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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 17:19:44 -06:00
Eliminate some trampoline functions.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7015 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -38,11 +38,6 @@ extern CFrame* main_frame;
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DEFINE_EVENT_TYPE(wxEVT_THREAD)
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void NetPlayThreadFunc(NetPlay* np)
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{
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np->Entry();
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}
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// called from ---GUI--- thread
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NetPlay::NetPlay()
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: m_is_running(false), m_do_loop(true)
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@ -10,6 +10,7 @@
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#include "GCPadStatus.h"
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#include <functional>
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#include <map>
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#include <queue>
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#include <sstream>
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@ -94,7 +95,7 @@ class NetPlay
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public:
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NetPlay();
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virtual ~NetPlay();
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virtual void Entry() = 0;
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//virtual void ThreadFunc() = 0;
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bool is_connected;
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@ -163,15 +164,13 @@ private:
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};
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void NetPlayThreadFunc(NetPlay* arg);
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void NetPlay_Enable(NetPlay* const np);
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void NetPlay_Disable();
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class NetPlayServer : public NetPlay
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{
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public:
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void Entry();
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void ThreadFunc();
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NetPlayServer(const u16 port, const std::string& name, NetPlayDiag* const npd = NULL, const std::string& game = "");
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~NetPlayServer();
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@ -220,7 +219,7 @@ private:
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class NetPlayClient : public NetPlay
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{
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public:
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void Entry();
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void ThreadFunc();
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NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd = NULL);
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~NetPlayClient();
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@ -72,7 +72,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, const s
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is_connected = true;
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m_selector.Add(m_socket);
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m_thread = std::thread(NetPlayThreadFunc, this);
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m_thread = std::thread(std::mem_fun(&NetPlayClient::ThreadFunc), this);
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}
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}
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else
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@ -237,7 +237,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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}
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// called from ---NETPLAY--- thread
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void NetPlayClient::Entry()
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void NetPlayClient::ThreadFunc()
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{
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while (m_do_loop)
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{
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@ -40,14 +40,14 @@ NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayDia
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is_connected = true;
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m_selector.Add(m_socket);
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m_thread = std::thread(NetPlayThreadFunc, this);
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m_thread = std::thread(std::mem_fun(&NetPlayServer::ThreadFunc), this);
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}
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else
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is_connected = false;
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}
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// called from ---NETPLAY--- thread
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void NetPlayServer::Entry()
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void NetPlayServer::ThreadFunc()
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{
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while (m_do_loop)
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{
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