The core and the headless tools no longer use mutexes, condition variables,
spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through
libretro-common's retro_atomic and rthreads plus a few small pieces on top of
them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and
ReaderGate. Every wait blocks until it's woken; nothing polls on a timer.
State that only one thread touches just loses its lock. The PSP filesystem,
sceIo and the savedata dialog now belong to the emulation thread: async reads
and writes run when they're queued and complete later in emulated time, and
the IO and savedata threads are gone. The friend finder only talks to the
adhoc server and hands what it gets to the emulation thread. GPU init always
runs on the thread that starts the game.
The Vulkan render and compile queues, pipeline and render pass caches, delete
list and SPIR-V cache, the GL render queue, the software renderer's jit caches,
the file loader caches, the web debugger, UPnP, input, savestates, logging and
the GE debugger all hand off through queues and atomics. The IR jit's spinning
profiler thread goes.
A CPU thread with nothing to run now sleeps until work is queued instead of
spinning. Headless with --debugger waits for a client while stopped, and ends
the run once every client that connected has left. Web server shutdown keeps
servicing the CPU queue until the server has finished.
Socket waits now block in select() on the socket plus a wake or cancel
socket (Common/Net/Cancel), so a stop or cancel ends them at once.
- HTTP: cancel flags become net::CancelToken; Connect waits once on all
addresses, receives wait instead of spinning, no DNS retry sleep.
- Adhoc: the friend finder and adhoc server block on their sockets with
a wake socket and a deadline; matching runs on a CoreTiming tick
instead of two threads (savestate section bumped).
- sceNetInet select/poll check without blocking and park the HLE thread,
re-checked from a CoreTiming event until ready or the emulated
timeout.
- Vendor the aemu_postoffice client (was a submodule) with no sleeps:
waits on the socket, close via shutdown and an eventcount, cancelable
connects, and lock-free session slot claims.
- PortManager waits without a timeout; PSP_InitWait replaces the
headless boot poll.
- TimeUtil: sleep_us/sleep_ms only outside the core; sleep_precise,
sleep_random, yield and the Windows timer period are gone.
- Unit test for the socket waits.
Temp revert old version to fix conflict; Implementing built-in PRO Adhoc Server; Add back sceUsbGps
Implementing more Adhoc functions, and some bug fix (i don't remember them anymore)