Make HLE disposable safely (#850)
* Make HLE disposable safely This fix the oldest issue with the HLE code: the kernel side disposability. Changelog: - Implement KProcess::UnpauseAndTerminateAllThreadsExcept, KThread::Terminate, KThread::TerminateCurrentProcess, KThread::PrepareForTermiation and the svc post handler accurately. - Implement svcTerminateProcess and svcExitProcess. (both untested) - Fix KHandleTable::Destroy not decrementing refcount of all objects stored in the table. - Spawn a custom KProcess with the maximum priority to terminate every guest KProcess. (terminating kernel emulation safely) - General system stability improvements to enhance the user's experience. * Fix a typo in a comment in KProcess.cs * Address gdk's comments
This commit is contained in:
parent
87bfe681ef
commit
55c956e2ec
7 changed files with 293 additions and 31 deletions
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@ -754,21 +754,42 @@ namespace Ryujinx.HLE.HOS
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{
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{
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if (disposing)
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if (disposing)
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{
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{
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// Force all threads to exit.
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KProcess terminationProcess = new KProcess(this);
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lock (Processes)
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KThread terminationThread = new KThread(this);
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terminationThread.Initialize(0, 0, 0, 3, 0, terminationProcess, ThreadType.Kernel, () =>
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{
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{
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foreach (KProcess process in Processes.Values)
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// Force all threads to exit.
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lock (Processes)
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{
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{
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process.StopAllThreads();
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foreach (KProcess process in Processes.Values)
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{
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process.Terminate();
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// Exit ourself now!
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Scheduler.ExitThread(terminationThread);
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Scheduler.GetCurrentThread().Exit();
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Scheduler.RemoveThread(terminationThread);
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}
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}
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}
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});
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terminationThread.Start();
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// Signal the vsync event to avoid issues of KThread waiting on it.
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if (Device.EnableDeviceVsync)
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{
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Device.VsyncEvent.Set();
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}
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}
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// This is needed as the IPC Dummy KThread is also counted in the ThreadCounter.
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ThreadCounter.Signal();
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// It's only safe to release resources once all threads
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// It's only safe to release resources once all threads
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// have exited.
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// have exited.
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ThreadCounter.Signal();
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ThreadCounter.Signal();
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//ThreadCounter.Wait(); // FIXME: Uncomment this
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ThreadCounter.Wait();
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// BODY: Right now, guest processes don't exit properly because the logic waits for them to exit.
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// BODY: However, this doesn't happen when you close the main window so we need to find a way to make them exit gracefully
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Scheduler.Dispose();
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Scheduler.Dispose();
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@ -272,6 +272,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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disposableObj.Dispose();
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disposableObj.Dispose();
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}
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}
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entry.Obj.DecrementReferenceCount();
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entry.Obj = null;
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entry.Obj = null;
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entry.Next = _nextFreeEntry;
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entry.Next = _nextFreeEntry;
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@ -38,7 +38,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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public ulong PersonalMmHeapPagesCount { get; private set; }
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public ulong PersonalMmHeapPagesCount { get; private set; }
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private ProcessState _state;
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public ProcessState State { get; private set; }
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private object _processLock;
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private object _processLock;
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private object _threadingLock;
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private object _threadingLock;
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@ -383,7 +383,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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Name = creationInfo.Name;
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Name = creationInfo.Name;
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_state = ProcessState.Created;
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State = ProcessState.Created;
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_creationTimestamp = PerformanceCounter.ElapsedMilliseconds;
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_creationTimestamp = PerformanceCounter.ElapsedMilliseconds;
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@ -579,7 +579,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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{
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{
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lock (_processLock)
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lock (_processLock)
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{
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{
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if (_state > ProcessState.CreatedAttached)
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if (State > ProcessState.CreatedAttached)
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{
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{
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return KernelResult.InvalidState;
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return KernelResult.InvalidState;
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}
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}
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@ -733,8 +733,8 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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mainThread.SetEntryArguments(0, mainThreadHandle);
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mainThread.SetEntryArguments(0, mainThreadHandle);
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ProcessState oldState = _state;
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ProcessState oldState = State;
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ProcessState newState = _state != ProcessState.Created
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ProcessState newState = State != ProcessState.Created
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? ProcessState.Attached
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? ProcessState.Attached
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: ProcessState.Started;
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: ProcessState.Started;
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@ -768,9 +768,9 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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private void SetState(ProcessState newState)
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private void SetState(ProcessState newState)
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{
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{
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if (_state != newState)
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if (State != newState)
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{
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{
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_state = newState;
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State = newState;
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_signaled = true;
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_signaled = true;
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Signal();
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Signal();
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@ -820,6 +820,20 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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}
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}
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}
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}
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public void DecrementToZeroWhileTerminatingCurrent()
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{
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System.ThreadCounter.Signal();
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while (Interlocked.Decrement(ref _threadCount) != 0)
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{
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Destroy();
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TerminateCurrentProcess();
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}
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// Nintendo panic here because if it reaches this point, the current thread should be already dead.
