b8133c1997
* Started to rewrite the thread scheduler * Add a single core-like scheduling mode, enabled by default * Clear exclusive monitor on context switch * Add SetThreadActivity, misc fixes * Implement WaitForAddress and SignalToAddress svcs, misc fixes * Misc fixes (on SetActivity and Arbiter), other tweaks * Rebased * Add missing null check * Rename multicore key on config, fix UpdatePriorityInheritance * Make scheduling data MLQs private * nit: Ordering
134 lines
No EOL
3.4 KiB
C#
134 lines
No EOL
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Kernel
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{
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class KTimeManager : IDisposable
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{
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private class WaitingObject
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{
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public IKFutureSchedulerObject Object { get; private set; }
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public long TimePoint { get; private set; }
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public WaitingObject(IKFutureSchedulerObject Object, long TimePoint)
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{
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this.Object = Object;
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this.TimePoint = TimePoint;
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}
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}
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private List<WaitingObject> WaitingObjects;
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private AutoResetEvent WaitEvent;
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private Stopwatch Counter;
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private bool KeepRunning;
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public KTimeManager()
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{
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WaitingObjects = new List<WaitingObject>();
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Counter = new Stopwatch();
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Counter.Start();
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KeepRunning = true;
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Thread Work = new Thread(WaitAndCheckScheduledObjects);
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Work.Start();
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}
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public void ScheduleFutureInvocation(IKFutureSchedulerObject Object, long Timeout)
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{
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lock (WaitingObjects)
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{
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long TimePoint = Counter.ElapsedMilliseconds + ConvertNanosecondsToMilliseconds(Timeout);
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WaitingObjects.Add(new WaitingObject(Object, TimePoint));
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}
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WaitEvent.Set();
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}
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private long ConvertNanosecondsToMilliseconds(long Timeout)
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{
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Timeout /= 1000000;
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if ((ulong)Timeout > int.MaxValue)
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{
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return int.MaxValue;
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}
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return Timeout;
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}
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public void UnscheduleFutureInvocation(IKFutureSchedulerObject Object)
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{
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lock (WaitingObjects)
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{
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WaitingObjects.RemoveAll(x => x.Object == Object);
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}
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}
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private void WaitAndCheckScheduledObjects()
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{
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using (WaitEvent = new AutoResetEvent(false))
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{
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while (KeepRunning)
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{
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Monitor.Enter(WaitingObjects);
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WaitingObject Next = WaitingObjects.OrderBy(x => x.TimePoint).FirstOrDefault();
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Monitor.Exit(WaitingObjects);
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if (Next != null)
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{
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long TimePoint = Counter.ElapsedMilliseconds;
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if (Next.TimePoint > TimePoint)
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{
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WaitEvent.WaitOne((int)(Next.TimePoint - TimePoint));
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}
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Monitor.Enter(WaitingObjects);
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bool TimeUp = Counter.ElapsedMilliseconds >= Next.TimePoint && WaitingObjects.Remove(Next);
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Monitor.Exit(WaitingObjects);
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if (TimeUp)
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{
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Next.Object.TimeUp();
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}
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}
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else
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{
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WaitEvent.WaitOne();
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}
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}
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}
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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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KeepRunning = false;
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WaitEvent?.Set();
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}
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}
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}
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} |