Lime3DS/src/core/hle/kernel/event.cpp

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <map>
#include <algorithm>
#include <vector>
#include "common/common.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/event.h"
#include "core/hle/kernel/thread.h"
namespace Kernel {
class Event : public Object {
public:
const char* GetTypeName() const { return "Event"; }
const char* GetName() const { return name.c_str(); }
static Kernel::HandleType GetStaticHandleType() { return Kernel::HandleType::Event; }
Kernel::HandleType GetHandleType() const { return Kernel::HandleType::Event; }
ResetType intitial_reset_type; ///< ResetType specified at Event initialization
ResetType reset_type; ///< Current ResetType
bool locked; ///< Event signal wait
bool permanent_locked; ///< Hack - to set event permanent state (for easy passthrough)
std::vector<Handle> waiting_threads; ///< Threads that are waiting for the event
std::string name; ///< Name of event (optional)
/**
* Wait for kernel object to synchronize
* @param wait Boolean wait set if current thread should wait as a result of sync operation
* @return Result of operation, 0 on success, otherwise error code
*/
Result WaitSynchronization(bool* wait) {
*wait = locked;
if (locked) {
Handle thread = GetCurrentThreadHandle();
if (std::find(waiting_threads.begin(), waiting_threads.end(), thread) == waiting_threads.end()) {
waiting_threads.push_back(thread);
}
Kernel::WaitCurrentThread(WAITTYPE_EVENT);
}
if (reset_type != RESETTYPE_STICKY && !permanent_locked) {
locked = true;
}
return 0;
}
};
/**
* Hackish function to set an events permanent lock state, used to pass through synch blocks
* @param handle Handle to event to change
* @param permanent_locked Boolean permanent locked value to set event
* @return Result of operation, 0 on success, otherwise error code
*/
Result SetPermanentLock(Handle handle, const bool permanent_locked) {
Event* evt = g_object_pool.GetFast<Event>(handle);
_assert_msg_(KERNEL, (evt != nullptr), "called, but event is nullptr!");
evt->permanent_locked = permanent_locked;
return 0;
}
/**
* Changes whether an event is locked or not
* @param handle Handle to event to change
* @param locked Boolean locked value to set event
* @return Result of operation, 0 on success, otherwise error code
*/
Result SetEventLocked(const Handle handle, const bool locked) {
Event* evt = g_object_pool.GetFast<Event>(handle);
_assert_msg_(KERNEL, (evt != nullptr), "called, but event is nullptr!");
if (!evt->permanent_locked) {
evt->locked = locked;
}
return 0;
}
/**
* Signals an event
* @param handle Handle to event to signal
* @return Result of operation, 0 on success, otherwise error code
*/
Result SignalEvent(const Handle handle) {
Event* evt = g_object_pool.GetFast<Event>(handle);
_assert_msg_(KERNEL, (evt != nullptr), "called, but event is nullptr!");
// Resume threads waiting for event to signal
bool event_caught = false;
for (size_t i = 0; i < evt->waiting_threads.size(); ++i) {
ResumeThreadFromWait( evt->waiting_threads[i]);
// If any thread is signalled awake by this event, assume the event was "caught" and reset
// the event. This will result in the next thread waiting on the event to block. Otherwise,
// the event will not be reset, and the next thread to call WaitSynchronization on it will
// not block. Not sure if this is correct behavior, but it seems to work.
event_caught = true;
}
evt->waiting_threads.clear();
if (!evt->permanent_locked) {
evt->locked = event_caught;
}
return 0;
}
/**
* Clears an event
* @param handle Handle to event to clear
* @return Result of operation, 0 on success, otherwise error code
*/
Result ClearEvent(Handle handle) {
Event* evt = g_object_pool.GetFast<Event>(handle);
_assert_msg_(KERNEL, (evt != nullptr), "called, but event is nullptr!");
if (!evt->permanent_locked) {
evt->locked = true;
}
return 0;
}
/**
* Creates an event
* @param handle Reference to handle for the newly created mutex
* @param reset_type ResetType describing how to create event
* @param name Optional name of event
* @return Newly created Event object
*/
Event* CreateEvent(Handle& handle, const ResetType reset_type, const std::string& name) {
Event* evt = new Event;
handle = Kernel::g_object_pool.Create(evt);
evt->locked = true;
evt->permanent_locked = false;
evt->reset_type = evt->intitial_reset_type = reset_type;
evt->name = name;
return evt;
}
/**
* Creates an event
* @param reset_type ResetType describing how to create event
* @param name Optional name of event
* @return Handle to newly created Event object
*/
Handle CreateEvent(const ResetType reset_type, const std::string& name) {
Handle handle;
Event* evt = CreateEvent(handle, reset_type, name);
return handle;
}
} // namespace