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Kernel: Changed "ShouldWait" to return bool and "Acquire" to return void.
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c68eb15695
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@ -28,16 +28,16 @@ public:
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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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ResultVal<bool> ShouldWait() override {
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return MakeResult<bool>(!signaled);
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bool ShouldWait() override {
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return !signaled;
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}
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ResultVal<bool> Acquire() override {
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void Acquire() override {
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_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
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// Release the event if it's not sticky...
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if (reset_type != RESETTYPE_STICKY)
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signaled = false;
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return MakeResult<bool>(true);
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}
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};
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@ -120,13 +120,10 @@ public:
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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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*/
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virtual ResultVal<bool> ShouldWait() = 0;
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virtual bool ShouldWait() = 0;
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/**
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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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*/
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virtual ResultVal<bool> Acquire() = 0;
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/// Acquire/lock the object if it is available
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virtual void Acquire() = 0;
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/**
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* Add a thread to wait on this object
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@ -27,8 +27,8 @@ public:
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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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ResultVal<bool> ShouldWait() override;
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ResultVal<bool> Acquire() override;
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bool ShouldWait() override;
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void Acquire() override;
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};
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -159,20 +159,14 @@ Handle CreateMutex(bool initial_locked, const std::string& name) {
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return handle;
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}
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ResultVal<bool> Mutex::ShouldWait() {
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return MakeResult<bool>(locked && (current_thread != GetCurrentThread()));
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bool Mutex::ShouldWait() {
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return locked && current_thread != GetCurrentThread();
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}
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ResultVal<bool> Mutex::Acquire() {
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bool res = false;
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if (!locked) {
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// Lock the mutex when the first thread accesses it
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void Mutex::Acquire() {
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_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
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locked = true;
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res = true;
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MutexAcquireLock(this);
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}
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return MakeResult<bool>(res);
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}
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} // namespace
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@ -24,27 +24,13 @@ public:
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s32 available_count; ///< Number of free slots left in the semaphore
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std::string name; ///< Name of semaphore (optional)
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/**
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* Tests whether a semaphore still has free slots
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* @return Whether the semaphore is available
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*/
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bool IsAvailable() const {
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return available_count > 0;
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bool ShouldWait() override {
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return available_count <= 0;
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}
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ResultVal<bool> ShouldWait() override {
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return MakeResult<bool>(!IsAvailable());
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}
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ResultVal<bool> Acquire() override {
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bool res = false;
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if (IsAvailable()) {
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void Acquire() override {
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_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
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--available_count;
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res = true;
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}
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return MakeResult<bool>(res);
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}
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};
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@ -84,8 +70,8 @@ ResultCode ReleaseSemaphore(s32* count, Handle handle, s32 release_count) {
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// Notify some of the threads that the semaphore has been released
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// stop once the semaphore is full again or there are no more waiting threads
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while (semaphore->IsAvailable() && semaphore->ReleaseNextThread() != nullptr) {
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--semaphore->available_count;
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while (!semaphore->ShouldWait() && semaphore->ReleaseNextThread() != nullptr) {
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semaphore->Acquire();
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}
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return RESULT_SUCCESS;
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@ -57,12 +57,12 @@ public:
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// TODO(bunnei): These functions exist 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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ResultVal<bool> ShouldWait() override {
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return MakeResult<bool>(true);
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bool ShouldWait() override {
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return true;
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}
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ResultVal<bool> Acquire() override {
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return MakeResult<bool>(false);
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void Acquire() override {
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_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
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}
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};
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@ -22,12 +22,12 @@
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namespace Kernel {
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ResultVal<bool> Thread::ShouldWait() {
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return MakeResult<bool>(status != THREADSTATUS_DORMANT);
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bool Thread::ShouldWait() {
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return status != THREADSTATUS_DORMANT;
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}
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ResultVal<bool> Thread::Acquire() {
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return MakeResult<bool>(true);
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void Thread::Acquire() {
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_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
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}
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// Lists all thread ids that aren't deleted/etc.
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@ -269,9 +269,7 @@ void Thread::ReleaseWaitObject(WaitObject* wait_object) {
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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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auto res = (*itr)->ShouldWait();
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if (*res && res.Succeeded())
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if ((*itr)->ShouldWait())
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wait_all_failed = true;
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// The output should be the last index of wait_object
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@ -58,8 +58,8 @@ public:
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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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ResultVal<bool> ShouldWait() override;
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ResultVal<bool> Acquire() override;
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bool ShouldWait() override;
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void Acquire() override;
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s32 GetPriority() const { return current_priority; }
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void SetPriority(s32 priority);
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@ -29,12 +29,12 @@ public:
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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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ResultVal<bool> ShouldWait() override {
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return MakeResult<bool>(!signaled);
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bool ShouldWait() override {
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return !signaled;
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}
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ResultVal<bool> Acquire() override {
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return MakeResult<bool>(true);
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void Acquire() override {
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_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
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}
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};
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@ -122,10 +122,8 @@ 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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object->GetTypeName().c_str(), object->GetName().c_str(), nano_seconds);
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ResultVal<bool> wait = object->ShouldWait();
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// Check for next thread to schedule
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if (wait.Succeeded() && *wait) {
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if (object->ShouldWait()) {
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object->AddWaitingThread(Kernel::GetCurrentThread());
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Kernel::WaitCurrentThread_WaitSynchronization(object);
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@ -138,7 +136,7 @@ static Result WaitSynchronization1(Handle handle, s64 nano_seconds) {
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object->Acquire();
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}
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return wait.Code().raw;
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return RESULT_SUCCESS.raw;
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}
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/// Wait for the given handles to synchronize, timeout after the specified nanoseconds
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@ -167,10 +165,8 @@ static Result WaitSynchronizationN(s32* out, Handle* handles, s32 handle_count,
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if (object == nullptr)
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return InvalidHandle(ErrorModule::Kernel).raw;
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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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if (wait.Succeeded() && *wait) {
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if (object->ShouldWait()) {
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// Check we are waiting on all objects...
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if (wait_all)
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