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TimeUtil: Minor cleanup, add precise_sleep()
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@@ -56,7 +56,7 @@
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#include "Core/HLE/sceKernelModule.h"
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#include "Core/HLE/sceKernelMemory.h"
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static std::thread loadingThread;
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static std::thread g_loadingThread;
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static void UseLargeMem(int memsize) {
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if (memsize != 1) {
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@@ -313,7 +313,7 @@ bool Load_PSP_ISO(FileLoader *fileLoader, std::string *error_string) {
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// Note: this thread reads the game binary, loads caches, and links HLE while UI spins.
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// To do something deterministically when the game starts, disabling this thread won't be enough.
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// Instead: Use Core_ListenLifecycle() or watch coreState.
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loadingThread = std::thread([bootpath] {
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g_loadingThread = std::thread([bootpath] {
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SetCurrentThreadName("ExecLoader");
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PSP_LoadingLock guard;
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if (coreState != CORE_POWERUP)
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@@ -474,7 +474,7 @@ bool Load_PSP_ELF_PBP(FileLoader *fileLoader, std::string *error_string) {
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PSPLoaders_Shutdown();
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// Note: See Load_PSP_ISO for notes about this thread.
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loadingThread = std::thread([finalName] {
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g_loadingThread = std::thread([finalName] {
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SetCurrentThreadName("ExecLoader");
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PSP_LoadingLock guard;
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if (coreState != CORE_POWERUP)
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@@ -500,7 +500,7 @@ bool Load_PSP_GE_Dump(FileLoader *fileLoader, std::string *error_string) {
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PSPLoaders_Shutdown();
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// Note: See Load_PSP_ISO for notes about this thread.
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loadingThread = std::thread([] {
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g_loadingThread = std::thread([] {
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SetCurrentThreadName("ExecLoader");
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PSP_LoadingLock guard;
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if (coreState != CORE_POWERUP)
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@@ -521,6 +521,6 @@ bool Load_PSP_GE_Dump(FileLoader *fileLoader, std::string *error_string) {
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}
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void PSPLoaders_Shutdown() {
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if (loadingThread.joinable())
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loadingThread.join();
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if (g_loadingThread.joinable())
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g_loadingThread.join();
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}
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