Implement a "Pause Emulation" option & hotkey (#2428)
* Add a "Pause Emulation" option and hotkey Closes Ryujinx#1604 * Refactoring how pause is handled * Applied suggested changes from review * Applied suggested fixes * Pass correct suspend type to threads for suspend/resume * Fix NRE after stoping emulation * Removing SimulateWakeUpMessage call after resuming emulation * Skip suspending non game process * Pause the tickCounter in the ExecutionContext * Refactoring tickCounter pause/resume as suggested * Fix Config migration to add pause hotkey * Fixed pausing only application threads * Fix exiting emulator while paused * Avoid pause/resume while already paused/resumed * Cleanup unused code * Avoid restarting audio if stopping emulation while in pause. * Added suggested changes * Fix ConfigurationState
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21 changed files with 311 additions and 54 deletions
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@ -45,6 +45,8 @@ namespace Ryujinx.Audio
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/// </summary>
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private Thread _workerThread;
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private bool _isRunning;
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/// <summary>
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/// Create a new <see cref="AudioManager"/>.
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/// </summary>
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@ -52,6 +54,7 @@ namespace Ryujinx.Audio
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{
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_updateRequiredEvents = new ManualResetEvent[2];
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_actions = new Action[2];
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_isRunning = false;
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// Termination event.
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_updateRequiredEvents[1] = new ManualResetEvent(false);
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@ -72,6 +75,7 @@ namespace Ryujinx.Audio
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throw new InvalidOperationException();
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}
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_isRunning = true;
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_workerThread.Start();
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}
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@ -96,7 +100,7 @@ namespace Ryujinx.Audio
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/// </summary>
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private void Update()
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{
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while (true)
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while (_isRunning)
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{
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int index = WaitHandle.WaitAny(_updateRequiredEvents);
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@ -118,6 +122,14 @@ namespace Ryujinx.Audio
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}
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}
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/// <summary>
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/// Stop updating the <see cref="AudioManager"/> without stopping the worker thread.
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/// </summary>
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public void StopUpdates()
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{
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_isRunning = false;
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}
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public void Dispose()
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{
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Dispose(true);
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