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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@ -1082,5 +1082,60 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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}
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protected override void Destroy() => Context.Dispose();
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public KernelResult SetActivity(bool pause)
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{
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KernelContext.CriticalSection.Enter();
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if (State != ProcessState.Exiting && State != ProcessState.Exited)
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{
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if (pause)
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{
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if (IsPaused)
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{
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KernelContext.CriticalSection.Leave();
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return KernelResult.InvalidState;
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}
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lock (_threadingLock)
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{
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foreach (KThread thread in _threads)
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{
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thread.Suspend(ThreadSchedState.ProcessPauseFlag);
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}
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}
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IsPaused = true;
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}
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else
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{
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if (!IsPaused)
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{
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KernelContext.CriticalSection.Leave();
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return KernelResult.InvalidState;
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}
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lock (_threadingLock)
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{
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foreach (KThread thread in _threads)
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{
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thread.Resume(ThreadSchedState.ProcessPauseFlag);
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}
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}
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IsPaused = false;
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}
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KernelContext.CriticalSection.Leave();
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return KernelResult.Success;
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}
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KernelContext.CriticalSection.Leave();
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return KernelResult.InvalidState;
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}
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}
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}
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