Core: Convert volatile bools to atomics
Converts over bools that are typically used as loop checks into atomics.
This commit is contained in:
parent
01ec940650
commit
de2e84344d
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@ -14,7 +14,7 @@
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u16 GeckoSockServer::server_port;
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int GeckoSockServer::client_count;
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std::thread GeckoSockServer::connectionThread;
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volatile bool GeckoSockServer::server_running;
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std::atomic<bool> GeckoSockServer::server_running;
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std::mutex GeckoSockServer::connection_lock;
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std::queue<std::unique_ptr<sf::TcpSocket>> GeckoSockServer::waiting_socks;
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@ -31,13 +31,13 @@ GeckoSockServer::~GeckoSockServer()
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{
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--client_count;
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client_running = false;
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client_running.store(false);
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clientThread.join();
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}
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if (client_count <= 0)
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{
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server_running = false;
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server_running.store(false);
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connectionThread.join();
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}
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}
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@ -48,14 +48,14 @@ void GeckoSockServer::GeckoConnectionWaiter()
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sf::TcpListener server;
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server_port = 0xd6ec; // "dolphin gecko"
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for (int bind_tries = 0; bind_tries <= 10 && !server_running; bind_tries++)
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for (int bind_tries = 0; bind_tries <= 10 && !server_running.load(); bind_tries++)
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{
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server_running = server.listen(server_port) == sf::Socket::Done;
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if (!server_running)
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server_running.store(server.listen(server_port) == sf::Socket::Done);
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if (!server_running.load())
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server_port++;
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}
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if (!server_running)
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if (!server_running.load())
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return;
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Core::DisplayMessage(
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@ -65,7 +65,7 @@ void GeckoSockServer::GeckoConnectionWaiter()
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server.setBlocking(false);
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auto new_client = std::make_unique<sf::TcpSocket>();
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while (server_running)
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while (server_running.load())
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{
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if (server.accept(*new_client) == sf::Socket::Done)
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{
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@ -89,7 +89,7 @@ bool GeckoSockServer::GetAvailableSock()
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client = std::move(waiting_socks.front());
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if (clientThread.joinable())
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{
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client_running = false;
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client_running.store(false);
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clientThread.join();
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recv_fifo = std::deque<u8>();
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@ -106,13 +106,13 @@ bool GeckoSockServer::GetAvailableSock()
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void GeckoSockServer::ClientThread()
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{
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client_running = true;
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client_running.store(true);
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Common::SetCurrentThreadName("Gecko Client");
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client->setBlocking(false);
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while (client_running)
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while (client_running.load())
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{
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bool did_nothing = true;
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@ -124,7 +124,7 @@ void GeckoSockServer::ClientThread()
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std::size_t got = 0;
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if (client->receive(&data[0], ArraySize(data), got) == sf::Socket::Disconnected)
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client_running = false;
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client_running.store(false);
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if (got != 0)
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{
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@ -141,7 +141,7 @@ void GeckoSockServer::ClientThread()
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send_fifo.clear();
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if (client->send(&packet[0], packet.size()) == sf::Socket::Disconnected)
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client_running = false;
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client_running.store(false);
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}
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} // unlock transfer
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@ -4,6 +4,7 @@
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#pragma once
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#include <atomic>
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#include <deque>
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#include <memory>
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#include <mutex>
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@ -32,13 +33,13 @@ public:
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private:
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static int client_count;
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volatile bool client_running;
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std::atomic<bool> client_running;
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// Only ever one server thread
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static void GeckoConnectionWaiter();
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static u16 server_port;
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static volatile bool server_running;
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static std::atomic<bool> server_running;
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static std::thread connectionThread;
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static std::mutex connection_lock;
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static std::queue<std::unique_ptr<sf::TcpSocket>> waiting_socks;
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@ -302,7 +302,7 @@ void Wiimote::Update()
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void Wiimote::Prepare(int _index)
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{
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m_index = _index;
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m_need_prepare = true;
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m_need_prepare.store(true);
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}
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bool Wiimote::PrepareOnThread()
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@ -406,27 +406,27 @@ static unsigned int CalculateWantedBB()
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void WiimoteScanner::WantWiimotes(bool do_want)
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{
