mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-09 16:32:44 +01:00
Kernel: Changed "ShouldWait" to return bool and "Acquire" to return void.
This commit is contained in:
parent
c68eb15695
commit
15b6a4d9ad
9 changed files with 42 additions and 71 deletions
|
@ -28,16 +28,16 @@ public:
|
|||
bool signaled; ///< Whether the event has already been signaled
|
||||
std::string name; ///< Name of event (optional)
|
||||
|
||||
ResultVal<bool> ShouldWait() override {
|
||||
return MakeResult<bool>(!signaled);
|
||||
bool ShouldWait() override {
|
||||
return !signaled;
|
||||
}
|
||||
|
||||
ResultVal<bool> Acquire() override {
|
||||
void Acquire() override {
|
||||
_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
|
||||
|
||||
// Release the event if it's not sticky...
|
||||
if (reset_type != RESETTYPE_STICKY)
|
||||
signaled = false;
|
||||
|
||||
return MakeResult<bool>(true);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -120,13 +120,10 @@ public:
|
|||
* Check if the current thread should wait until the object is available
|
||||
* @return True if the current thread should wait due to this object being unavailable
|
||||
*/
|
||||
virtual ResultVal<bool> ShouldWait() = 0;
|
||||
virtual bool ShouldWait() = 0;
|
||||
|
||||
/**
|
||||
* Acquire/lock the object if it is available
|
||||
* @return True if we were able to acquire this object, otherwise false
|
||||
*/
|
||||
virtual ResultVal<bool> Acquire() = 0;
|
||||
/// Acquire/lock the object if it is available
|
||||
virtual void Acquire() = 0;
|
||||
|
||||
/**
|
||||
* Add a thread to wait on this object
|
||||
|
|
|
@ -27,8 +27,8 @@ public:
|
|||
std::string name; ///< Name of mutex (optional)
|
||||
SharedPtr<Thread> current_thread; ///< Thread that has acquired the mutex
|
||||
|
||||
ResultVal<bool> ShouldWait() override;
|
||||
ResultVal<bool> Acquire() override;
|
||||
bool ShouldWait() override;
|
||||
void Acquire() override;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -159,20 +159,14 @@ Handle CreateMutex(bool initial_locked, const std::string& name) {
|
|||
return handle;
|
||||
}
|
||||
|
||||
ResultVal<bool> Mutex::ShouldWait() {
|
||||
return MakeResult<bool>(locked && (current_thread != GetCurrentThread()));
|
||||
bool Mutex::ShouldWait() {
|
||||
return locked && current_thread != GetCurrentThread();
|
||||
}
|
||||
|
||||
ResultVal<bool> Mutex::Acquire() {
|
||||
bool res = false;
|
||||
|
||||
if (!locked) {
|
||||
// Lock the mutex when the first thread accesses it
|
||||
locked = true;
|
||||
res = true;
|
||||
MutexAcquireLock(this);
|
||||
}
|
||||
|
||||
return MakeResult<bool>(res);
|
||||
void Mutex::Acquire() {
|
||||
_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
|
||||
locked = true;
|
||||
MutexAcquireLock(this);
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
|
|
@ -24,27 +24,13 @@ public:
|
|||
s32 available_count; ///< Number of free slots left in the semaphore
|
||||
std::string name; ///< Name of semaphore (optional)
|
||||
|
||||
/**
|
||||
* Tests whether a semaphore still has free slots
|
||||
* @return Whether the semaphore is available
|
||||
*/
|
||||
bool IsAvailable() const {
|
||||
return available_count > 0;
|
||||
bool ShouldWait() override {
|
||||
return available_count <= 0;
|
||||
}
|
||||
|
||||
ResultVal<bool> ShouldWait() override {
|
||||
return MakeResult<bool>(!IsAvailable());
|
||||
}
|
||||
|
||||
ResultVal<bool> Acquire() override {
|
||||
bool res = false;
|
||||
|
||||
if (IsAvailable()) {
|
||||
--available_count;
|
||||
res = true;
|
||||
}
|
||||
|
||||
return MakeResult<bool>(res);
|
||||
void Acquire() override {
|
||||
_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
|
||||
--available_count;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -84,8 +70,8 @@ ResultCode ReleaseSemaphore(s32* count, Handle handle, s32 release_count) {
|
|||
|
||||
// Notify some of the threads that the semaphore has been released
|
||||
// stop once the semaphore is full again or there are no more waiting threads
|
||||
while (semaphore->IsAvailable() && semaphore->ReleaseNextThread() != nullptr) {
|
||||
--semaphore->available_count;
|
||||
while (!semaphore->ShouldWait() && semaphore->ReleaseNextThread() != nullptr) {
|
||||
semaphore->Acquire();
|
||||
}
|
||||
|
||||
return RESULT_SUCCESS;
|
||||
|
|
|
@ -57,12 +57,12 @@ public:
|
|||
// TODO(bunnei): These functions exist to satisfy a hardware test with a Session object
|
||||
// passed into WaitSynchronization. Figure out the meaning of them.
