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os: implement SdkRecursiveMutex
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c949779b3d
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7 changed files with 226 additions and 22 deletions
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@ -45,4 +45,58 @@ namespace ams::os {
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return status == ConditionVariableStatus::Success;
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}
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void SdkConditionVariableType::Wait(SdkRecursiveMutexType &mutex) {
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/* Check preconditions. */
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AMS_ABORT_UNLESS(os::IsSdkRecursiveMutexLockedByCurrentThread(std::addressof(mutex)));
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AMS_ABORT_UNLESS(mutex.recursive_count == 1);
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/* Decrement the mutex's recursive count. */
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--mutex.recursive_count;
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/* Wait on the mutex. */
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GetReference(this->_storage).Wait(GetPointer(mutex._storage));
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/* Increment the mutex's recursive count. */
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++mutex.recursive_count;
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/* Check that the mutex's recursive count is valid. */
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AMS_ABORT_UNLESS(mutex.recursive_count != 0);
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}
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bool SdkConditionVariableType::TimedWait(SdkRecursiveMutexType &mutex, TimeSpan timeout) {
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/* Check preconditions. */
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AMS_ASSERT(timeout.GetNanoSeconds() >= 0);
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AMS_ABORT_UNLESS(os::IsSdkRecursiveMutexLockedByCurrentThread(std::addressof(mutex)));
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/* Handle zero timeout by unlocking and re-locking. */
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if (timeout == TimeSpan(0)) {
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/* NOTE: Nintendo doesn't check recursive_count here...seems really suspicious? */
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/* Not sure that this is correct, or if they just forgot to check. */
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GetReference(mutex._storage).Leave();
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GetReference(mutex._storage).Enter();
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return false;
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}
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/* Check that the mutex is held exactly once. */
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AMS_ABORT_UNLESS(mutex.recursive_count == 1);
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/* Decrement the mutex's recursive count. */
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--mutex.recursive_count;
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/* Create timeout helper. */
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impl::TimeoutHelper timeout_helper(timeout);
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/* Perform timed wait. */
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auto status = GetReference(this->_storage).TimedWait(GetPointer(mutex._storage), timeout_helper);
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/* Increment the mutex's recursive count. */
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++mutex.recursive_count;
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/* Check that the mutex's recursive count is valid. */
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AMS_ABORT_UNLESS(mutex.recursive_count != 0);
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/* Return whether we succeeded. */
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return status == ConditionVariableStatus::Success;
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}
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}
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