forked from Mirror/Ryujinx
71 lines
2 KiB
C#
71 lines
2 KiB
C#
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Kernel
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{
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static class KConditionVariable
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{
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public static void Wait(Horizon System, LinkedList<KThread> ThreadList, object Mutex, long Timeout)
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{
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KThread CurrentThread = System.Scheduler.GetCurrentThread();
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System.CriticalSection.Enter();
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Monitor.Exit(Mutex);
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CurrentThread.Withholder = ThreadList;
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CurrentThread.Reschedule(ThreadSchedState.Paused);
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CurrentThread.WithholderNode = ThreadList.AddLast(CurrentThread);
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if (CurrentThread.ShallBeTerminated ||
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CurrentThread.SchedFlags == ThreadSchedState.TerminationPending)
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{
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ThreadList.Remove(CurrentThread.WithholderNode);
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CurrentThread.Reschedule(ThreadSchedState.Running);
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CurrentThread.Withholder = null;
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System.CriticalSection.Leave();
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}
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else
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{
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if (Timeout > 0)
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{
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System.TimeManager.ScheduleFutureInvocation(CurrentThread, Timeout);
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}
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System.CriticalSection.Leave();
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if (Timeout > 0)
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{
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System.TimeManager.UnscheduleFutureInvocation(CurrentThread);
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}
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}
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Monitor.Enter(Mutex);
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}
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public static void NotifyAll(Horizon System, LinkedList<KThread> ThreadList)
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{
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System.CriticalSection.Enter();
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LinkedListNode<KThread> Node = ThreadList.First;
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for (; Node != null; Node = ThreadList.First)
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{
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KThread Thread = Node.Value;
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ThreadList.Remove(Thread.WithholderNode);
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Thread.Withholder = null;
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Thread.Reschedule(ThreadSchedState.Running);
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}
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System.CriticalSection.Leave();
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}
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}
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}
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