Merge pull request #2199 from skidau/remove-controls-lock

Cleaned up the controller locking mechanism
This commit is contained in:
Matthew Parlane 2015-04-21 11:13:30 +12:00
commit a86f2fe2e7
8 changed files with 0 additions and 41 deletions

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@ -55,8 +55,6 @@ void GetStatus(u8 _port, KeyboardStatus* _pKeyboardStatus)
memset(_pKeyboardStatus, 0, sizeof(*_pKeyboardStatus));
_pKeyboardStatus->err = PAD_ERR_NONE;
std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);
// get input
((GCKeyboard*)s_config.controllers[_port])->GetInput(_pKeyboardStatus);
}

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@ -57,26 +57,17 @@ void GetStatus(u8 _numPAD, GCPadStatus* _pPADStatus)
memset(_pPADStatus, 0, sizeof(*_pPADStatus));
_pPADStatus->err = PAD_ERR_NONE;
std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);
// get input
((GCPad*)s_config.controllers[_numPAD])->GetInput(_pPADStatus);
}
void Rumble(u8 _numPAD, const ControlState strength)
{
std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);
((GCPad*)s_config.controllers[ _numPAD ])->SetOutput(strength);
}
bool GetMicButton(u8 pad)
{
std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);
return ((GCPad*)s_config.controllers[pad])->GetMicButton();
}

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@ -118,9 +118,6 @@ void Update(int _number)
{
//PanicAlert( "Wiimote_Update" );
// TODO: change this to a try_to_lock, and make it give empty input on failure
std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);
if (WIIMOTE_SRC_EMU & g_wiimote_sources[_number])
((WiimoteEmu::Wiimote*)s_config.controllers[_number])->Update();
else

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@ -300,7 +300,6 @@ void GamepadPage::ClearAll(wxCommandEvent&)
// no point in using the real ControllerInterface i guess
ControllerInterface face;
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->UpdateReferences(face);
UpdateGUI();
@ -310,7 +309,6 @@ void GamepadPage::LoadDefaults(wxCommandEvent&)
{
controller->LoadDefaults(g_controller_interface);
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->UpdateReferences(g_controller_interface);
UpdateGUI();
@ -320,7 +318,6 @@ bool ControlDialog::Validate()
{
control_reference->expression = WxStrToStr(textctrl->GetValue());
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
g_controller_interface.UpdateReference(control_reference, m_parent->controller->default_device);
UpdateGUI();
@ -339,7 +336,6 @@ void GamepadPage::SetDevice(wxCommandEvent&)
controller->UpdateDefaultDevice();
// update references
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->UpdateReferences(g_controller_interface);
}
@ -358,7 +354,6 @@ void ControlDialog::ClearControl(wxCommandEvent&)
{
control_reference->expression.clear();
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
g_controller_interface.UpdateReference(control_reference, m_parent->controller->default_device);
UpdateGUI();
@ -420,7 +415,6 @@ void ControlDialog::SetSelectedControl(wxCommandEvent&)
textctrl->WriteText(expr);
control_reference->expression = textctrl->GetValue();
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
g_controller_interface.UpdateReference(control_reference, m_parent->controller->default_device);
UpdateGUI();
@ -455,7 +449,6 @@ void ControlDialog::AppendControl(wxCommandEvent& event)
textctrl->WriteText(expr);
control_reference->expression = textctrl->GetValue();
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
g_controller_interface.UpdateReference(control_reference, m_parent->controller->default_device);
UpdateGUI();
@ -463,20 +456,17 @@ void ControlDialog::AppendControl(wxCommandEvent& event)
void GamepadPage::AdjustSetting(wxCommandEvent& event)
{
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
((PadSetting*)((wxControl*)event.GetEventObject())->GetClientData())->UpdateValue();
}
void GamepadPage::AdjustSettingUI(wxCommandEvent& event)
{
m_iterate = !m_iterate;
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
((PadSetting*)((wxControl*)event.GetEventObject())->GetClientData())->UpdateValue();
}
void GamepadPage::AdjustControlOption(wxCommandEvent&)
{
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
m_control_dialog->control_reference->range = (ControlState)(m_control_dialog->range_slider->GetValue()) / SLIDER_TICK_COUNT;
}
@ -496,7 +486,6 @@ void GamepadPage::ClearControl(wxEvent& event)
btn->control_reference->expression.clear();
btn->control_reference->range = 1.0;
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->UpdateReferences(g_controller_interface);
// update changes
@ -516,7 +505,6 @@ void ControlDialog::DetectControl(wxCommandEvent& event)
// This makes the "waiting" text work on Linux. true (only if needed) prevents crash on Windows
wxTheApp->Yield(true);
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
ciface::Core::Device::Control* const ctrl = control_reference->Detect(DETECT_WAIT_TIME, dev);
// if we got input, select it in the list
@ -556,7 +544,6 @@ bool GamepadPage::DetectButton(ControlButton* button)
// This makes the "waiting" text work on Linux. true (only if needed) prevents crash on Windows
wxTheApp->Yield(true);
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
ciface::Core::Device::Control* const ctrl = button->control_reference->Detect(DETECT_WAIT_TIME, dev);
// if we got input, update expression and reference
@ -681,7 +668,6 @@ void GamepadPage::LoadProfile(wxCommandEvent&)
IniFile inifile;
inifile.Load(fname);
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->LoadConfig(inifile.GetOrCreateSection("Profile"));
controller->UpdateReferences(g_controller_interface);
@ -746,8 +732,6 @@ void GamepadPage::RefreshDevices(wxCommandEvent&)
{
bool was_unpaused = Core::PauseAndLock(true);
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
// refresh devices
g_controller_interface.Reinitialize();

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@ -453,11 +453,6 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
g_controller_interface.UpdateInput();
// don't want game thread updating input when we are using it here
std::unique_lock<std::recursive_mutex> lk(g_controller_interface.update_lock, std::try_to_lock);
if (!lk.owns_lock())
return;
GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage(m_pad_notebook->GetSelection());
for (ControlGroupBox* g : current_page->control_groups)

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@ -134,8 +134,6 @@ void ControllerInterface::Shutdown()
//
void ControllerInterface::UpdateInput()
{
std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
for (ciface::Core::Device* d : m_devices)
d->UpdateInput();
}

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@ -122,8 +122,6 @@ public:
void UpdateReference(ControlReference* control, const ciface::Core::DeviceQualifier& default_device) const;
void UpdateInput();
std::recursive_mutex update_lock;
private:
bool m_is_init;
void* m_hwnd;

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@ -26,8 +26,6 @@ public:
std::vector<ControllerEmu*> controllers;
std::recursive_mutex controls_lock; // for changing any control references
const char* const ini_name;
const char* const gui_name;
const char* const profile_name;