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m_want_wiimotes = do_want;
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m_want_wiimotes.store(do_want);
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}
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void WiimoteScanner::WantBB(bool do_want)
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{
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m_want_bb = do_want;
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m_want_bb.store(do_want);
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}
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void WiimoteScanner::StartScanning()
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{
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if (!m_run_thread)
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if (!m_run_thread.load())
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{
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m_run_thread = true;
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m_run_thread.store(true);
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m_scan_thread = std::thread(&WiimoteScanner::ThreadFunc, this);
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}
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}
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void WiimoteScanner::StopScanning()
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{
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m_run_thread = false;
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m_run_thread.store(false);
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if (m_scan_thread.joinable())
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{
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m_scan_thread.join();
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@ -448,14 +448,14 @@ void WiimoteScanner::ThreadFunc()
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NOTICE_LOG(WIIMOTE, "Wiimote scanning has started.");
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while (m_run_thread)
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while (m_run_thread.load())
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{
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std::vector<Wiimote*> found_wiimotes;
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Wiimote* found_board = nullptr;
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//NOTICE_LOG(WIIMOTE, "In loop");
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if (m_want_wiimotes || m_want_bb)
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if (m_want_wiimotes.load() || m_want_bb.load())
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{
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FindWiimotes(found_wiimotes, found_board);
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}
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@ -470,9 +470,10 @@ void WiimoteScanner::ThreadFunc()
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// TODO: this is a fairly lame place for this
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CheckForDisconnectedWiimotes();
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if (m_want_wiimotes)
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if (m_want_wiimotes.load())
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HandleFoundWiimotes(found_wiimotes);
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if (m_want_bb && found_board)
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if (m_want_bb.load() && found_board)
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TryToConnectBalanceBoard(found_board);
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//std::this_thread::yield();
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@ -484,7 +485,7 @@ void WiimoteScanner::ThreadFunc()
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bool Wiimote::Connect()
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{
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m_thread_ready = false;
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m_thread_ready.store(false);
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StartThread();
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WaitReady();
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return IsConnected();
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@ -492,13 +493,13 @@ bool Wiimote::Connect()
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void Wiimote::StartThread()
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{
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m_run_thread = true;
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m_run_thread.store(true);
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m_wiimote_thread = std::thread(&Wiimote::ThreadFunc, this);
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}
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void Wiimote::StopThread()
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{
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m_run_thread = false;
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m_run_thread.store(false);
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IOWakeup();
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if (m_wiimote_thread.joinable())
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m_wiimote_thread.join();
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@ -506,12 +507,9 @@ void Wiimote::StopThread()
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void Wiimote::SetReady()
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{
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if (!m_thread_ready)
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if (!m_thread_ready.load())
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{
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{
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std::lock_guard<std::mutex> Guard(m_thread_ready_mutex);
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m_thread_ready = true;
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}
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m_thread_ready.store(true);
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m_thread_ready_cond.notify_all();
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}
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}
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@ -519,7 +517,7 @@ void Wiimote::SetReady()
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void Wiimote::WaitReady()
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{
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std::unique_lock<std::mutex> lock(m_thread_ready_mutex);
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while (!m_thread_ready)
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while (!m_thread_ready.load())
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{
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m_thread_ready_cond.wait(lock);
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}
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@ -546,11 +544,11 @@ void Wiimote::ThreadFunc()
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}
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// main loop
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while (IsConnected() && m_run_thread)
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while (IsConnected() && m_run_thread.load())
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{
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if (m_need_prepare)
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if (m_need_prepare.load())
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{
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m_need_prepare = false;
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m_need_prepare.store(false);
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if (!PrepareOnThread())
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{
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ERROR_LOG(WIIMOTE, "Wiimote::PrepareOnThread failed. Disconnecting Wiimote %d.", m_index + 1);
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@ -4,6 +4,7 @@
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#pragma once
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <string>
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@ -96,11 +97,11 @@ private:
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std::thread m_wiimote_thread;
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// Whether to keep running the thread.
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volatile bool m_run_thread;
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std::atomic<bool> m_run_thread;
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// Whether to call PrepareOnThread.
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volatile bool m_need_prepare;
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std::atomic<bool> m_need_prepare;
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// Whether the thread has finished ConnectInternal.