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// As we handle the death of the thread in the post SVC handler and inside the CPU emulator, we don't panic here.
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}
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public ulong GetMemoryCapacity()
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public ulong GetMemoryCapacity()
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{
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{
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ulong totalCapacity = (ulong)ResourceLimit.GetRemainingValue(LimitableResource.Memory);
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ulong totalCapacity = (ulong)ResourceLimit.GetRemainingValue(LimitableResource.Memory);
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@ -909,12 +923,12 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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lock (_processLock)
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lock (_processLock)
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{
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{
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if (_state >= ProcessState.Started)
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if (State >= ProcessState.Started)
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{
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{
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if (_state == ProcessState.Started ||
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if (State == ProcessState.Started ||
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_state == ProcessState.Crashed ||
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State == ProcessState.Crashed ||
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_state == ProcessState.Attached ||
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State == ProcessState.Attached ||
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_state == ProcessState.DebugSuspended)
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State == ProcessState.DebugSuspended)
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{
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{
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SetState(ProcessState.Exiting);
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SetState(ProcessState.Exiting);
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@ -933,23 +947,98 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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if (shallTerminate)
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if (shallTerminate)
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{
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{
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// UnpauseAndTerminateAllThreadsExcept(System.Scheduler.GetCurrentThread());
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UnpauseAndTerminateAllThreadsExcept(System.Scheduler.GetCurrentThread());
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HandleTable.Destroy();
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HandleTable.Destroy();
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SignalExitForDebugEvent();
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SignalExitToDebugTerminated();
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SignalExit();
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SignalExit();
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}
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}
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return result;
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return result;
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}
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}
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private void UnpauseAndTerminateAllThreadsExcept(KThread thread)
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public void TerminateCurrentProcess()
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{
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{
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// TODO.
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bool shallTerminate = false;
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System.CriticalSection.Enter();
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lock (_processLock)
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{
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if (State >= ProcessState.Started)
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{
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if (State == ProcessState.Started ||
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State == ProcessState.Attached ||
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State == ProcessState.DebugSuspended)
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{
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SetState(ProcessState.Exiting);
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shallTerminate = true;
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}
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}
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}
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System.CriticalSection.Leave();
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if (shallTerminate)
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{
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UnpauseAndTerminateAllThreadsExcept(System.Scheduler.GetCurrentThread());
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HandleTable.Destroy();
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// NOTE: this is supposed to be called in receiving of the mailbox.
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SignalExitToDebugExited();
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SignalExit();
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}
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}
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}
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private void SignalExitForDebugEvent()
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private void UnpauseAndTerminateAllThreadsExcept(KThread currentThread)
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{
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lock (_threadingLock)
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{
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System.CriticalSection.Enter();
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foreach (KThread thread in _threads)
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{
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if ((thread.SchedFlags & ThreadSchedState.LowMask) != ThreadSchedState.TerminationPending)
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{
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thread.PrepareForTermination();
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}
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}
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System.CriticalSection.Leave();
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}
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KThread blockedThread = null;
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lock (_threadingLock)
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{
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foreach (KThread thread in _threads)
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{
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if (thread != currentThread && (thread.SchedFlags & ThreadSchedState.LowMask) != ThreadSchedState.TerminationPending)
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{
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thread.IncrementReferenceCount();
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blockedThread = thread;
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break;
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}
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}
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}
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if (blockedThread != null)
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{
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blockedThread.Terminate();
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blockedThread.DecrementReferenceCount();
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}
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}
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private void SignalExitToDebugTerminated()
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{
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// TODO: Debug events.
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}
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private void SignalExitToDebugExited()
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{
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{
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// TODO: Debug events.
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// TODO: Debug events.
