Merge pull request #12828 from JosJuice/unify-state-variables-2

Clean up Core::GetState
This commit is contained in:
Admiral H. Curtiss
2024-06-22 20:20:54 +02:00
committed by GitHub
40 changed files with 191 additions and 178 deletions

View File

@ -101,10 +101,6 @@ namespace Core
static bool s_wants_determinism;
// Declarations and definitions
static bool s_is_stopping = false;
static bool s_hardware_initialized = false;
static bool s_is_started = false;
static Common::Flag s_is_booting;
static std::thread s_emu_thread;
static std::vector<StateChangedCallbackFunc> s_on_state_changed_callbacks;
@ -114,6 +110,10 @@ static std::atomic<double> s_last_actual_emulation_speed{1.0};
static bool s_frame_step = false;
static std::atomic<bool> s_stop_frame_step;
// The value Paused is never stored in this variable. The core is considered to be in
// the Paused state if this variable is Running and the CPU reports that it's stepping.
static std::atomic<State> s_state = State::Uninitialized;
#ifdef USE_MEMORYWATCHER
static std::unique_ptr<MemoryWatcher> s_memory_watcher;
#endif
@ -190,7 +190,7 @@ std::string StopMessage(bool main_thread, std::string_view message)
void DisplayMessage(std::string message, int time_in_ms)
{
if (!IsRunning(Core::System::GetInstance()))
if (!IsRunningOrStarting(Core::System::GetInstance()))
return;
// Actually displaying non-ASCII could cause things to go pear-shaped
@ -202,12 +202,18 @@ void DisplayMessage(std::string message, int time_in_ms)
bool IsRunning(Core::System& system)
{
return (GetState(system) != State::Uninitialized || s_hardware_initialized) && !s_is_stopping;
return s_state.load() == State::Running;
}
bool IsRunningAndStarted()
bool IsRunningOrStarting(Core::System& system)
{
return s_is_started && !s_is_stopping;
const State state = s_state.load();
return state == State::Running || state == State::Starting;
}
bool IsUninitialized(Core::System& system)
{
return s_state.load() == State::Uninitialized;
}
bool IsCPUThread()
@ -236,7 +242,7 @@ bool Init(Core::System& system, std::unique_ptr<BootParameters> boot, const Wind
{
if (s_emu_thread.joinable())
{
if (IsRunning(system))
if (!IsUninitialized(system))
{
PanicAlertFmtT("Emu Thread already running");
return false;
@ -262,7 +268,7 @@ bool Init(Core::System& system, std::unique_ptr<BootParameters> boot, const Wind
g_video_backend->PrepareWindow(prepared_wsi);
// Start the emu thread
s_is_booting.Set();
s_state.store(State::Starting);
s_emu_thread = std::thread(EmuThread, std::ref(system), std::move(boot), prepared_wsi);
return true;
}
@ -281,15 +287,13 @@ static void ResetRumble()
// Called from GUI thread
void Stop(Core::System& system) // - Hammertime!
{
if (const State state = GetState(system);
state == State::Stopping || state == State::Uninitialized)
{
const State state = s_state.load();
if (state == State::Stopping || state == State::Uninitialized)
return;
}
AchievementManager::GetInstance().CloseGame();
s_is_stopping = true;
s_state.store(State::Stopping);
CallOnStateChangedCallbacks(State::Stopping);
@ -394,7 +398,11 @@ static void CpuThread(Core::System& system, const std::optional<std::string>& sa
File::Delete(*savestate_path);
}
s_is_started = true;
// If s_state is Starting, change it to Running. But if it's already been set to Stopping
// by the host thread, don't change it.
State expected = State::Starting;
s_state.compare_exchange_strong(expected, State::Running);
{
#ifndef _WIN32
std::string gdb_socket = Config::Get(Config::MAIN_GDB_SOCKET);
@ -426,8 +434,6 @@ static void CpuThread(Core::System& system, const std::optional<std::string>& sa
s_memory_watcher.reset();
#endif
s_is_started = false;
if (exception_handler)
EMM::UninstallExceptionHandler();
@ -453,12 +459,15 @@ static void FifoPlayerThread(Core::System& system, const std::optional<std::stri
if (auto cpu_core = system.GetFifoPlayer().GetCPUCore())
{
system.GetPowerPC().InjectExternalCPUCore(cpu_core.get());
s_is_started = true;
// If s_state is Starting, change it to Running. But if it's already been set to Stopping
// by the host thread, don't change it.
State expected = State::Starting;
s_state.compare_exchange_strong(expected, State::Running);
CPUSetInitialExecutionState();
system.GetCPU().Run();
s_is_started = false;
system.GetPowerPC().InjectExternalCPUCore(nullptr);
system.GetFifoPlayer().Close();
}
@ -479,10 +488,7 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
{
CallOnStateChangedCallbacks(State::Starting);
Common::ScopeGuard flag_guard{[] {
s_is_booting.Clear();
s_is_started = false;
s_is_stopping = false;
s_wants_determinism = false;
s_state.store(State::Uninitialized);
CallOnStateChangedCallbacks(State::Uninitialized);
@ -557,8 +563,6 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
NetPlay::IsNetPlayRunning() ? &(boot_session_data.GetNetplaySettings()->sram) : nullptr);
Common::ScopeGuard hw_guard{[&system] {
// We must set up this flag before executing HW::Shutdown()
s_hardware_initialized = false;
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(false, "Shutting down HW"));
HW::Shutdown(system);
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(false, "HW shutdown"));
@ -602,10 +606,6 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
AudioCommon::PostInitSoundStream(system);
// The hardware is initialized.
s_hardware_initialized = true;
s_is_booting.Clear();
// Set execution state to known values (CPU/FIFO/Audio Paused)
system.GetCPU().Break();
@ -701,7 +701,7 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
void SetState(Core::System& system, State state, bool report_state_change)
{
// State cannot be controlled until the CPU Thread is operational
if (!IsRunningAndStarted())
if (s_state.load() != State::Running)
return;
switch (state)
@ -732,21 +732,11 @@ void SetState(Core::System& system, State state, bool report_state_change)
State GetState(Core::System& system)
{
if (s_is_stopping)
return State::Stopping;
if (s_hardware_initialized)
{
if (system.GetCPU().IsStepping())
return State::Paused;
return State::Running;
}
if (s_is_booting.IsSet())
return State::Starting;
return State::Uninitialized;
const State state = s_state.load();
if (state == State::Running && system.GetCPU().IsStepping())
return State::Paused;
else
return state;
}
static std::string GenerateScreenshotFolderPath()
@ -800,7 +790,7 @@ static bool PauseAndLock(Core::System& system, bool do_lock, bool unpause_on_unl
{
// WARNING: PauseAndLock is not fully threadsafe so is only valid on the Host Thread
if (!IsRunningAndStarted())
if (!IsRunning(system))
return true;
bool was_unpaused = true;
@ -1027,13 +1017,12 @@ void HostDispatchJobs(Core::System& system)
HostJob job = std::move(s_host_jobs_queue.front());
s_host_jobs_queue.pop();
// NOTE: Memory ordering is important. The booting flag needs to be
// checked first because the state transition is:
// Core::State::Uninitialized: s_is_booting -> s_hardware_initialized
// We need to check variables in the same order as the state
// transition, otherwise we race and get transient failures.
if (!job.run_after_stop && !s_is_booting.IsSet() && !IsRunning(system))
continue;
if (!job.run_after_stop)
{
const State state = s_state.load();
if (state == State::Stopping || state == State::Uninitialized)
continue;
}
guard.unlock();
job.job(system);