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WaitObject: Renamed "Wait" to "ShouldWait", made "ShouldWait" and "Acquire" pure virtual.
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69c5830ef2
commit
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9 changed files with 22 additions and 23 deletions
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@ -28,7 +28,7 @@ public:
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bool signaled; ///< Whether the event has already been signaled
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bool signaled; ///< Whether the event has already been signaled
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std::string name; ///< Name of event (optional)
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std::string name; ///< Name of event (optional)
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ResultVal<bool> Wait() override {
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ResultVal<bool> ShouldWait() override {
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return MakeResult<bool>(!signaled);
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return MakeResult<bool>(!signaled);
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}
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}
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@ -117,22 +117,16 @@ class WaitObject : public Object {
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public:
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public:
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/**
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/**
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* Check if this object is available
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* Check if the current thread should wait until the object is available
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* @return True if the current thread should wait due to this object being unavailable
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* @return True if the current thread should wait due to this object being unavailable
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*/
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*/
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virtual ResultVal<bool> Wait() {
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virtual ResultVal<bool> ShouldWait() = 0;
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LOG_ERROR(Kernel, "(UNIMPLEMENTED)");
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return UnimplementedFunction(ErrorModule::Kernel);
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}
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/**
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/**
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* Acquire/lock the this object if it is available
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* Acquire/lock the object if it is available
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* @return True if we were able to acquire this object, otherwise false
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* @return True if we were able to acquire this object, otherwise false
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*/
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*/
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virtual ResultVal<bool> Acquire() {
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virtual ResultVal<bool> Acquire() = 0;
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LOG_ERROR(Kernel, "(UNIMPLEMENTED)");
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return UnimplementedFunction(ErrorModule::Kernel);
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}
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/**
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/**
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* Add a thread to wait on this object
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* Add a thread to wait on this object
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@ -27,7 +27,7 @@ public:
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std::string name; ///< Name of mutex (optional)
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std::string name; ///< Name of mutex (optional)
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SharedPtr<Thread> current_thread; ///< Thread that has acquired the mutex
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SharedPtr<Thread> current_thread; ///< Thread that has acquired the mutex
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ResultVal<bool> Wait() override;
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ResultVal<bool> ShouldWait() override;
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ResultVal<bool> Acquire() override;
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ResultVal<bool> Acquire() override;
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};
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};
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@ -159,7 +159,7 @@ Handle CreateMutex(bool initial_locked, const std::string& name) {
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return handle;
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return handle;
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}
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}
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ResultVal<bool> Mutex::Wait() {
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ResultVal<bool> Mutex::ShouldWait() {
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return MakeResult<bool>(locked && (current_thread != GetCurrentThread()));
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return MakeResult<bool>(locked && (current_thread != GetCurrentThread()));
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}
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}
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@ -32,7 +32,7 @@ public:
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return available_count > 0;
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return available_count > 0;
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}
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}
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ResultVal<bool> Wait() override {
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ResultVal<bool> ShouldWait() override {
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return MakeResult<bool>(!IsAvailable());
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return MakeResult<bool>(!IsAvailable());
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}
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}
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@ -54,11 +54,16 @@ public:
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*/
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*/
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virtual ResultVal<bool> SyncRequest() = 0;
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virtual ResultVal<bool> SyncRequest() = 0;
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ResultVal<bool> Wait() override {
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// TODO(bunnei): These functions exist to satisfy a hardware test with a Session object
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// TODO(bunnei): This function exists to satisfy a hardware test with a Session object
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// passed into WaitSynchronization. Figure out the meaning of them.
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// passed into WaitSynchronization. Not sure if it's possible for this to ever be false?
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ResultVal<bool> ShouldWait() override {
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return MakeResult<bool>(true);
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return MakeResult<bool>(true);
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}
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}
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ResultVal<bool> Acquire() override {
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return MakeResult<bool>(false);
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}
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};
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};
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}
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}
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@ -22,7 +22,7 @@
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namespace Kernel {
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namespace Kernel {
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ResultVal<bool> Thread::Wait() {
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ResultVal<bool> Thread::ShouldWait() {
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return MakeResult<bool>(status != THREADSTATUS_DORMANT);
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return MakeResult<bool>(status != THREADSTATUS_DORMANT);
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}
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}
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@ -269,7 +269,7 @@ void Thread::ReleaseWaitObject(WaitObject* wait_object) {
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// Iterate through all waiting objects to check availability...
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// Iterate through all waiting objects to check availability...
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for (auto itr = wait_objects.begin(); itr != wait_objects.end(); ++itr) {
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for (auto itr = wait_objects.begin(); itr != wait_objects.end(); ++itr) {
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auto res = (*itr)->Wait();
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auto res = (*itr)->ShouldWait();
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if (*res && res.Succeeded())
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if (*res && res.Succeeded())
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wait_all_failed = true;
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wait_all_failed = true;
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@ -58,7 +58,7 @@ public:
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inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
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inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
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inline bool IsIdle() const { return idle; }
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inline bool IsIdle() const { return idle; }
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ResultVal<bool> Wait() override;
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ResultVal<bool> ShouldWait() override;
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ResultVal<bool> Acquire() override;
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ResultVal<bool> Acquire() override;
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s32 GetPriority() const { return current_priority; }
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s32 GetPriority() const { return current_priority; }
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@ -29,7 +29,7 @@ public:
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u64 initial_delay; ///< The delay until the timer fires for the first time
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u64 initial_delay; ///< The delay until the timer fires for the first time
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u64 interval_delay; ///< The delay until the timer fires after the first time
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u64 interval_delay; ///< The delay until the timer fires after the first time
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ResultVal<bool> Wait() override {
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ResultVal<bool> ShouldWait() override {
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return MakeResult<bool>(!signaled);
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return MakeResult<bool>(!signaled);
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}
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}
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@ -122,7 +122,7 @@ static Result WaitSynchronization1(Handle handle, s64 nano_seconds) {
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LOG_TRACE(Kernel_SVC, "called handle=0x%08X(%s:%s), nanoseconds=%lld", handle,
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LOG_TRACE(Kernel_SVC, "called handle=0x%08X(%s:%s), nanoseconds=%lld", handle,
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object->GetTypeName().c_str(), object->GetName().c_str(), nano_seconds);
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object->GetTypeName().c_str(), object->GetName().c_str(), nano_seconds);
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ResultVal<bool> wait = object->Wait();
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ResultVal<bool> wait = object->ShouldWait();
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// Check for next thread to schedule
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// Check for next thread to schedule
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if (wait.Succeeded() && *wait) {
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if (wait.Succeeded() && *wait) {
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@ -167,7 +167,7 @@ static Result WaitSynchronizationN(s32* out, Handle* handles, s32 handle_count,
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if (object == nullptr)
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if (object == nullptr)
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return InvalidHandle(ErrorModule::Kernel).raw;
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return InvalidHandle(ErrorModule::Kernel).raw;
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ResultVal<bool> wait = object->Wait();
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ResultVal<bool> wait = object->ShouldWait();
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// Check if the current thread should wait on this object...
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// Check if the current thread should wait on this object...
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if (wait.Succeeded() && *wait) {
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if (wait.Succeeded() && *wait) {
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