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https://github.com/hrydgard/ppsspp.git
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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.
58 lines
2.2 KiB
C++
58 lines
2.2 KiB
C++
// Copyright (c) 2025- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "CommonTypes.h"
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#include "Swap.h"
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extern u32 dummyThreadHackAddr;
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extern u32_le dummyThreadCode[3];
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void netAdhocValidateLoopMemory();
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extern int netAdhocEnterGameModeTimeout;
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// Old comments regarding the value of adhocDefaultTimeout:
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// 3000000 usec
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//2000000 usec // For some unknown reason, sometimes it tooks more than 2 seconds for Adhocctl Init to connect to AdhocServer on localhost (normally only 10 ms), and sometimes it tooks more than 1 seconds for built-in AdhocServer to be ready (normally only 1 ms)
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constexpr int adhocDefaultTimeout = 5000000;
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constexpr int adhocDefaultDelay = 10000; //10000
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constexpr int adhocExtraDelay = 20000; //20000
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constexpr int adhocEventPollDelay = 100000; //100000; // Seems to be the same with PSP_ADHOCCTL_RECV_TIMEOUT
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// Old comments regarding the value of adhocEventDelay:
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//1000000
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constexpr int adhocEventDelay = 2000000; //2000000 on real PSP ?
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// TODO: this one is broken, perhaps delete it entirely?
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extern int IsAdhocctlInCB;
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extern u32 matchingThreadHackAddr;
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extern u32_le matchingThreadCode[3];
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extern bool g_adhocServerConnected;
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// Set by the friend finder when its attempt to connect and log in for the latest login request
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// failed, so a caller waiting on that login can stop waiting.
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extern bool g_adhocServerLoginFailed;
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constexpr u32 defaultLastRecvDelta = 10000; //10000 usec worked well for games published by Falcom (ie. Ys vs Sora Kiseki, Vantage Master Portable)
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