suyu/src/core/hle/kernel/k_light_condition_variable.h

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// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
// This file references various implementation details from Atmosphere, an open-source firmware for
// the Nintendo Switch. Copyright 2018-2020 Atmosphere-NX.
#pragma once
#include "common/common_types.h"
#include "core/hle/kernel/k_scheduler.h"
#include "core/hle/kernel/k_scoped_scheduler_lock_and_sleep.h"
#include "core/hle/kernel/k_thread_queue.h"
#include "core/hle/kernel/time_manager.h"
namespace Kernel {
class KernelCore;
class KLightConditionVariable {
private:
KThreadQueue m_thread_queue;
public:
KLightConditionVariable(KernelCore& kernel) : m_thread_queue(kernel), kernel(kernel) {}
void Wait(KLightLock* lock, s64 timeout = -1ll) {
WaitImpl(lock, timeout);
lock->Lock();
}
void Broadcast() {
KScopedSchedulerLock lk{kernel};
while (m_thread_queue.WakeupFrontThread() != nullptr) {
/* We want to signal all threads, and so should continue waking up until there's nothing
* to wake. */
}
}
private:
void WaitImpl(KLightLock* lock, s64 timeout) {
KThread* owner = GetCurrentThreadPointer(kernel);
// KHardwareTimer* timer;
/* Sleep the thread. */
{
KScopedSchedulerLockAndSleep lk(kernel, owner, timeout);
lock->Unlock();
if (!m_thread_queue.SleepThread(owner)) {
lk.CancelSleep();
return;
}
}
/* Cancel the task that the sleep setup. */
kernel.TimeManager().UnscheduleTimeEvent(owner);
}
KernelCore& kernel;
};
} // namespace Kernel