yuzu/src/core/hle/kernel/k_light_condition_variable.h

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// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
// This file references various implementation details from Atmosphere, an open-source firmware for
// the Nintendo Switch. Copyright 2018-2020 Atmosphere-NX.
#pragma once
#include "common/common_types.h"
#include "core/hle/kernel/k_scheduler.h"
#include "core/hle/kernel/k_scoped_scheduler_lock_and_sleep.h"
#include "core/hle/kernel/time_manager.h"
namespace Kernel {
class KernelCore;
class KLightConditionVariable {
public:
explicit KLightConditionVariable(KernelCore& kernel_) : kernel{kernel_} {}
void Wait(KLightLock* lock, s64 timeout = -1, bool allow_terminating_thread = true) {
WaitImpl(lock, timeout, allow_terminating_thread);
}
void Broadcast() {
KScopedSchedulerLock lk{kernel};
// Signal all threads.
for (auto& thread : wait_list) {
thread.SetState(ThreadState::Runnable);
}
}
private:
void WaitImpl(KLightLock* lock, s64 timeout, bool allow_terminating_thread) {
KThread* owner = GetCurrentThreadPointer(kernel);
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// Sleep the thread.
{
KScopedSchedulerLockAndSleep lk{kernel, owner, timeout};
if (!allow_terminating_thread && owner->IsTerminationRequested()) {
lk.CancelSleep();
return;
}
lock->Unlock();
// Set the thread as waiting.
GetCurrentThread(kernel).SetState(ThreadState::Waiting);
// Add the thread to the queue.
wait_list.push_back(GetCurrentThread(kernel));
}
// Remove the thread from the wait list.
{
KScopedSchedulerLock sl{kernel};
wait_list.erase(wait_list.iterator_to(GetCurrentThread(kernel)));
}
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// Cancel the task that the sleep setup.
kernel.TimeManager().UnscheduleTimeEvent(owner);
// Re-acquire the lock.
lock->Lock();
}
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KernelCore& kernel;
KThread::WaiterList wait_list{};
};
} // namespace Kernel