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using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.GAL.Multithreading
{
class SyncMap : IDisposable
{
private readonly HashSet<ulong> _inFlight = new();
private readonly AutoResetEvent _inFlightChanged = new(false);
internal void CreateSyncHandle(ulong id)
{
lock (_inFlight)
{
_inFlight.Add(id);
}
}
internal void AssignSync(ulong id)
{
lock (_inFlight)
{
_inFlight.Remove(id);
}
_inFlightChanged.Set();
}
internal void WaitSyncAvailability(ulong id)
{
// Blocks until the handle is available.
bool signal = false;
while (true)
{
lock (_inFlight)
{
if (!_inFlight.Contains(id))
{
break;
}
}
_inFlightChanged.WaitOne();
signal = true;
}
if (signal)
{
// Signal other threads which might still be waiting.
_inFlightChanged.Set();
}
}
public void Dispose()
{
_inFlightChanged.Dispose();
}
}
}
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