mirror of
https://github.com/Ryujinx/Ryujinx.git
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117e32a6ff
* Add a "Pause Emulation" option and hotkey Closes Ryujinx#1604 * Refactoring how pause is handled * Applied suggested changes from review * Applied suggested fixes * Pass correct suspend type to threads for suspend/resume * Fix NRE after stoping emulation * Removing SimulateWakeUpMessage call after resuming emulation * Skip suspending non game process * Pause the tickCounter in the ExecutionContext * Refactoring tickCounter pause/resume as suggested * Fix Config migration to add pause hotkey * Fixed pausing only application threads * Fix exiting emulator while paused * Avoid pause/resume while already paused/resumed * Cleanup unused code * Avoid restarting audio if stopping emulation while in pause. * Added suggested changes * Fix ConfigurationState
149 lines
4.5 KiB
C#
149 lines
4.5 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System;
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using System.Threading;
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namespace Ryujinx.Audio
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{
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/// <summary>
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/// Manage audio input and output system.
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/// </summary>
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public class AudioManager : IDisposable
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{
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/// <summary>
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/// Lock used to control the waiters registration.
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/// </summary>
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private object _lock = new object();
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/// <summary>
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/// Events signaled when the driver played audio buffers.
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/// </summary>
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private ManualResetEvent[] _updateRequiredEvents;
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/// <summary>
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/// Action to execute when the driver played audio buffers.
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/// </summary>
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private Action[] _actions;
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/// <summary>
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/// The worker thread in charge of handling sessions update.
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/// </summary>
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private Thread _workerThread;
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private bool _isRunning;
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/// <summary>
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/// Create a new <see cref="AudioManager"/>.
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/// </summary>
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public AudioManager()
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{
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_updateRequiredEvents = new ManualResetEvent[2];
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_actions = new Action[2];
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_isRunning = false;
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// Termination event.
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_updateRequiredEvents[1] = new ManualResetEvent(false);
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_workerThread = new Thread(Update)
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{
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Name = "AudioManager.Worker"
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};
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}
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/// <summary>
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/// Start the <see cref="AudioManager"/>.
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/// </summary>
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public void Start()
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{
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if (_workerThread.IsAlive)
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{
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throw new InvalidOperationException();
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}
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_isRunning = true;
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_workerThread.Start();
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}
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/// <summary>
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/// Initialize update handlers.
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/// </summary>
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/// <param name="updatedRequiredEvent ">The driver event that will get signaled by the device driver when an audio buffer finished playing/being captured</param>
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/// <param name="outputCallback">The callback to call when an audio buffer finished playing</param>
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/// <param name="inputCallback">The callback to call when an audio buffer was captured</param>
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public void Initialize(ManualResetEvent updatedRequiredEvent, Action outputCallback, Action inputCallback)
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{
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lock (_lock)
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{
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_updateRequiredEvents[0] = updatedRequiredEvent;
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_actions[0] = outputCallback;
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_actions[1] = inputCallback;
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}
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}
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/// <summary>
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/// Entrypoint of the <see cref="_workerThread"/> in charge of updating the <see cref="AudioManager"/>.
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/// </summary>
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private void Update()
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{
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while (_isRunning)
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{
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int index = WaitHandle.WaitAny(_updateRequiredEvents);
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// Last index is here to indicate thread termination.
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if (index + 1 == _updateRequiredEvents.Length)
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{
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break;
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}
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lock (_lock)
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{
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foreach (Action action in _actions)
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{
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action?.Invoke();
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}
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_updateRequiredEvents[0].Reset();
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}
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}
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}
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/// <summary>
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/// Stop updating the <see cref="AudioManager"/> without stopping the worker thread.
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/// </summary>
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public void StopUpdates()
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{
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_isRunning = false;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_updateRequiredEvents[1].Set();
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_workerThread.Join();
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_updateRequiredEvents[1].Dispose();
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}
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}
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}
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}
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