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}
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}
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@ -976,7 +1065,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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lock (_processLock)
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lock (_processLock)
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{
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{
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if (_state != ProcessState.Exited && _signaled)
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if (State != ProcessState.Exited && _signaled)
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{
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{
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_signaled = false;
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_signaled = false;
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@ -999,7 +1088,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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{
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{
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foreach (KThread thread in _threads)
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foreach (KThread thread in _threads)
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{
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{
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thread.Context.Running = false;
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System.Scheduler.ExitThread(thread);
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System.Scheduler.CoreManager.Set(thread.HostThread);
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System.Scheduler.CoreManager.Set(thread.HostThread);
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}
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}
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@ -1,5 +1,6 @@
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using ARMeilleure.State;
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using ARMeilleure.State;
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using Ryujinx.HLE.HOS.Kernel.Process;
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using Ryujinx.HLE.HOS.Kernel.Process;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using System;
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using System;
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namespace Ryujinx.HLE.HOS.Kernel.SupervisorCall
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namespace Ryujinx.HLE.HOS.Kernel.SupervisorCall
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@ -29,6 +30,15 @@ namespace Ryujinx.HLE.HOS.Kernel.SupervisorCall
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ExecutionContext context = (ExecutionContext)sender;
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ExecutionContext context = (ExecutionContext)sender;
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svcFunc(this, context);
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svcFunc(this, context);
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PostSvcHandler();
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}
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private void PostSvcHandler()
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{
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KThread currentThread = _system.Scheduler.GetCurrentThread();
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currentThread.HandlePostSyscall();
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}
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}
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}
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}
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}
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}
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@ -17,9 +17,41 @@ namespace Ryujinx.HLE.HOS.Kernel.SupervisorCall
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ExitProcess();
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ExitProcess();
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}
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}
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public KernelResult TerminateProcess64(int handle)
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{
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return TerminateProcess(handle);
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}
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private KernelResult TerminateProcess(int handle)
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{
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KProcess process = _process.HandleTable.GetObject<KProcess>(handle);
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KernelResult result;
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if (process != null)
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{
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if (process == _system.Scheduler.GetCurrentProcess())
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{
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result = KernelResult.Success;
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process.DecrementToZeroWhileTerminatingCurrent();
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}
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else
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{
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result = process.Terminate();
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process.DecrementReferenceCount();
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}
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}
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else
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{
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result = KernelResult.InvalidHandle;
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}
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return result;
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}
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private void ExitProcess()
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private void ExitProcess()
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{
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{
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_system.Scheduler.GetCurrentProcess().Terminate();
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_system.Scheduler.GetCurrentProcess().TerminateCurrentProcess();
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}
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}
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public KernelResult SignalEvent64(int handle)
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public KernelResult SignalEvent64(int handle)
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@ -184,6 +216,15 @@ namespace Ryujinx.HLE.HOS.Kernel.SupervisorCall
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{
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{
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currentThread.PrintGuestStackTrace();
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currentThread.PrintGuestStackTrace();
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// As the process is exiting, this is probably caused by emulation termination.
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if (currentThread.Owner.State == ProcessState.Exiting)
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{
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return;
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}
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// TODO: Debug events.
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currentThread.Owner.TerminateCurrentProcess();
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throw new GuestBrokeExecutionException();
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throw new GuestBrokeExecutionException();
