mirror of https://github.com/PCSX2/pcsx2.git
712 lines
19 KiB
C++
712 lines
19 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "App.h"
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#include "AppSaveStates.h"
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#include "AppGameDatabase.h"
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#include "Utilities/TlsVariable.inl"
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#include "ps2/BiosTools.h"
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#include "GS.h"
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#include "CDVD/CDVD.h"
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#include "Elfheader.h"
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#include "Patch.h"
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#include "R5900Exceptions.h"
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__aligned16 SysMtgsThread mtgsThread;
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__aligned16 AppCoreThread CoreThread;
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typedef void (AppCoreThread::*FnPtr_CoreThreadMethod)();
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// --------------------------------------------------------------------------------------
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// SysExecEvent_InvokeCoreThreadMethod
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// --------------------------------------------------------------------------------------
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class SysExecEvent_InvokeCoreThreadMethod : public SysExecEvent
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{
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protected:
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FnPtr_CoreThreadMethod m_method;
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bool m_IsCritical;
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public:
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wxString GetEventName() const { return L"CoreThreadMethod"; }
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virtual ~SysExecEvent_InvokeCoreThreadMethod() throw() {}
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SysExecEvent_InvokeCoreThreadMethod* Clone() const { return new SysExecEvent_InvokeCoreThreadMethod(*this); }
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bool AllowCancelOnExit() const { return false; }
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bool IsCriticalEvent() const { return m_IsCritical; }
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SysExecEvent_InvokeCoreThreadMethod( FnPtr_CoreThreadMethod method, bool critical=false )
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{
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m_method = method;
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m_IsCritical = critical;
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}
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SysExecEvent_InvokeCoreThreadMethod& Critical()
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{
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m_IsCritical = true;
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return *this;
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}
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protected:
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void InvokeEvent()
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{
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if( m_method ) (CoreThread.*m_method)();
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}
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};
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static void PostCoreStatus( CoreThreadStatus pevt )
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{
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sApp.PostAction( CoreThreadStatusEvent( pevt ) );
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}
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// --------------------------------------------------------------------------------------
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// AppCoreThread Implementations
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// --------------------------------------------------------------------------------------
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AppCoreThread::AppCoreThread() : SysCoreThread()
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{
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m_resetCdvd = false;
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}
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AppCoreThread::~AppCoreThread() throw()
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{
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_parent::Cancel(); // use parent's, skips thread affinity check.
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}
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static void _Cancel()
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{
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GetCoreThread().Cancel();
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}
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void AppCoreThread::Cancel( bool isBlocking )
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{
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if (GetSysExecutorThread().IsRunning() && !GetSysExecutorThread().Rpc_TryInvoke( _Cancel, L"AppCoreThread::Cancel" ))
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_parent::Cancel( wxTimeSpan(0, 0, 4, 0) );
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}
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void AppCoreThread::Reset()
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{
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if( !GetSysExecutorThread().IsSelf() )
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{
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GetSysExecutorThread().PostEvent( SysExecEvent_InvokeCoreThreadMethod(&AppCoreThread::Reset) );
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return;
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}
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_parent::Reset();
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}
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void AppCoreThread::ResetQuick()
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{
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if( !GetSysExecutorThread().IsSelf() )
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{
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GetSysExecutorThread().PostEvent( SysExecEvent_InvokeCoreThreadMethod(&AppCoreThread::ResetQuick) );
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return;
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}
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_parent::ResetQuick();
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}
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ExecutorThread& GetSysExecutorThread()
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{
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return wxGetApp().SysExecutorThread;
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}
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static void _Suspend()
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{
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GetCoreThread().Suspend(true);
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}
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void AppCoreThread::Suspend( bool isBlocking )
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{
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if (IsClosed()) return;
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if (IsSelf())
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{
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// this should never fail...
