Have the UI thread do PauseAndLock before messing with GetUsbPointer.

Since its lifetime is managed on the CPU thread, this (or a refactoring)
is absolutely required.  One of the functions with a PauseAndLock call
added is CFrame::UpdateGUI; this is fine now, since it's called only
after important events happen, so just make sure not to call it every
frame or something :)
This commit is contained in:
comex
2015-04-13 01:49:24 -04:00
parent 59c4beb8ea
commit e000aaaf5d
2 changed files with 9 additions and 4 deletions

View File

@ -224,8 +224,7 @@ u64 GetIdleTicks()
// schedule things to be executed on the main thread.
void ScheduleEvent_Threadsafe(int cyclesIntoFuture, int event_type, u64 userdata)
{
// TODO: Fix UI thread safety problems, and enable this assertion
// _assert_msg_(POWERPC, !Core::IsCPUThread(), "ScheduleEvent_Threadsafe from wrong thread");
_assert_msg_(POWERPC, !Core::IsCPUThread(), "ScheduleEvent_Threadsafe from wrong thread");
std::lock_guard<std::mutex> lk(tsWriteLock);
Event ne;
ne.time = globalTimer + cyclesIntoFuture;
@ -287,8 +286,8 @@ static void AddEventToQueue(Event* ne)
// than Advance
void ScheduleEvent(int cyclesIntoFuture, int event_type, u64 userdata)
{
// TODO: Fix UI thread safety problems, and enable this assertion
//_assert_msg_(POWERPC, Core::IsCPUThread(), "ScheduleEvent from wrong thread");
_assert_msg_(POWERPC, Core::IsCPUThread() || Core::GetState() == Core::CORE_PAUSE,
"ScheduleEvent from wrong thread");
Event *ne = GetNewEvent();
ne->userdata = userdata;
ne->type = event_type;