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Remove explicit Wait on Overlap Event
GetOverlappedResult also waits on the event internally (See https://msdn.microsoft.com/en-us/library/windows/desktop/ms683209(v=vs.85).aspx). So instead of explicitly waiting for it before, use its wait. To distinguish between cancel and complete, the status of the request is used, which is saved in the "Internal" member (See https://msdn.microsoft.com/en-us/library/windows/desktop/ms684342(v=vs.85).aspx).
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@ -642,29 +642,26 @@ int _IORead(HANDLE &dev_handle, OVERLAPPED &hid_overlap_read, u8* buf, int index
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if (ERROR_IO_PENDING == read_err)
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if (ERROR_IO_PENDING == read_err)
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{
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{
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auto const wait_result = WaitForSingleObject(hid_overlap_read.hEvent, INFINITE);
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if (!GetOverlappedResult(dev_handle, &hid_overlap_read, &bytes, TRUE))
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// In case the event was signalled by IOWakeup before the read completed, cancel it.
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CancelIo(dev_handle);
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if (WAIT_FAILED == wait_result)
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{
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WARN_LOG(WIIMOTE, "A wait error occurred on reading from Wiimote %i.", index + 1);
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}
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if (!GetOverlappedResult(dev_handle, &hid_overlap_read, &bytes, FALSE))
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{
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{
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auto const overlapped_err = GetLastError();
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auto const overlapped_err = GetLastError();
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// In case it was aborted by someone else
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if (ERROR_OPERATION_ABORTED == overlapped_err)
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if (ERROR_OPERATION_ABORTED == overlapped_err)
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{
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{
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// It was.
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return -1;
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return -1;
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}
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}
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WARN_LOG(WIIMOTE, "GetOverlappedResult error %d on Wiimote %i.", overlapped_err, index + 1);
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WARN_LOG(WIIMOTE, "GetOverlappedResult error %d on Wiimote %i.", overlapped_err, index + 1);
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return 0;
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return 0;
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}
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}
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// If IOWakeup sets the event so GetOverlappedResult returns prematurely, but the request is still pending
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else if (hid_overlap_read.Internal == STATUS_PENDING)
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{
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// Don't forget to cancel it.
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CancelIo(dev_handle);
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return -1;
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}
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}
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}
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else
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else
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{
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{
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