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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
Core/Movie: Add ability to run code in Host context
EndPlayInput runs on the CPU thread so it can't directly call UpdateWantDeterminism. PlayController also tries to ChangeDisc from the CPU Thread which is also invalid. It now just pauses execution and posts a request to the Host to fix it instead. The Core itself also did dodgy things like PauseAndLock-ing from the CPU Thread and SetState from EmuThread which have been removed.
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@ -7,6 +7,7 @@
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#include <cstring>
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#include <getopt.h>
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#include <string>
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#include <thread>
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#include <unistd.h>
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#include "Common/CommonTypes.h"
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@ -36,7 +37,14 @@ class Platform
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public:
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virtual void Init() {}
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virtual void SetTitle(const std::string &title) {}
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virtual void MainLoop() { while(running) {} }
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virtual void MainLoop()
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{
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while (running)
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{
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Core::HostDispatchJobs();
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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}
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}
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virtual void Shutdown() {}
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virtual ~Platform() {}
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};
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@ -50,7 +58,10 @@ static Common::Event updateMainFrameEvent;
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void Host_Message(int Id)
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{
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if (Id == WM_USER_STOP)
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{
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running = false;
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updateMainFrameEvent.Set();
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}
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}
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static void* s_window_handle = nullptr;
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@ -101,10 +112,13 @@ void Host_ConnectWiimote(int wm_idx, bool connect)
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{
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if (Core::IsRunning() && SConfig::GetInstance().bWii)
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{
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bool was_unpaused = Core::PauseAndLock(true);
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GetUsbPointer()->AccessWiiMote(wm_idx | 0x100)->Activate(connect);
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Host_UpdateMainFrame();
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Core::PauseAndLock(false, was_unpaused);
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Core::QueueHostJob([=]
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{
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bool was_unpaused = Core::PauseAndLock(true);
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GetUsbPointer()->AccessWiiMote(wm_idx | 0x100)->Activate(connect);
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Host_UpdateMainFrame();
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Core::PauseAndLock(false, was_unpaused);
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});
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}
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}
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@ -270,6 +284,7 @@ class PlatformX11 : public Platform
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&borderDummy, &depthDummy);
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rendererIsFullscreen = false;
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}
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Core::HostDispatchJobs();
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usleep(100000);
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}
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}
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@ -353,10 +368,14 @@ int main(int argc, char* argv[])
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return 1;
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}
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while (!Core::IsRunning())
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while (!Core::IsRunning() && running)
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{
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Core::HostDispatchJobs();
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updateMainFrameEvent.Wait();
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}
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platform->MainLoop();
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if (running)
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platform->MainLoop();
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Core::Stop();
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Core::Shutdown();
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