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bool result = GetSysExecutorThread().Rpc_TryInvokeAsync( _Suspend, L"AppCoreThread::Suspend" );
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pxAssert(result);
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}
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else if (!GetSysExecutorThread().Rpc_TryInvoke( _Suspend, L"AppCoreThread::Suspend" ))
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_parent::Suspend(true);
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}
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void AppCoreThread::Resume()
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{
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if( !GetSysExecutorThread().IsSelf() )
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{
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GetSysExecutorThread().PostEvent( SysExecEvent_InvokeCoreThreadMethod(&AppCoreThread::Resume) );
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return;
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}
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GetCorePlugins().Init();
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_parent::Resume();
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}
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void AppCoreThread::ChangeCdvdSource()
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{
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if( !GetSysExecutorThread().IsSelf() )
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{
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GetSysExecutorThread().PostEvent( new SysExecEvent_InvokeCoreThreadMethod(&AppCoreThread::ChangeCdvdSource) );
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return;
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}
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CDVD_SourceType cdvdsrc( g_Conf->CdvdSource );
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if( cdvdsrc == CDVDsys_GetSourceType() ) return;
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// Fast change of the CDVD source only -- a Pause will suffice.
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ScopedCoreThreadPause paused_core;
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GetCorePlugins().Close( PluginId_CDVD );
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CDVDsys_ChangeSource( cdvdsrc );
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paused_core.AllowResume();
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// TODO: Add a listener for CDVDsource changes? Or should we bother?
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}
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void Pcsx2App::SysApplySettings()
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{
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if( AppRpc_TryInvoke(&Pcsx2App::SysApplySettings) ) return;
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CoreThread.ApplySettings( g_Conf->EmuOptions );
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CDVD_SourceType cdvdsrc( g_Conf->CdvdSource );
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if( cdvdsrc != CDVDsys_GetSourceType() || (cdvdsrc==CDVDsrc_Iso && (CDVDsys_GetFile(cdvdsrc) != g_Conf->CurrentIso)) )
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{
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CoreThread.ResetCdvd();
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}
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CDVDsys_SetFile( CDVDsrc_Iso, g_Conf->CurrentIso );
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}
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void AppCoreThread::OnResumeReady()
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{
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wxGetApp().SysApplySettings();
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wxGetApp().PostMethod( AppSaveSettings );
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_parent::OnResumeReady();
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}
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// Load Game Settings found in database
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// (game fixes, round modes, clamp modes, etc...)
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// Returns number of gamefixes set
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static int loadGameSettings(Pcsx2Config& dest, const Game_Data& game, bool verbose = true) {
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if( !game.IsOk() ) return 0;
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int gf = 0;
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if (game.keyExists("eeRoundMode"))
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{
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SSE_RoundMode eeRM = (SSE_RoundMode)game.getInt("eeRoundMode");
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if (EnumIsValid(eeRM))
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{
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if(verbose) Console.WriteLn("(GameDB) Changing EE/FPU roundmode to %d [%s]", eeRM, EnumToString(eeRM));
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dest.Cpu.sseMXCSR.SetRoundMode(eeRM);
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++gf;
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}
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}
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if (game.keyExists("vuRoundMode"))
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{
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SSE_RoundMode vuRM = (SSE_RoundMode)game.getInt("vuRoundMode");
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if (EnumIsValid(vuRM))
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{
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if(verbose) Console.WriteLn("(GameDB) Changing VU0/VU1 roundmode to %d [%s]", vuRM, EnumToString(vuRM));
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dest.Cpu.sseVUMXCSR.SetRoundMode(vuRM);
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++gf;
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}
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}
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if (game.keyExists("eeClampMode")) {
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int clampMode = game.getInt("eeClampMode");
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if(verbose) Console.WriteLn("(GameDB) Changing EE/FPU clamp mode [mode=%d]", clampMode);
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dest.Cpu.Recompiler.fpuOverflow = (clampMode >= 1);
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dest.Cpu.Recompiler.fpuExtraOverflow = (clampMode >= 2);
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dest.Cpu.Recompiler.fpuFullMode = (clampMode >= 3);
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gf++;
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}
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if (game.keyExists("vuClampMode")) {
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int clampMode = game.getInt("vuClampMode");
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if(verbose) Console.WriteLn("(GameDB) Changing VU0/VU1 clamp mode [mode=%d]", clampMode);
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dest.Cpu.Recompiler.vuOverflow = (clampMode >= 1);
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dest.Cpu.Recompiler.vuExtraOverflow = (clampMode >= 2);
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dest.Cpu.Recompiler.vuSignOverflow = (clampMode >= 3);
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gf++;
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}
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if (game.keyExists("mvuFlagSpeedHack")) {
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bool vuFlagHack = game.getInt("mvuFlagSpeedHack") ? 1 : 0;
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if(verbose) Console.WriteLn("(GameDB) Changing mVU flag speed hack [mode=%d]", vuFlagHack);
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dest.Speedhacks.vuFlagHack = vuFlagHack;
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gf++;
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}
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for( GamefixId id=GamefixId_FIRST; id<pxEnumEnd; ++id )
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{
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wxString key( EnumToString(id) );
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key += L"Hack";
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if (game.keyExists(key))
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{
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bool enableIt = game.getBool(key);
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dest.Gamefixes.Set(id, enableIt);
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if(verbose) Console.WriteLn(L"(GameDB) %s Gamefix: " + key, enableIt ? L"Enabled" : L"Disabled" );
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gf++;
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}
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}
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return gf;
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}
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void AppCoreThread::ApplySettings( const Pcsx2Config& src )
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{
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// Used to track the current game serial/id, and used to disable verbose logging of
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// applied patches if the game info hasn't changed. (avoids spam when suspending/resuming
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// or using TAB or other things).