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volatile bool m_thread_ready;
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std::atomic<bool> m_thread_ready;
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std::mutex m_thread_ready_mutex;
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std::condition_variable m_thread_ready_cond;
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@ -134,9 +135,9 @@ private:
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std::thread m_scan_thread;
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volatile bool m_run_thread;
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volatile bool m_want_wiimotes;
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volatile bool m_want_bb;
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std::atomic<bool> m_run_thread;
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std::atomic<bool> m_want_wiimotes;
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std::atomic<bool> m_want_bb;
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#if defined(_WIN32)
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void CheckDeviceType(std::basic_string<TCHAR> &devicepath, bool &real_wiimote, bool &is_bb);
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@ -26,12 +26,12 @@ NetSettings g_NetPlaySettings;
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NetPlayClient::~NetPlayClient()
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{
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// not perfect
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if (m_is_running)
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if (m_is_running.load())
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StopGame();
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if (is_connected)
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{
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m_do_loop = false;
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m_do_loop.store(false);
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m_thread.join();
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}
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@ -409,8 +409,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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case NP_MSG_DISABLE_GAME:
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{
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PanicAlertT("Other client disconnected while game is running!! NetPlay is disabled. You must manually stop the game.");
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_is_running = false;
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m_is_running.store(false);
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NetPlay_Disable();
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}
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break;
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@ -499,7 +498,7 @@ void NetPlayClient::SendAsync(sf::Packet* packet)
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// called from ---NETPLAY--- thread
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void NetPlayClient::ThreadFunc()
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{
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while (m_do_loop)
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while (m_do_loop.load())
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{
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ENetEvent netEvent;
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int net;
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@ -523,11 +522,11 @@ void NetPlayClient::ThreadFunc()
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enet_packet_destroy(netEvent.packet);
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break;
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case ENET_EVENT_TYPE_DISCONNECT:
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m_is_running = false;
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m_is_running.store(false);
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NetPlay_Disable();
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m_dialog->AppendChat("< LOST CONNECTION TO SERVER >");
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PanicAlertT("Lost connection to server!");
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m_do_loop = false;
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m_do_loop.store(false);
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netEvent.peer->data = nullptr;
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break;
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@ -636,7 +635,7 @@ bool NetPlayClient::StartGame(const std::string &path)
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*spac << (char *)&g_NetPlaySettings;
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SendAsync(spac);
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if (m_is_running)
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if (m_is_running.load())
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{
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PanicAlertT("Game is already running!");
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return false;
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@ -644,7 +643,7 @@ bool NetPlayClient::StartGame(const std::string &path)
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m_dialog->AppendChat(" -- STARTING GAME -- ");
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m_is_running = true;
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m_is_running.store(true);
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NetPlay_Enable(this);
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ClearBuffers();
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@ -823,7 +822,7 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
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// to retrieve data for slot 1.
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while (!m_pad_buffer[pad_nb].Pop(*pad_status))
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{
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if (!m_is_running)
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if (!m_is_running.load())
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return false;
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// TODO: use a condition instead of sleeping
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@ -893,7 +892,7 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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{
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// wait for receiving thread to push some data
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Common::SleepCurrentThread(1);
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if (false == m_is_running)
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if (!m_is_running.load())
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return false;
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}
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@ -918,7 +917,7 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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while (!m_wiimote_buffer[_number].Pop(nw))
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{
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Common::SleepCurrentThread(1);
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if (false == m_is_running)
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if (!m_is_running.load())
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return false;
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}
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++tries;
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@ -942,9 +941,7 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
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bool NetPlayClient::StopGame()
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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if (false == m_is_running)
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if (!m_is_running.load())
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{
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PanicAlertT("Game isn't running!");
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return false;
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@ -952,7 +949,7 @@ bool NetPlayClient::StopGame()
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m_dialog->AppendChat(" -- STOPPING GAME -- ");
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m_is_running = false;
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m_is_running.store(false);
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NetPlay_Disable();
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// stop game
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@ -964,8 +961,9 @@ bool NetPlayClient::StopGame()
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// called from ---GUI--- thread
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void NetPlayClient::Stop()
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{
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if (m_is_running == false)
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if (!m_is_running.load())
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return;
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bool isPadMapped = false;
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for (PadMapping mapping : m_pad_map)
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{
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@ -4,6 +4,7 @@
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#pragma once
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#include <atomic>
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#include <map>
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#include <mutex>
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#include <queue>
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@ -109,8 +110,8 @@ protected:
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std::thread m_thread;
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std::string m_selected_game;
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volatile bool m_is_running;
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volatile bool m_do_loop;
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std::atomic<bool> m_is_running;
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std::atomic<bool> m_do_loop;
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unsigned int m_target_buffer_size;
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