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https://gitlab.com/suyu-emu/suyu.git
synced 2024-03-15 23:15:44 +00:00
core: Partially persist emulation state across game boots.
This commit is contained in:
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1b787adbd0
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a4d11f4427
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@ -133,6 +133,30 @@ struct System::Impl {
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: kernel{system}, fs_controller{system}, memory{system}, hid_core{}, room_network{},
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cpu_manager{system}, reporter{system}, applet_manager{system}, time_manager{system} {}
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void Initialize(System& system) {
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device_memory = std::make_unique<Core::DeviceMemory>();
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is_multicore = Settings::values.use_multi_core.GetValue();
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core_timing.SetMulticore(is_multicore);
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core_timing.Initialize([&system]() { system.RegisterHostThread(); });
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const auto posix_time = std::chrono::system_clock::now().time_since_epoch();
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const auto current_time =
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std::chrono::duration_cast<std::chrono::seconds>(posix_time).count();
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Settings::values.custom_rtc_differential =
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Settings::values.custom_rtc.value_or(current_time) - current_time;
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// Create a default fs if one doesn't already exist.
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if (virtual_filesystem == nullptr)
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virtual_filesystem = std::make_shared<FileSys::RealVfsFilesystem>();
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if (content_provider == nullptr)
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content_provider = std::make_unique<FileSys::ContentProviderUnion>();
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// Create default implementations of applets if one is not provided.
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applet_manager.SetDefaultAppletsIfMissing();
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}
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SystemResultStatus Run() {
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std::unique_lock<std::mutex> lk(suspend_guard);
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status = SystemResultStatus::Success;
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@ -178,37 +202,17 @@ struct System::Impl {
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debugger = std::make_unique<Debugger>(system, port);
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}
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SystemResultStatus Init(System& system, Frontend::EmuWindow& emu_window) {
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SystemResultStatus SetupForMainProcess(System& system, Frontend::EmuWindow& emu_window) {
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LOG_DEBUG(Core, "initialized OK");
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device_memory = std::make_unique<Core::DeviceMemory>();
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is_multicore = Settings::values.use_multi_core.GetValue();
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is_async_gpu = Settings::values.use_asynchronous_gpu_emulation.GetValue();
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kernel.SetMulticore(is_multicore);
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cpu_manager.SetMulticore(is_multicore);
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cpu_manager.SetAsyncGpu(is_async_gpu);
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core_timing.SetMulticore(is_multicore);
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kernel.Initialize();
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cpu_manager.Initialize();
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core_timing.Initialize([&system]() { system.RegisterHostThread(); });
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const auto posix_time = std::chrono::system_clock::now().time_since_epoch();
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const auto current_time =
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std::chrono::duration_cast<std::chrono::seconds>(posix_time).count();
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Settings::values.custom_rtc_differential =
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Settings::values.custom_rtc.value_or(current_time) - current_time;
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// Create a default fs if one doesn't already exist.
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if (virtual_filesystem == nullptr)
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virtual_filesystem = std::make_shared<FileSys::RealVfsFilesystem>();
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if (content_provider == nullptr)
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content_provider = std::make_unique<FileSys::ContentProviderUnion>();
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/// Create default implementations of applets if one is not provided.
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applet_manager.SetDefaultAppletsIfMissing();
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/// Reset all glue registrations
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arp_manager.ResetAll();
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@ -253,11 +257,11 @@ struct System::Impl {
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return SystemResultStatus::ErrorGetLoader;
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}
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SystemResultStatus init_result{Init(system, emu_window)};
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SystemResultStatus init_result{SetupForMainProcess(system, emu_window)};
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if (init_result != SystemResultStatus::Success) {
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LOG_CRITICAL(Core, "Failed to initialize system (Error {})!",
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static_cast<int>(init_result));
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Shutdown();
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ShutdownMainProcess();
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return init_result;
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}
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@ -276,7 +280,7 @@ struct System::Impl {
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const auto [load_result, load_parameters] = app_loader->Load(*main_process, system);
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if (load_result != Loader::ResultStatus::Success) {
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LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", load_result);
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Shutdown();
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ShutdownMainProcess();
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return static_cast<SystemResultStatus>(
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static_cast<u32>(SystemResultStatus::ErrorLoader) + static_cast<u32>(load_result));
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@ -335,7 +339,7 @@ struct System::Impl {
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return status;
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}
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void Shutdown() {
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void ShutdownMainProcess() {
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SetShuttingDown(true);
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// Log last frame performance stats if game was loded
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@ -369,7 +373,7 @@ struct System::Impl {
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cheat_engine.reset();
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telemetry_session.reset();
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time_manager.Shutdown();
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core_timing.Shutdown();
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core_timing.ClearPendingEvents();
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app_loader.reset();
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audio_core.reset();
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gpu_core.reset();
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@ -377,7 +381,6 @@ struct System::Impl {
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perf_stats.reset();
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kernel.Shutdown();
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memory.Reset();
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applet_manager.ClearAll();
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if (auto room_member = room_network.GetRoomMember().lock()) {
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Network::GameInfo game_info{};
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@ -520,6 +523,10 @@ const CpuManager& System::GetCpuManager() const {
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return impl->cpu_manager;
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}
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void System::Initialize() {
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impl->Initialize(*this);
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}
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SystemResultStatus System::Run() {
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return impl->Run();
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}
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@ -540,8 +547,8 @@ void System::InvalidateCpuInstructionCacheRange(VAddr addr, std::size_t size) {
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impl->kernel.InvalidateCpuInstructionCacheRange(addr, size);
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}
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void System::Shutdown() {
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impl->Shutdown();
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void System::ShutdownMainProcess() {
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impl->ShutdownMainProcess();
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}
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bool System::IsShuttingDown() const {
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@ -142,6 +142,12 @@ public:
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System(System&&) = delete;
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System& operator=(System&&) = delete;
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/**
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* Initializes the system
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* This function will initialize core functionaility used for system emulation
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*/
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void Initialize();
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/**
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* Run the OS and Application
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* This function will start emulation and run the relevant devices
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@ -166,8 +172,8 @@ public:
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void InvalidateCpuInstructionCacheRange(VAddr addr, std::size_t size);
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/// Shutdown the emulated system.