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static wxString curGameKey;
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// 'fixup' is the EmuConfig we're going to upload to the emulator, which very well may
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// differ from the user-configured EmuConfig settings. So we make a copy here and then
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// we apply the commandline overrides and database gamefixes, and then upload 'fixup'
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// to the global EmuConfig.
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//
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// Note: It's important that we apply the commandline overrides *before* database fixes.
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// The database takes precedence (if enabled).
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Pcsx2Config fixup( src );
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const CommandlineOverrides& overrides( wxGetApp().Overrides );
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if( overrides.DisableSpeedhacks || !g_Conf->EnableSpeedHacks )
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fixup.Speedhacks.DisableAll();
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if( overrides.ApplyCustomGamefixes )
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{
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for (GamefixId id=GamefixId_FIRST; id < pxEnumEnd; ++id)
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fixup.Gamefixes.Set( id, overrides.Gamefixes.Get(id) );
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}
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else if( !g_Conf->EnableGameFixes )
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fixup.Gamefixes.DisableAll();
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wxString gameCRC;
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wxString gameSerial;
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wxString gamePatch;
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wxString gameFixes;
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wxString gameCheats;
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wxString gameWsHacks;
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wxString gameName;
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wxString gameCompat;
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int numberLoadedCheats;
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int numberLoadedWideScreenPatches;
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if (ElfCRC) gameCRC.Printf( L"%8.8x", ElfCRC );
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if (!DiscSerial.IsEmpty()) gameSerial = L" [" + DiscSerial + L"]";
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const wxString newGameKey( SysGetDiscID() );
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const bool verbose( newGameKey != curGameKey );
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curGameKey = newGameKey;
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if (!curGameKey.IsEmpty())
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{
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if (IGameDatabase* GameDB = AppHost_GetGameDatabase() )
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{
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Game_Data game;
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if (GameDB->findGame(game, curGameKey)) {
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int compat = game.getInt("Compat");
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gameName = game.getString("Name");
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gameName += L" (" + game.getString("Region") + L")";
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gameCompat = L" [Status = "+compatToStringWX(compat)+L"]";
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}
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if (EmuConfig.EnablePatches) {
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if (int patches = InitPatches(gameCRC, game)) {
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gamePatch.Printf(L" [%d Patches]", patches);
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if (verbose) Console.WriteLn(Color_Green, "(GameDB) Patches Loaded: %d", patches);
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}
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if (int fixes = loadGameSettings(fixup, game, verbose)) {
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gameFixes.Printf(L" [%d Fixes]", fixes);
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}
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}
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}
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}
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if (gameName.IsEmpty() && gameSerial.IsEmpty() && gameCRC.IsEmpty())
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{
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// if all these conditions are met, it should mean that we're currently running BIOS code.
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// Chances are the BiosChecksum value is still zero or out of date, however -- because
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// the BIos isn't loaded until after initial calls to ApplySettings.
