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https://github.com/Lime3DS/Lime3DS
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e6a7723f2f
This will be useful when implementing mutex priority inheritance.
79 lines
3 KiB
C++
79 lines
3 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <tuple>
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#include "core/hle/kernel/client_session.h"
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#include "core/hle/kernel/server_session.h"
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#include "core/hle/kernel/thread.h"
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namespace Kernel {
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ServerSession::ServerSession() = default;
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ServerSession::~ServerSession() {
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// This destructor will be called automatically when the last ServerSession handle is closed by
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// the emulated application.
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// TODO(Subv): Reduce the ClientPort's connection count,
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// if the session is still open, set the connection status to 3 (Closed by server),
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}
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ResultVal<SharedPtr<ServerSession>> ServerSession::Create(
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std::string name, std::shared_ptr<Service::SessionRequestHandler> hle_handler) {
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SharedPtr<ServerSession> server_session(new ServerSession);
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server_session->name = std::move(name);
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server_session->signaled = false;
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server_session->hle_handler = std::move(hle_handler);
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return MakeResult<SharedPtr<ServerSession>>(std::move(server_session));
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}
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bool ServerSession::ShouldWait(Thread* thread) const {
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return !signaled;
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}
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void ServerSession::Acquire(Thread* thread) {
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ASSERT_MSG(!ShouldWait(thread), "object unavailable!");
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signaled = false;
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}
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ResultCode ServerSession::HandleSyncRequest() {
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// The ServerSession received a sync request, this means that there's new data available
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// from its ClientSession, so wake up any threads that may be waiting on a svcReplyAndReceive or
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// similar.
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// If this ServerSession has an associated HLE handler, forward the request to it.
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if (hle_handler != nullptr) {
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// Attempt to translate the incoming request's command buffer.
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ResultCode result = TranslateHLERequest(this);
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if (result.IsError())
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return result;
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hle_handler->HandleSyncRequest(SharedPtr<ServerSession>(this));
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// TODO(Subv): Translate the response command buffer.
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}
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// If this ServerSession does not have an HLE implementation, just wake up the threads waiting
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// on it.
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signaled = true;
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WakeupAllWaitingThreads();
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return RESULT_SUCCESS;
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}
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ServerSession::SessionPair ServerSession::CreateSessionPair(
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const std::string& name, std::shared_ptr<Service::SessionRequestHandler> hle_handler) {
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auto server_session =
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ServerSession::Create(name + "_Server", std::move(hle_handler)).MoveFrom();
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// We keep a non-owning pointer to the ServerSession in the ClientSession because we don't want
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// to prevent the ServerSession's destructor from being called when the emulated
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// application closes the last ServerSession handle.
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auto client_session = ClientSession::Create(server_session.get(), name + "_Client").MoveFrom();
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return std::make_tuple(std::move(server_session), std::move(client_session));
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}
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ResultCode TranslateHLERequest(ServerSession* server_session) {
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// TODO(Subv): Implement this function once multiple concurrent processes are supported.
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return RESULT_SUCCESS;
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}
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}
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