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}
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}
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else
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else
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@ -74,7 +74,8 @@ namespace Ryujinx.HLE.HOS.Kernel.SupervisorCall
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{ 0x72, nameof(SvcHandler.ConnectToPort64) },
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{ 0x72, nameof(SvcHandler.ConnectToPort64) },
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{ 0x73, nameof(SvcHandler.SetProcessMemoryPermission64) },
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{ 0x73, nameof(SvcHandler.SetProcessMemoryPermission64) },
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{ 0x77, nameof(SvcHandler.MapProcessCodeMemory64) },
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{ 0x77, nameof(SvcHandler.MapProcessCodeMemory64) },
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{ 0x78, nameof(SvcHandler.UnmapProcessCodeMemory64) }
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{ 0x78, nameof(SvcHandler.UnmapProcessCodeMemory64) },
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{ 0x7B, nameof(SvcHandler.TerminateProcess64) }
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};
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};
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_svcTable64 = new Action<SvcHandler, ExecutionContext>[0x80];
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_svcTable64 = new Action<SvcHandler, ExecutionContext>[0x80];
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@ -70,7 +70,9 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
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public ThreadSchedState SchedFlags { get; private set; }
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public ThreadSchedState SchedFlags { get; private set; }
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public bool ShallBeTerminated { get; private set; }
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private int _shallBeTerminated;
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public bool ShallBeTerminated { get => _shallBeTerminated != 0; set => _shallBeTerminated = value ? 1 : 0; }
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|
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public bool SyncCancelled { get; set; }
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public bool SyncCancelled { get; set; }
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public bool WaitingSync { get; set; }
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public bool WaitingSync { get; set; }
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@ -104,7 +106,8 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
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int priority,
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int priority,
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int defaultCpuCore,
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int defaultCpuCore,
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KProcess owner,
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KProcess owner,
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ThreadType type = ThreadType.User)
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ThreadType type = ThreadType.User,
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ThreadStart customHostThreadStart = null)
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{
|
{
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if ((uint)type > 3)
|
if ((uint)type > 3)
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{
|
{
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@ -156,7 +159,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
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is64Bits = true;
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is64Bits = true;
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}
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}
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HostThread = new Thread(() => ThreadStart(entrypoint));
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HostThread = new Thread(customHostThreadStart == null ? () => ThreadStart(entrypoint) : customHostThreadStart);
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|
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Context = new ARMeilleure.State.ExecutionContext();
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Context = new ARMeilleure.State.ExecutionContext();
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||||||
|
@ -182,6 +185,8 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
|
||||||
|
|
||||||
ThreadUid = System.GetThreadUid();
|
ThreadUid = System.GetThreadUid();
|
||||||
|
|
||||||
|
HostThread.Name = $"Host Thread (thread id {ThreadUid})";
|
||||||
|
|
||||||
_hasBeenInitialized = true;
|
_hasBeenInitialized = true;
|
||||||
|
|
||||||
if (owner != null)
|
if (owner != null)
|
||||||
|
@ -300,6 +305,100 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
|
||||||
DecrementReferenceCount();
|
DecrementReferenceCount();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public ThreadSchedState PrepareForTermination()
|
||||||
|
{
|
||||||
|
System.CriticalSection.Enter();
|
||||||
|
|
||||||
|
ThreadSchedState result;
|
||||||
|
|
||||||
|
if (Interlocked.CompareExchange(ref _shallBeTerminated, 1, 0) == 0)
|
||||||
|
{
|
||||||
|
if ((SchedFlags & ThreadSchedState.LowMask) == ThreadSchedState.None)
|
||||||
|
{
|
||||||
|
SchedFlags = ThreadSchedState.TerminationPending;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (_forcePauseFlags != ThreadSchedState.None)
|
||||||
|
{
|
||||||
|
_forcePauseFlags &= ~ThreadSchedState.ThreadPauseFlag;
|
||||||
|
|
||||||
|
ThreadSchedState oldSchedFlags = SchedFlags;
|
||||||
|
|
||||||
|
SchedFlags &= ThreadSchedState.LowMask;
|
||||||
|
|
||||||
|
AdjustScheduling(oldSchedFlags);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (BasePriority >= 0x10)
|
||||||
|
{
|
||||||
|
SetPriority(0xF);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((SchedFlags & ThreadSchedState.LowMask) == ThreadSchedState.Running)
|
||||||
|
{
|
||||||
|
// TODO: GIC distributor stuffs (sgir changes ect)
|
||||||
|
}
|
||||||
|
|
||||||
|
SignaledObj = null;
|
||||||
|
ObjSyncResult = KernelResult.ThreadTerminating;
|
||||||
|
|
||||||
|
ReleaseAndResume();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
result = SchedFlags;
|
||||||
|
|
||||||
|
System.CriticalSection.Leave();
|
||||||
|
|
||||||
|
return result & ThreadSchedState.LowMask;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Terminate()
|
||||||
|
{
|
||||||
|
ThreadSchedState state = PrepareForTermination();
|
||||||
|
|
||||||
|
if (state != ThreadSchedState.TerminationPending)
|
||||||
|
{
|
||||||
|
System.Synchronization.WaitFor(new KSynchronizationObject[] { this }, -1, out _);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HandlePostSyscall()
|
||||||
|
{
|
||||||
|
ThreadSchedState state;
|
||||||
|
|
||||||
|
do
|
||||||
|
{
|
||||||
|
if (ShallBeTerminated || SchedFlags == ThreadSchedState.TerminationPending)
|
||||||
|
{
|
||||||
|
System.Scheduler.ExitThread(this);
|
||||||
|
Exit();
|
||||||
|
|
||||||
|
// As the death of the thread is handled by the CPU emulator, we differ from the official kernel and return here.
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
System.CriticalSection.Enter();
|
||||||
|
|
||||||
|
if (ShallBeTerminated || SchedFlags == ThreadSchedState.TerminationPending)
|
||||||
|
{
|
||||||
|
state = ThreadSchedState.TerminationPending;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (_forcePauseFlags != ThreadSchedState.None)
|
||||||
|
{
|
||||||
|
CombineForcePauseFlags();
|
||||||
|
}
|
||||||
|
|
||||||
|
state = ThreadSchedState.Running;
|
||||||
|
}
|
||||||
|
|
||||||
|
System.CriticalSection.Leave();
|
||||||
|
} while (state == ThreadSchedState.TerminationPending);
|
||||||
|
}
|
||||||
|
|
||||||
private void ExitImpl()
|
private void ExitImpl()
|
||||||
{
|
{
|
||||||
System.CriticalSection.Enter();
|
System.CriticalSection.Enter();
|
||||||
|
|
Loading…
Reference in a new issue