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gameName = L"Booting PS2 BIOS... ";
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}
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ResetCheatsCount();
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if (EmuConfig.EnableCheats) {
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if (numberLoadedCheats = LoadCheats(gameCRC, PathDefs::GetCheats(), L"Cheats")) {
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gameCheats.Printf(L" [%d Cheats]", numberLoadedCheats);
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}
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}
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// FIXME: we should have a widescreen hacks config
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if (EmuConfig.EnableWideScreenPatches) {
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if (numberLoadedWideScreenPatches = LoadCheats(gameCRC, PathDefs::GetCheatsWS(), L"Widescreen hacks")) {
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gameWsHacks.Printf(L" [%d WS hacks]", numberLoadedWideScreenPatches);
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}
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}
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Console.SetTitle(gameName+gameSerial+gameCompat+gameFixes+gamePatch+gameCheats+gameWsHacks);
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// Re-entry guard protects against cases where code wants to manually set core settings
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// which are not part of g_Conf. The subsequent call to apply g_Conf settings (which is
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// usually the desired behavior) will be ignored.
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static int localc = 0;
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RecursionGuard guard( localc );
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if( guard.IsReentrant() ) return;
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if( fixup == EmuConfig ) return;
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if( m_ExecMode >= ExecMode_Opened )
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{
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ScopedCoreThreadPause paused_core;
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_parent::ApplySettings( fixup );
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paused_core.AllowResume();
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}
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else
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{
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_parent::ApplySettings( fixup );
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}
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}
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// --------------------------------------------------------------------------------------
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// AppCoreThread *Worker* Implementations
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// (Called from the context of this thread only)
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// --------------------------------------------------------------------------------------
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void AppCoreThread::DoCpuReset()
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{
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PostCoreStatus( CoreThread_Reset );
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_parent::DoCpuReset();
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}
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void AppCoreThread::OnResumeInThread( bool isSuspended )
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{
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if( m_resetCdvd )
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{
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GetCorePlugins().Close( PluginId_CDVD );
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CDVDsys_ChangeSource( g_Conf->CdvdSource );
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cdvdCtrlTrayOpen();
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m_resetCdvd = false;
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}
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_parent::OnResumeInThread( isSuspended );
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PostCoreStatus( CoreThread_Resumed );
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}
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void AppCoreThread::OnSuspendInThread()
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{
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_parent::OnSuspendInThread();
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PostCoreStatus( CoreThread_Suspended );
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}
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// Called whenever the thread has terminated, for either regular or irregular reasons.
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// Typically the thread handles all its own errors, so there's no need to have error
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// handling here. However it's a good idea to update the status of the GUI to reflect
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// the new (lack of) thread status, so this posts a message to the App to do so.
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void AppCoreThread::OnCleanupInThread()
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{
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m_ExecMode = ExecMode_Closing;
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PostCoreStatus( CoreThread_Stopped );
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_parent::OnCleanupInThread();
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}
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void AppCoreThread::VsyncInThread()
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{
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wxGetApp().LogicalVsync();
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_parent::VsyncInThread();
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}
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void AppCoreThread::GameStartingInThread()
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{
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// Simulate a Close/Resume, so that settings get re-applied and the database
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// lookups and other game-based detections are done.
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m_ExecMode = ExecMode_Paused;
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OnResumeReady();
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_reset_stuff_as_needed();
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m_ExecMode = ExecMode_Opened;
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_parent::GameStartingInThread();
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}
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bool AppCoreThread::StateCheckInThread()
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{
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return _parent::StateCheckInThread();
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}
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void AppCoreThread::UploadStateCopy( const VmStateBuffer& copy )
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{
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ScopedCoreThreadPause paused_core;
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_parent::UploadStateCopy( copy );
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paused_core.AllowResume();
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}
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static uint m_except_threshold = 0;
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void AppCoreThread::ExecuteTaskInThread()
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{
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PostCoreStatus( CoreThread_Started );
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m_except_threshold = 0;
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_parent::ExecuteTaskInThread();
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}
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void AppCoreThread::DoCpuExecute()
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{
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try {
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_parent::DoCpuExecute();
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}
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catch (BaseR5900Exception& ex)
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{
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Console.Error( ex.FormatMessage() );
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// [TODO] : Debugger Hook!
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if( ++m_except_threshold > 6 )
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{
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// If too many TLB Misses occur, we're probably going to crash and
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// the game is probably running miserably.
