using System.Collections.Generic;
using static Ryujinx.HLE.HOS.ErrorCode;
namespace Ryujinx.HLE.HOS.Kernel
{
class KSynchronization
private Horizon System;
public KSynchronization(Horizon System)
this.System = System;
}
public long WaitFor(KSynchronizationObject[] SyncObjs, long Timeout, ref int HndIndex)
long Result = MakeError(ErrorModule.Kernel, KernelErr.Timeout);
System.CriticalSection.Enter();
//Check if objects are already signaled before waiting.
for (int Index = 0; Index < SyncObjs.Length; Index++)
if (!SyncObjs[Index].IsSignaled())
continue;
HndIndex = Index;
System.CriticalSection.Leave();
return 0;
if (Timeout == 0)
return Result;
KThread CurrentThread = System.Scheduler.GetCurrentThread();
if (CurrentThread.ShallBeTerminated ||
CurrentThread.SchedFlags == ThreadSchedState.TerminationPending)
Result = MakeError(ErrorModule.Kernel, KernelErr.ThreadTerminating);
else if (CurrentThread.SyncCancelled)
CurrentThread.SyncCancelled = false;
Result = MakeError(ErrorModule.Kernel, KernelErr.Cancelled);
else
LinkedListNode<KThread>[] SyncNodes = new LinkedListNode<KThread>[SyncObjs.Length];
SyncNodes[Index] = SyncObjs[Index].AddWaitingThread(CurrentThread);
CurrentThread.WaitingSync = true;
CurrentThread.SignaledObj = null;
CurrentThread.ObjSyncResult = (int)Result;
CurrentThread.Reschedule(ThreadSchedState.Paused);
if (Timeout > 0)
System.TimeManager.ScheduleFutureInvocation(CurrentThread, Timeout);
CurrentThread.WaitingSync = false;
System.TimeManager.UnscheduleFutureInvocation(CurrentThread);
Result = (uint)CurrentThread.ObjSyncResult;
HndIndex = -1;
SyncObjs[Index].RemoveWaitingThread(SyncNodes[Index]);
if (SyncObjs[Index] == CurrentThread.SignaledObj)
public void SignalObject(KSynchronizationObject SyncObj)
if (SyncObj.IsSignaled())
LinkedListNode<KThread> Node = SyncObj.WaitingThreads.First;
while (Node != null)
KThread Thread = Node.Value;
if ((Thread.SchedFlags & ThreadSchedState.LowMask) == ThreadSchedState.Paused)
Thread.SignaledObj = SyncObj;
Thread.ObjSyncResult = 0;
Thread.Reschedule(ThreadSchedState.Running);
Node = Node.Next;