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void Shutdown();
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/// Shutdown the main emulated process.
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void ShutdownMainProcess();
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/// Check if the core is shutting down.
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[[nodiscard]] bool IsShuttingDown() const;
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@ -40,7 +40,17 @@ struct CoreTiming::Event {
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CoreTiming::CoreTiming()
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: clock{Common::CreateBestMatchingClock(Hardware::BASE_CLOCK_RATE, Hardware::CNTFREQ)} {}
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CoreTiming::~CoreTiming() = default;
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CoreTiming::~CoreTiming() {
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paused = true;
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shutting_down = true;
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pause_event.Set();
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event.Set();
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if (timer_thread) {
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timer_thread->join();
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}
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timer_thread.reset();
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has_started = false;
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}
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void CoreTiming::ThreadEntry(CoreTiming& instance) {
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constexpr char name[] = "HostTiming";
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@ -65,17 +75,8 @@ void CoreTiming::Initialize(std::function<void()>&& on_thread_init_) {
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}
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}
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void CoreTiming::Shutdown() {
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paused = true;
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shutting_down = true;
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pause_event.Set();
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event.Set();
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if (timer_thread) {
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timer_thread->join();
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}
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ClearPendingEvents();
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timer_thread.reset();
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has_started = false;
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void CoreTiming::ClearPendingEvents() {
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event_queue.clear();
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}
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void CoreTiming::Pause(bool is_paused) {
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@ -196,10 +197,6 @@ u64 CoreTiming::GetClockTicks() const {
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return CpuCyclesToClockCycles(ticks);
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}
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void CoreTiming::ClearPendingEvents() {
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event_queue.clear();
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}
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void CoreTiming::RemoveEvent(const std::shared_ptr<EventType>& event_type) {
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std::scoped_lock lock{basic_lock};
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@ -61,8 +61,8 @@ public:
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/// required to end slice - 1 and start slice 0 before the first cycle of code is executed.
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void Initialize(std::function<void()>&& on_thread_init_);
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/// Tears down all timing related functionality.
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void Shutdown();
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/// Clear all pending events. This should ONLY be done on exit.
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void ClearPendingEvents();
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/// Sets if emulation is multicore or single core, must be set before Initialize
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void SetMulticore(bool is_multicore_) {
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@ -136,9 +136,6 @@ public:
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private:
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struct Event;
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/// Clear all pending events. This should ONLY be done on exit.
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void ClearPendingEvents();
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static void ThreadEntry(CoreTiming& instance);
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void ThreadLoop();
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@ -40,9 +40,6 @@ struct ScopeInit final {
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core_timing.SetMulticore(true);
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core_timing.Initialize([]() {});
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}
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~ScopeInit() {
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core_timing.Shutdown();
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}
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Core::Timing::CoreTiming core_timing;
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};
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@ -120,8 +120,8 @@ void EmuThread::run() {
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}
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}
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// Shutdown the core emulation
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system.Shutdown();
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// Shutdown the main emulated process
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system.ShutdownMainProcess();
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#if MICROPROFILE_ENABLED
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MicroProfileOnThreadExit();
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@ -294,6 +294,7 @@ GMainWindow::GMainWindow(std::unique_ptr<Config> config_, bool has_broken_vulkan
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#ifdef __linux__
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SetupSigInterrupts();
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#endif
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system->Initialize();
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Common::Log::Initialize();
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LoadTranslation();
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@ -302,6 +302,8 @@ int main(int argc, char** argv) {
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}
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Core::System system{};
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system.Initialize();
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InputCommon::InputSubsystem input_subsystem{};
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// Apply the command line arguments
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@ -392,7 +394,7 @@ int main(int argc, char** argv) {
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}
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system.DetachDebugger();
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void(system.Pause());
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system.Shutdown();
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system.ShutdownMainProcess();
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detached_tasks.WaitForAllTasks();
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return 0;
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