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m_except_threshold = 0;
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//Suspend();
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// [TODO] Issue error dialog to the user here...
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Console.Error( "Too many execution errors. VM execution has been suspended!" );
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// Hack: this keeps the EE thread from running more code while the SysExecutor
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// thread catches up and signals it for suspension.
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m_ExecMode = ExecMode_Closing;
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}
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}
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}
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// --------------------------------------------------------------------------------------
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// BaseSysExecEvent_ScopedCore / SysExecEvent_CoreThreadClose / SysExecEvent_CoreThreadPause
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// --------------------------------------------------------------------------------------
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void BaseSysExecEvent_ScopedCore::_post_and_wait( IScopedCoreThread& core )
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{
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DoScopedTask();
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ScopedLock lock( m_mtx_resume );
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PostResult();
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if( m_resume )
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{
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// If the sender of the message requests a non-blocking resume, then we need
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// to deallocate the m_sync object, since the sender will likely leave scope and
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// invalidate it.
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switch( m_resume->WaitForResult() )
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{
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case ScopedCore_BlockingResume:
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if( m_sync ) m_sync->ClearResult();
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core.AllowResume();
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break;
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case ScopedCore_NonblockingResume:
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m_sync = NULL;
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core.AllowResume();
|
|
break;
|
|
|
|
case ScopedCore_SkipResume:
|
|
m_sync = NULL;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void SysExecEvent_CoreThreadClose::InvokeEvent()
|
|
{
|
|
ScopedCoreThreadClose closed_core;
|
|
_post_and_wait(closed_core);
|
|
closed_core.AllowResume();
|
|
}
|
|
|
|
|
|
void SysExecEvent_CoreThreadPause::InvokeEvent()
|
|
{
|
|
#ifdef PCSX2_DEVBUILD
|
|
bool CorePluginsAreOpen = GetCorePlugins().AreOpen();
|
|
ScopedCoreThreadPause paused_core;
|
|
_post_and_wait(paused_core);
|
|
|
|
// All plugins should be initialized and opened upon resuming from
|
|
// a paused state. If the thread that puased us changed plugin status, it should
|
|
// have used Close instead.
|
|
if( CorePluginsAreOpen )
|
|
{
|
|
CorePluginsAreOpen = GetCorePlugins().AreOpen();
|
|
pxAssertDev( CorePluginsAreOpen, "Invalid plugin close/shutdown detected during paused CoreThread; please Stop/Suspend the core instead." );
|
|
}
|
|
paused_core.AllowResume();
|
|
|
|
#else
|
|
|
|
ScopedCoreThreadPause paused_core;
|
|
_post_and_wait(paused_core);
|
|
paused_core.AllowResume();
|
|
|
|
#endif
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
// ScopedCoreThreadClose / ScopedCoreThreadPause
|
|
// --------------------------------------------------------------------------------------
|
|
|
|
static DeclareTls(bool) ScopedCore_IsPaused = false;
|
|
static DeclareTls(bool) ScopedCore_IsFullyClosed = false;
|
|
|
|
BaseScopedCoreThread::BaseScopedCoreThread()
|
|
{
|
|
//AffinityAssert_AllowFrom_MainUI();
|
|
|
|
m_allowResume = false;
|
|
m_alreadyStopped = false;
|
|
m_alreadyScoped = false;
|
|
}
|
|
|
|
BaseScopedCoreThread::~BaseScopedCoreThread() throw()
|
|
{
|
|
}
|
|
|
|
// Allows the object to resume execution upon object destruction. Typically called as the last thing
|
|
// in the object's scope. Any code prior to this call that causes exceptions will not resume the emulator,
|
|
// which is *typically* the intended behavior when errors occur.
|
|
void BaseScopedCoreThread::AllowResume()
|
|
{
|
|
m_allowResume = true;
|
|
}
|
|
|
|
void BaseScopedCoreThread::DisallowResume()
|
|
{
|
|
m_allowResume = false;
|
|
}
|
|
|
|
void BaseScopedCoreThread::DoResume()
|
|
{
|
|
if( m_alreadyStopped ) return;
|
|
if( !GetSysExecutorThread().IsSelf() )
|
|
{
|
|
//DbgCon.WriteLn("(ScopedCoreThreadPause) Threaded Scope Created!");
|
|
m_sync_resume.PostResult( m_allowResume ? ScopedCore_NonblockingResume : ScopedCore_SkipResume );
|
|
m_mtx_resume.Wait();
|
|
}
|
|
else
|
|
CoreThread.Resume();
|
|
}
|
|
|
|
// Returns TRUE if the event is posted to the SysExecutor.
