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let games gracefully exit

This commit is contained in:
Gus Caplan 2022-07-18 00:41:29 -07:00 committed by Liam
parent 339a37f8cb
commit f44c60321e
3 changed files with 17 additions and 3 deletions

View file

@ -80,6 +80,11 @@ void EmuThread::run() {
system.GetCpuManager().OnGpuReady(); system.GetCpuManager().OnGpuReady();
system.RegisterExitCallback([this]() {
stop_source.request_stop();
SetRunning(false);
});
// Holds whether the cpu was running during the last iteration, // Holds whether the cpu was running during the last iteration,
// so that the DebugModeLeft signal can be emitted before the // so that the DebugModeLeft signal can be emitted before the
// next execution step // next execution step

View file

@ -11,6 +11,7 @@
#include <QImage> #include <QImage>
#include <QStringList> #include <QStringList>
#include <QThread> #include <QThread>
#include <QTimer>
#include <QTouchEvent> #include <QTouchEvent>
#include <QWidget> #include <QWidget>
@ -87,6 +88,15 @@ public:
* Requests for the emulation thread to stop running * Requests for the emulation thread to stop running
*/ */
void RequestStop() { void RequestStop() {
QTimer::singleShot(5000, this, &EmuThread::ForceStop);
}
private slots:
void ForceStop() {
if (!IsRunning()) {
return;
}
LOG_WARNING(Frontend, "Force stopping EmuThread");
stop_source.request_stop(); stop_source.request_stop();
SetRunning(false); SetRunning(false);
} }

View file

@ -1707,9 +1707,6 @@ void GMainWindow::BootGame(const QString& filename, u64 program_id, std::size_t
system->RegisterExecuteProgramCallback( system->RegisterExecuteProgramCallback(
[this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); }); [this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); });
// Register an Exit callback such that Core can exit the currently running application.
system->RegisterExitCallback([this]() { render_window->Exit(); });
connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame); connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity); connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views // BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
@ -1793,6 +1790,8 @@ void GMainWindow::ShutdownGame() {
system->SetShuttingDown(true); system->SetShuttingDown(true);
system->DetachDebugger(); system->DetachDebugger();
discord_rpc->Pause(); discord_rpc->Pause();
RequestGameExit();
emu_thread->RequestStop(); emu_thread->RequestStop();
emit EmulationStopping(); emit EmulationStopping();