As means to pave the way for getting rid of global state within core,
This eliminates kernel global state by removing all globals. Instead
this introduces a KernelCore class which acts as a kernel instance. This
instance lives in the System class, which keeps its lifetime contained
to the lifetime of the System class.
This also forces the kernel types to actually interact with the main
kernel instance itself instead of having transient kernel state placed
all over several translation units, keeping everything together. It also
has a nice consequence of making dependencies much more explicit.
This also makes our initialization a tad bit more correct. Previously we
were creating a kernel process before the actual kernel was initialized,
which doesn't really make much sense.
The KernelCore class itself follows the PImpl idiom, which allows
keeping all the implementation details sealed away from everything else,
which forces the use of the exposed API and allows us to avoid any
unnecessary inclusions within the main kernel header.
WakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe.
Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want.
Exit from AddMutexWaiter early if the thread is already waiting for a mutex owned by the owner thread.
This accounts for the possibility of a thread that is waiting on a condition variable being awakened twice in a row.
Also added more validation asserts.
This should fix one of the random crashes in Breath Of The Wild.
This amends cases where crashes can occur that were missed due to the
odd way the previous code was set up (using 3DS memory regions that
don't exist).
Avoids using a u32 to compare against a range of size_t, which can be a
source of warnings. While we're at it, compress a std::tie into a
structured binding.
General moving to keep kernel object types separate from the direct
kernel code. Also essentially a preliminary cleanup before eliminating
global kernel state in the kernel code.
This would result in a lot of allocations and related object
construction, just to toss it all away immediately after the call.
These are definitely not intentional, and it was intended that all of
these should have been accessing the static function GetInstance()
through the name itself, not constructed instances.
This situation may happen like so:
Thread 1 with low priority calls WaitProcessWideKey with timeout.
Thread 2 with high priority calls WaitProcessWideKey without timeout.
Thread 3 calls SignalProcessWideKey
- Thread 2 acquires the lock and awakens.
- Thread 1 can't acquire the lock and is put to sleep with the lock owner being Thread 2.
Thread 1's timeout expires, with the lock owner still being set to Thread 2.
Verified with a hwtest and implemented based on reverse engineering.
Thread A's priority will get bumped to the highest priority among all the threads that are waiting for a mutex that A holds.
Once A releases the mutex and ownership is transferred to B, A's priority will return to normal and B's priority will be bumped.
Switch mutexes are no longer kernel objects, they are managed in userland and only use the kernel to handle the contention case.
Mutex addresses store a special flag value (0x40000000) to notify the guest code that there are still some threads waiting for the mutex to be released. This flag is updated when a thread calls ArbitrateUnlock.
TODO:
* Fix svcWaitProcessWideKey
* Fix svcSignalProcessWideKey
* Remove the Mutex class.
Ported from citra PR #3091
The delay specified here is from a Nintendo 3DS, and should be measured in a Nintendo Switch.
This change is enough to prevent Puyo Puyo Tetris's main thread starvation.