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.
The acknowledgement added in "Reply to every debugger request" broke two cases
Nemoumbra pointed out, both of which come down to it reusing the request's own
event name.
A ticketless request is the bad one. {"event":"cpu.resume"} with no ticket drew
an immediate {"event":"cpu.resume"} - byte-identical to the broadcast that fires
when the game actually resumes. A client waiting for that broadcast concluded
the game was running while it was still stopped. Before, it correctly got
nothing until the resume really happened.
input.buttons.press is broken even with a ticket: it answers with the request's
own event name *and* ticket once the button has been held for the requested
frames, so the acknowledgement was indistinguishable from the real completion
and a client resolved on the first of the two. The claim in that commit that
the two are easy to tell apart was simply wrong for this handler.
So the acknowledgement is now off by default - the wire behaviour for every
existing client is exactly what it was - and a client that wants it asks, with
client.config.set {"acknowledgeDeferred": true}. It then arrives as its own
event rather than an echo:
-> {"event":"cpu.resume","ticket":7}
<- {"event":"deferred","for":"cpu.resume","ticket":7}
<- {"event":"cpu.resume"}
which is unambiguous in both cases above. That still gets the original goal -
correlating any request to a reply without hardcoding which events answer
immediately, including ones added later - just without imposing it on clients
that never asked.
Also documents the ticket convention this rests on: send one when you care
about the answer, leave it off to say you aren't waiting. wsdbg followed that
convention badly, silently inserting a ticket into a raw JSON line that
deliberately omitted one; it now sends raw lines exactly as written and simply
doesn't wait on those. It opts into acknowledgements at connect, so --sync
keeps working.
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Lining a scripted repro up with a bug report ("about five seconds in, press
X") had no support at all. The only way to do it was to poll cpu.status in a
loop from the client, which is slow - a process spawn per poll, minutes for a
single run - and lands somewhere different every time, so the repro isn't one.
cpu.runUntilTime takes either an absolute `us` (as reported by cpu.status) or
`relativeUs` from now, resumes, and breaks when emulated time gets there. It
answers immediately with the target, and the usual cpu.stepping event follows
when it arrives. Anything else that stops the CPU first - a breakpoint, an
exception - cancels the deadline, the same way it cancels a pending step.
The deadline is held in microseconds, not ticks, and recomputed whenever
SetClockFrequencyHz() runs. Converting to a tick count once up front looks
right and isn't: games change the CPU clock while running, and CrossCraft
Classic goes 222 -> 333MHz during startup, which made a request for 3.0s stop
at 2.24s. With the recompute it stops at exactly 3000000us. Advance() also
shortens its slice to land on the deadline instead of up to a slice past it,
so repeated runs stop at the same instruction rather than somewhere in the
following frame.
Nothing is added to CoreTiming's event list, so savestates are unaffected -
the deadline is debugger session state and isn't serialized.
Also adds DebuggerRequest::ParamF64, since microseconds outgrow 32 bits after
about 71 minutes. Like the other Param* helpers it fails loudly on a missing
or unparseable value rather than defaulting.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing
Let's also move net while we're at it.
Move the ZIM/PNG loaders over to Common.
Move the UI framework into Common
iOS buildfix
* Buildfix
* Buildfixes
* Apple buildfix
* This typo again..
* UWP buildfix
* Fix build of PPSSPPQt, such as it is (it's not in good condition...)
* Guess what? Another buildfix.