|
|
// Returns FALSE if the thread *is* the SysExecutor (no message is posted, calling code should
|
|
// handle the code directly).
|
|
bool BaseScopedCoreThread::PostToSysExec( BaseSysExecEvent_ScopedCore* msg )
|
|
{
|
|
ScopedPtr<BaseSysExecEvent_ScopedCore> smsg( msg );
|
|
if( !smsg || GetSysExecutorThread().IsSelf()) return false;
|
|
|
|
msg->SetSyncState(m_sync);
|
|
msg->SetResumeStates(m_sync_resume, m_mtx_resume);
|
|
|
|
GetSysExecutorThread().PostEvent( smsg.DetachPtr() );
|
|
m_sync.WaitForResult();
|
|
m_sync.RethrowException();
|
|
|
|
return true;
|
|
}
|
|
|
|
ScopedCoreThreadClose::ScopedCoreThreadClose()
|
|
{
|
|
if( ScopedCore_IsFullyClosed )
|
|
{
|
|
// tracks if we're already in scope or not.
|
|
m_alreadyScoped = true;
|
|
return;
|
|
}
|
|
|
|
if( !PostToSysExec(new SysExecEvent_CoreThreadClose()) )
|
|
{
|
|
m_alreadyStopped = CoreThread.IsClosed();
|
|
if ( !m_alreadyStopped )
|
|
CoreThread.Suspend();
|
|
}
|
|
|
|
ScopedCore_IsFullyClosed = true;
|
|
}
|
|
|
|
ScopedCoreThreadClose::~ScopedCoreThreadClose() throw()
|
|
{
|
|
if( m_alreadyScoped ) return;
|
|
_parent::DoResume();
|
|
ScopedCore_IsFullyClosed = false;
|
|
}
|
|
|
|
ScopedCoreThreadPause::ScopedCoreThreadPause( BaseSysExecEvent_ScopedCore* abuse_me )
|
|
{
|
|
if( ScopedCore_IsFullyClosed || ScopedCore_IsPaused )
|
|
{
|
|
// tracks if we're already in scope or not.
|
|
m_alreadyScoped = true;
|
|
return;
|
|
}
|
|
|
|
if( !abuse_me ) abuse_me = new SysExecEvent_CoreThreadPause();
|
|
if( !PostToSysExec( abuse_me ) )
|
|
{
|
|
m_alreadyStopped = CoreThread.IsPaused();
|
|
if( !m_alreadyStopped )
|
|
CoreThread.Pause();
|
|
}
|
|
|
|
ScopedCore_IsPaused = true;
|
|
}
|
|
|
|
ScopedCoreThreadPause::~ScopedCoreThreadPause() throw()
|
|
{
|
|
if( m_alreadyScoped ) return;
|
|
_parent::DoResume();
|
|
ScopedCore_IsPaused = false;
|
|
}
|
|
|
|
ScopedCoreThreadPopup::ScopedCoreThreadPopup()
|
|
{
|
|
// The old style GUI (without GSopen2) must use a full close of the CoreThread, in order to
|
|
// ensure that the GS window isn't blocking the popup, and to avoid crashes if the GS window
|
|
// is maximized or fullscreen.
|
|
|
|
if( !GSopen2 )
|
|
m_scoped_core = new ScopedCoreThreadClose();
|
|
else
|
|
m_scoped_core = new ScopedCoreThreadPause();
|
|
};
|
|
|
|
void ScopedCoreThreadPopup::AllowResume()
|
|
{
|
|
if( m_scoped_core ) m_scoped_core->AllowResume();
|
|
}
|
|
|
|
void ScopedCoreThreadPopup::DisallowResume()
|
|
{
|
|
if( m_scoped_core ) m_scoped_core->DisallowResume();
|
|
}
|