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suyu/src/core/hle/kernel/thread.h
Yuri Kunde Schlesner 52f58e64ef Kernel: Make WaitObjects share ownership of Threads waiting on them
During normal operation, a thread waiting on an WaitObject and the
object hold mutual references to each other for the duration of the
wait.

If a process is forcefully terminated (The CTR kernel has a SVC to do
this, TerminateProcess, though no equivalent exists for threads.) its
threads would also be stopped and destroyed, leaving dangling pointers
in the WaitObjects.

The solution is to simply have the Thread remove itself from WaitObjects
when it is stopped. The vector of Threads in WaitObject has also been
changed to hold SharedPtrs, just in case. (Better to have a reference
cycle than a crash.)
2015-02-02 15:37:08 -02:00

185 lines
6 KiB
C++

// Copyright 2014 Citra Emulator Project / PPSSPP Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <vector>
#include <boost/container/flat_set.hpp>
#include "common/common_types.h"
#include "core/core.h"
#include "core/mem_map.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/result.h"
enum ThreadPriority {
THREADPRIO_HIGHEST = 0, ///< Highest thread priority
THREADPRIO_DEFAULT = 16, ///< Default thread priority for userland apps
THREADPRIO_LOW = 31, ///< Low range of thread priority for userland apps
THREADPRIO_LOWEST = 63, ///< Thread priority max checked by svcCreateThread
};
enum ThreadProcessorId {
THREADPROCESSORID_0 = 0xFFFFFFFE, ///< Enables core appcode
THREADPROCESSORID_1 = 0xFFFFFFFD, ///< Enables core syscore
THREADPROCESSORID_ALL = 0xFFFFFFFC, ///< Enables both cores
};
enum ThreadStatus {
THREADSTATUS_RUNNING = 1,
THREADSTATUS_READY = 2,
THREADSTATUS_WAIT = 4,
THREADSTATUS_SUSPEND = 8,
THREADSTATUS_DORMANT = 16,
THREADSTATUS_DEAD = 32,
THREADSTATUS_WAITSUSPEND = THREADSTATUS_WAIT | THREADSTATUS_SUSPEND
};
namespace Kernel {
class Mutex;
class Thread final : public WaitObject {
public:
static ResultVal<SharedPtr<Thread>> Create(std::string name, VAddr entry_point, s32 priority,
u32 arg, s32 processor_id, VAddr stack_top, u32 stack_size);
std::string GetName() const override { return name; }
std::string GetTypeName() const override { return "Thread"; }
static const HandleType HANDLE_TYPE = HandleType::Thread;
HandleType GetHandleType() const override { return HANDLE_TYPE; }
inline bool IsRunning() const { return (status & THREADSTATUS_RUNNING) != 0; }
inline bool IsStopped() const { return (status & THREADSTATUS_DORMANT) != 0; }
inline bool IsReady() const { return (status & THREADSTATUS_READY) != 0; }
inline bool IsWaiting() const { return (status & THREADSTATUS_WAIT) != 0; }
inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
inline bool IsIdle() const { return idle; }
bool ShouldWait() override;
void Acquire() override;
s32 GetPriority() const { return current_priority; }
void SetPriority(s32 priority);
u32 GetThreadId() const { return thread_id; }
void Stop(const char* reason);
/**
* Release an acquired wait object
* @param wait_object WaitObject to release
*/
void ReleaseWaitObject(WaitObject* wait_object);
/// Resumes a thread from waiting by marking it as "ready"
void ResumeFromWait();
/**
* Schedules an event to wake up the specified thread after the specified delay.
* @param nanoseconds The time this thread will be allowed to sleep for.
*/
void WakeAfterDelay(s64 nanoseconds);
/**
* Sets the result after the thread awakens (from either WaitSynchronization SVC)
* @param result Value to set to the returned result
*/
void SetWaitSynchronizationResult(ResultCode result);
/**
* Sets the output parameter value after the thread awakens (from WaitSynchronizationN SVC only)
* @param output Value to set to the output parameter
*/
void SetWaitSynchronizationOutput(s32 output);
Core::ThreadContext context;
u32 thread_id;
u32 status;
u32 entry_point;
u32 stack_top;
u32 stack_size;
s32 initial_priority;
s32 current_priority;
s32 processor_id;
/// Mutexes currently held by this thread, which will be released when it exits.
boost::container::flat_set<SharedPtr<Mutex>> held_mutexes;
std::vector<SharedPtr<WaitObject>> wait_objects; ///< Objects that the thread is waiting on
VAddr wait_address; ///< If waiting on an AddressArbiter, this is the arbitration address
bool wait_all; ///< True if the thread is waiting on all objects before resuming
bool wait_set_output; ///< True if the output parameter should be set on thread wakeup
std::string name;
/// Whether this thread is intended to never actually be executed, i.e. always idle
bool idle = false;
private:
Thread();
~Thread() override;
/// Handle used as userdata to reference this object when inserting into the CoreTiming queue.
Handle callback_handle;
};
extern SharedPtr<Thread> g_main_thread;
/// Sets up the primary application thread
SharedPtr<Thread> SetupMainThread(s32 priority, u32 stack_size);
/// Reschedules to the next available thread (call after current thread is suspended)
void Reschedule();
/// Arbitrate the highest priority thread that is waiting
Thread* ArbitrateHighestPriorityThread(u32 address);
/// Arbitrate all threads currently waiting...
void ArbitrateAllThreads(u32 address);
/// Gets the current thread
Thread* GetCurrentThread();
/// Waits the current thread on a sleep
void WaitCurrentThread_Sleep();
/**
* Waits the current thread from a WaitSynchronization call
* @param wait_object Kernel object that we are waiting on
* @param wait_set_output If true, set the output parameter on thread wakeup (for WaitSynchronizationN only)
* @param wait_all If true, wait on all objects before resuming (for WaitSynchronizationN only)
*/
void WaitCurrentThread_WaitSynchronization(SharedPtr<WaitObject> wait_object, bool wait_set_output, bool wait_all);
/**
* Waits the current thread from an ArbitrateAddress call
* @param wait_address Arbitration address used to resume from wait
*/
void WaitCurrentThread_ArbitrateAddress(VAddr wait_address);
/**
* Sets up the idle thread, this is a thread that is intended to never execute instructions,
* only to advance the timing. It is scheduled when there are no other ready threads in the thread queue
* and will try to yield on every call.
* @returns The handle of the idle thread
*/
SharedPtr<Thread> SetupIdleThread();
/// Initialize threading
void ThreadingInit();
/// Shutdown threading
void ThreadingShutdown();
} // namespace