl::KeQuerySystemTime(&getTime);
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pThis->Xb_rtFlushEx = getTime.QuadPart;
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@ -405,6 +409,8 @@ HRESULT WINAPI XTL::EMUPATCH(CDirectSoundStream_FlushEx)
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pThis->Xb_rtFlushEx = rtTimeStamp;
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}
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pThis->EmuFlags |= DSE_FLAG_FLUSH_ASYNC;
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// Set or remove flags (This is the only place it will set/remove other than flush perform remove the flags.)
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if ((dwFlags & X_DSSFLUSHEX_ENVELOPE) > 0) {
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pThis->Xb_rtFlushEx += (pThis->Xb_EnvolopeDesc.dwRelease * 512) / 48000;
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