#include "stdafx.h" #include #include #include void CN64System::StartEmulationThead() { WriteTrace(TraceN64System, TraceDebug, "Start"); CThread * thread = new CThread((CThread::CTHREAD_START_ROUTINE)StartEmulationThread); thread->Start(thread); WriteTrace(TraceN64System, TraceDebug, "Done"); } void CN64System::StartEmulationThread(CThread * thread) { WriteTrace(TraceN64System, TraceDebug, "Start"); #ifdef _WIN32 if (g_Settings->LoadBool(Setting_CN64TimeCritical)) { SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL); } CoInitialize(NULL); EmulationStarting(thread); CoUninitialize(); #else EmulationStarting(thread); #endif WriteTrace(TraceN64System, TraceDebug, "Done"); } void CN64System::CloseCpu() { WriteTrace(TraceN64System, TraceDebug, "Start"); if (m_thread == NULL) { return; } WriteTrace(TraceN64System, TraceDebug, "Setting end emulation"); m_EndEmulation = true; if (g_Settings->LoadBool(GameRunning_CPU_Paused)) { WriteTrace(TraceN64System, TraceDebug, "Resume cpu"); m_hPauseEvent.Trigger(); } if (CThread::GetCurrentThreadId() == m_thread->ThreadID()) { WriteTrace(TraceN64System, TraceDebug, "CloseCpu called on emulation thread"); ExternalEvent(SysEvent_CloseCPU); return; } CThread * hThread = m_thread; m_thread = NULL; for (int count = 0; count < 200; count++) { if (hThread == NULL || !hThread->isRunning()) { WriteTrace(TraceN64System, TraceDebug, "Thread no longer running"); break; } WriteTrace(TraceN64System, TraceDebug, "%d - waiting", count); pjutil::Sleep(100); WriteTrace(TraceN64System, TraceDebug, "%d - Finished wait", count); if (g_Notify->ProcessGuiMessages()) { return; } } CpuStopped(); WriteTrace(TraceN64System, TraceDebug, "Deleting thread object"); delete hThread; WriteTrace(TraceN64System, TraceDebug, "Done"); }