Clean up some comments / minor in EmuThread.cpp.

This commit is contained in:
Unknown W. Brackets committed 2013-08-13 08:09:36 -07:00
1 parent 6e8cbd19cc
commit b54c0c2f1b
1 file changed
+23 -40
+23 -40
View File
@@ -3,18 +3,19 @@
#include "base/display.h"
#include "base/timeutil.h"
#include "base/NativeApp.h"
#include "Log.h"
#include "StringUtils.h"
#include "base/mutex.h"
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "../Globals.h"
#include "EmuThread.h"
#include "WndMainWindow.h"
#include "resource.h"
#include "../Core/Reporting.h"
#include "../Core/MemMap.h"
#include "../Core/Core.h"
#include "../Core/Host.h"
#include "../Core/System.h"
#include "../Core/Config.h"
#include "Windows/EmuThread.h"
#include "Windows/WndMainWindow.h"
#include "Windows/resource.h"
#include "Core/Reporting.h"
#include "Core/MemMap.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "thread/threadutil.h"
#include <tchar.h>
@@ -22,27 +23,11 @@
#include <intrin.h>
#pragma intrinsic(_InterlockedExchange)
class EmuThreadLockGuard
{
public:
EmuThreadLockGuard() { emuThreadCS_.Enter(); }
~EmuThreadLockGuard() { emuThreadCS_.Leave(); }
private:
static struct EmuThreadCS
{
EmuThreadCS() { InitializeCriticalSection(&TheCS_); }
~EmuThreadCS() { DeleteCriticalSection(&TheCS_); }
void Enter() { EnterCriticalSection(&TheCS_); }
void Leave() { LeaveCriticalSection(&TheCS_); }
CRITICAL_SECTION TheCS_;
} emuThreadCS_;
};
EmuThreadLockGuard::EmuThreadCS EmuThreadLockGuard::emuThreadCS_;
static recursive_mutex emuThreadLock;
static HANDLE emuThread;
static long emuThreadReady;
static volatile long emuThreadReady;
enum EmuTreadStatus : long
enum EmuThreadStatus : long
{
THREAD_NONE = 0,
THREAD_INIT,
@@ -53,7 +38,7 @@ enum EmuTreadStatus : long
HANDLE EmuThread_GetThreadHandle()
{
EmuThreadLockGuard lock;
lock_guard guard(emuThreadLock);
return emuThread;
}
@@ -61,15 +46,18 @@ unsigned int WINAPI TheThread(void *);
void EmuThread_Start()
{
EmuThreadLockGuard lock;
lock_guard guard(emuThreadLock);
emuThread = (HANDLE)_beginthreadex(0, 0, &TheThread, 0, 0, 0);
}
void EmuThread_Stop()
{
// Already stopped?
if (emuThread == NULL)
return;
{
lock_guard guard(emuThreadLock);
if (emuThread == NULL)
return;
}
globalUIState = UISTATE_EXIT;
// DSound_UpdateSound();
@@ -80,7 +68,7 @@ void EmuThread_Stop()
_dbg_assert_msg_(COMMON, false, "Wait for EmuThread timed out.");
}
{
EmuThreadLockGuard lock;
lock_guard guard(emuThreadLock);
CloseHandle(emuThread);
emuThread = 0;
}
@@ -134,10 +122,7 @@ unsigned int WINAPI TheThread(void *)
_InterlockedExchange(&emuThreadReady, THREAD_CORE_LOOP);
if (g_Config.bBrowse)
{
PostMessage(MainWindow::GetHWND(), WM_COMMAND, ID_FILE_LOAD, 0);
//MainWindow::BrowseAndBoot("");
}
Core_EnableStepping(FALSE);
@@ -161,8 +146,6 @@ shutdown:
_InterlockedExchange(&emuThreadReady, THREAD_END);
//The CPU should return when a game is stopped and cleanup should be done here,
//so we can restart the plugins (or load new ones) for the next game
return 0;
}