Have the UI thread do PauseAndLock before messing with GetUsbPointer.
Since its lifetime is managed on the CPU thread, this (or a refactoring) is absolutely required. One of the functions with a PauseAndLock call added is CFrame::UpdateGUI; this is fine now, since it's called only after important events happen, so just make sure not to call it every frame or something :)
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@ -224,8 +224,7 @@ u64 GetIdleTicks()
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// schedule things to be executed on the main thread.
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void ScheduleEvent_Threadsafe(int cyclesIntoFuture, int event_type, u64 userdata)
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{
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// TODO: Fix UI thread safety problems, and enable this assertion
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// _assert_msg_(POWERPC, !Core::IsCPUThread(), "ScheduleEvent_Threadsafe from wrong thread");
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_assert_msg_(POWERPC, !Core::IsCPUThread(), "ScheduleEvent_Threadsafe from wrong thread");
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std::lock_guard<std::mutex> lk(tsWriteLock);
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Event ne;
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ne.time = globalTimer + cyclesIntoFuture;
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@ -287,8 +286,8 @@ static void AddEventToQueue(Event* ne)
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// than Advance
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void ScheduleEvent(int cyclesIntoFuture, int event_type, u64 userdata)
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{
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// TODO: Fix UI thread safety problems, and enable this assertion
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//_assert_msg_(POWERPC, Core::IsCPUThread(), "ScheduleEvent from wrong thread");
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_assert_msg_(POWERPC, Core::IsCPUThread() || Core::GetState() == Core::CORE_PAUSE,
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"ScheduleEvent from wrong thread");
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Event *ne = GetNewEvent();
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ne->userdata = userdata;
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ne->type = event_type;
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@ -1584,17 +1584,21 @@ void CFrame::ConnectWiimote(int wm_idx, bool connect)
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{
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if (Core::IsRunning() && SConfig::GetInstance().m_LocalCoreStartupParameter.bWii)
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{
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bool was_unpaused = Core::PauseAndLock(true);
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GetUsbPointer()->AccessWiiMote(wm_idx | 0x100)->Activate(connect);
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wxString msg(wxString::Format(_("Wiimote %i %s"), wm_idx + 1,
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connect ? _("Connected") : _("Disconnected")));
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Core::DisplayMessage(WxStrToStr(msg), 3000);
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Host_UpdateMainFrame();
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Core::PauseAndLock(false, was_unpaused);
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}
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}
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void CFrame::OnConnectWiimote(wxCommandEvent& event)
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{
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bool was_unpaused = Core::PauseAndLock(true);
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ConnectWiimote(event.GetId() - IDM_CONNECT_WIIMOTE1, !GetUsbPointer()->AccessWiiMote((event.GetId() - IDM_CONNECT_WIIMOTE1) | 0x100)->IsConnected());
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Core::PauseAndLock(false, was_unpaused);
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}
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// Toggle fullscreen. In Windows the fullscreen mode is accomplished by expanding the m_Panel to cover
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@ -1792,6 +1796,7 @@ void CFrame::UpdateGUI()
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GetMenuBar()->FindItem(IDM_CONNECT_BALANCEBOARD)->Enable(RunningWii);
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if (RunningWii)
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{
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bool was_unpaused = Core::PauseAndLock(true);
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GetMenuBar()->FindItem(IDM_CONNECT_WIIMOTE1)->Check(GetUsbPointer()->
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AccessWiiMote(0x0100)->IsConnected());
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GetMenuBar()->FindItem(IDM_CONNECT_WIIMOTE2)->Check(GetUsbPointer()->
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@ -1802,6 +1807,7 @@ void CFrame::UpdateGUI()
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AccessWiiMote(0x0103)->IsConnected());
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GetMenuBar()->FindItem(IDM_CONNECT_BALANCEBOARD)->Check(GetUsbPointer()->
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AccessWiiMote(0x0104)->IsConnected());
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Core::PauseAndLock(false, was_unpaused);
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}
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if (m_ToolBar)
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