|
||||
|
||||
ResultVal<bool> ShouldWait() override {
|
||||
return MakeResult<bool>(true);
|
||||
bool ShouldWait() override {
|
||||
return true;
|
||||
}
|
||||
|
||||
ResultVal<bool> Acquire() override {
|
||||
return MakeResult<bool>(false);
|
||||
void Acquire() override {
|
||||
_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -22,12 +22,12 @@
|
|||
|
||||
namespace Kernel {
|
||||
|
||||
ResultVal<bool> Thread::ShouldWait() {
|
||||
return MakeResult<bool>(status != THREADSTATUS_DORMANT);
|
||||
bool Thread::ShouldWait() {
|
||||
return status != THREADSTATUS_DORMANT;
|
||||
}
|
||||
|
||||
ResultVal<bool> Thread::Acquire() {
|
||||
return MakeResult<bool>(true);
|
||||
void Thread::Acquire() {
|
||||
_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
|
||||
}
|
||||
|
||||
// Lists all thread ids that aren't deleted/etc.
|
||||
|
@ -269,9 +269,7 @@ void Thread::ReleaseWaitObject(WaitObject* wait_object) {
|
|||
|
||||
// Iterate through all waiting objects to check availability...
|
||||
for (auto itr = wait_objects.begin(); itr != wait_objects.end(); ++itr) {
|
||||
auto res = (*itr)->ShouldWait();
|
||||
|
||||
if (*res && res.Succeeded())
|
||||
if ((*itr)->ShouldWait())
|
||||
wait_all_failed = true;
|
||||
|
||||
// The output should be the last index of wait_object
|
||||
|
|
|
@ -58,8 +58,8 @@ public:
|
|||
inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
|
||||
inline bool IsIdle() const { return idle; }
|
||||
|
||||
ResultVal<bool> ShouldWait() override;
|
||||
ResultVal<bool> Acquire() override;
|
||||
bool ShouldWait() override;
|
||||
void Acquire() override;
|
||||
|
||||
s32 GetPriority() const { return current_priority; }
|
||||
void SetPriority(s32 priority);
|
||||
|
|
|
@ -29,12 +29,12 @@ public:
|
|||
u64 initial_delay; ///< The delay until the timer fires for the first time
|
||||
u64 interval_delay; ///< The delay until the timer fires after the first time
|
||||
|
||||
ResultVal<bool> ShouldWait() override {
|
||||
return MakeResult<bool>(!signaled);
|
||||
bool ShouldWait() override {
|
||||
return !signaled;
|
||||
}
|
||||
|
||||
ResultVal<bool> Acquire() override {
|
||||
return MakeResult<bool>(true);
|
||||
void Acquire() override {
|
||||
_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -122,10 +122,8 @@ static Result WaitSynchronization1(Handle handle, s64 nano_seconds) {
|
|||
LOG_TRACE(Kernel_SVC, "called handle=0x%08X(%s:%s), nanoseconds=%lld", handle,
|
||||
object->GetTypeName().c_str(), object->GetName().c_str(), nano_seconds);
|
||||
|
||||
ResultVal<bool> wait = object->ShouldWait();
|
||||
|
||||
// Check for next thread to schedule
|
||||
if (wait.Succeeded() && *wait) {
|
||||
if (object->ShouldWait()) {
|
||||
|
||||
object->AddWaitingThread(Kernel::GetCurrentThread());
|
||||
Kernel::WaitCurrentThread_WaitSynchronization(object);
|
||||
|
@ -138,7 +136,7 @@ static Result WaitSynchronization1(Handle handle, s64 nano_seconds) {
|
|||
object->Acquire();
|
||||
}
|
||||
|
||||
return wait.Code().raw;
|
||||
return RESULT_SUCCESS.raw;
|
||||
}
|
||||
|
||||
/// Wait for the given handles to synchronize, timeout after the specified nanoseconds
|
||||
|
@ -167,10 +165,8 @@ static Result WaitSynchronizationN(s32* out, Handle* handles, s32 handle_count,
|
|||
if (object == nullptr)
|
||||
return InvalidHandle(ErrorModule::Kernel).raw;
|
||||
|
||||
ResultVal<bool> wait = object->ShouldWait();
|
||||
|
||||
// Check if the current thread should wait on this object...
|
||||
if (wait.Succeeded() && *wait) {
|
||||
if (object->ShouldWait()) {
|
||||
|
||||
// Check we are waiting on all objects...
|
||||
if (wait_all)
|
||||
|
|
Loading…
Reference in a new issue