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using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.HLE.HOS.Kernel
{
static class KConditionVariable
{
public static void Wait(Horizon System, LinkedList<KThread> ThreadList, object Mutex, long Timeout)
{
KThread CurrentThread = System.Scheduler.GetCurrentThread();
System.CriticalSection.Enter();
Monitor.Exit(Mutex);
CurrentThread.Withholder = ThreadList;
CurrentThread.Reschedule(ThreadSchedState.Paused);
CurrentThread.WithholderNode = ThreadList.AddLast(CurrentThread);
if (CurrentThread.ShallBeTerminated ||
CurrentThread.SchedFlags == ThreadSchedState.TerminationPending)
{
ThreadList.Remove(CurrentThread.WithholderNode);
CurrentThread.Reschedule(ThreadSchedState.Running);
CurrentThread.Withholder = null;
System.CriticalSection.Leave();
}
else
{
if (Timeout > 0)
{
System.TimeManager.ScheduleFutureInvocation(CurrentThread, Timeout);
}
System.CriticalSection.Leave();
if (Timeout > 0)
{
System.TimeManager.UnscheduleFutureInvocation(CurrentThread);
}
}
Monitor.Enter(Mutex);
}
public static void NotifyAll(Horizon System, LinkedList<KThread> ThreadList)
{
System.CriticalSection.Enter();
LinkedListNode<KThread> Node = ThreadList.First;
for (; Node != null; Node = ThreadList.First)
{
KThread Thread = Node.Value;
ThreadList.Remove(Thread.WithholderNode);
Thread.Withholder = null;
Thread.Reschedule(ThreadSchedState.Running);
}
System.CriticalSection.Leave();
}
}
}
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