DolphinQt: Properly lock CPU before accessing emulated memory

This fixes a problem I was having where using frame advance with the
debugger open would frequently cause panic alerts about invalid addresses
due to the CPU thread changing MSR.DR while the host thread was trying
to access memory.

To aid in tracking down all the places where we weren't properly locking
the CPU, I've created a new type (in Core.h) that you have to pass as a
reference or pointer to functions that require running as the CPU thread.
This commit is contained in:
JosJuice
2023-02-12 11:07:11 +01:00
parent efed037c4a
commit 7cecb28bdf
79 changed files with 1796 additions and 1184 deletions

View File

@ -11,6 +11,11 @@
#include "DiscIO/DirectoryBlob.h"
#include "DiscIO/RiivolutionParser.h"
namespace Core
{
class CPUThreadGuard;
}
namespace DiscIO::Riivolution
{
struct SavegameRedirect
@ -74,8 +79,10 @@ enum class PatchIndex
void ApplyPatchesToFiles(const std::vector<Patch>& patches, PatchIndex index,
std::vector<DiscIO::FSTBuilderNode>* fst,
DiscIO::FSTBuilderNode* dol_node);
void ApplyGeneralMemoryPatches(const std::vector<Patch>& patches);
void ApplyApploaderMemoryPatches(const std::vector<Patch>& patches, u32 ram_address,
void ApplyGeneralMemoryPatches(const Core::CPUThreadGuard& guard,
const std::vector<Patch>& patches);
void ApplyApploaderMemoryPatches(const Core::CPUThreadGuard& guard,
const std::vector<Patch>& patches, u32 ram_address,
u32 ram_length);
std::optional<SavegameRedirect>
ExtractSavegameRedirect(const std::vector<Patch>& riivolution_patches);