Adjust naming conventions and general refactoring in HLE Project (#490)
* Rename enum fields * Naming conventions * Remove unneeded ".this" * Remove unneeded semicolons * Remove unused Usings * Don't use var * Remove unneeded enum underlying types * Explicitly label class visibility * Remove unneeded @ prefixes * Remove unneeded commas * Remove unneeded if expressions * Method doesn't use unsafe code * Remove unneeded casts * Initialized objects don't need an empty constructor * Remove settings from DotSettings * Revert "Explicitly label class visibility" This reverts commit ad5eb5787cc5b27a4631cd46ef5f551c4ae95e51. * Small changes * Revert external enum renaming * Changes from feedback * Remove unneeded property setters
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299 changed files with 12268 additions and 12276 deletions
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@ -5,67 +5,67 @@ namespace Ryujinx.HLE.HOS.Kernel
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{
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static class KConditionVariable
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{
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public static void Wait(Horizon System, LinkedList<KThread> ThreadList, object Mutex, long Timeout)
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public static void Wait(Horizon system, LinkedList<KThread> threadList, object mutex, long timeout)
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{
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KThread CurrentThread = System.Scheduler.GetCurrentThread();
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KThread currentThread = system.Scheduler.GetCurrentThread();
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System.CriticalSection.Enter();
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system.CriticalSection.Enter();
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Monitor.Exit(Mutex);
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Monitor.Exit(mutex);
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CurrentThread.Withholder = ThreadList;
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currentThread.Withholder = threadList;
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CurrentThread.Reschedule(ThreadSchedState.Paused);
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currentThread.Reschedule(ThreadSchedState.Paused);
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CurrentThread.WithholderNode = ThreadList.AddLast(CurrentThread);
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currentThread.WithholderNode = threadList.AddLast(currentThread);
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if (CurrentThread.ShallBeTerminated ||
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CurrentThread.SchedFlags == ThreadSchedState.TerminationPending)
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if (currentThread.ShallBeTerminated ||
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currentThread.SchedFlags == ThreadSchedState.TerminationPending)
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{
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ThreadList.Remove(CurrentThread.WithholderNode);
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threadList.Remove(currentThread.WithholderNode);
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CurrentThread.Reschedule(ThreadSchedState.Running);
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currentThread.Reschedule(ThreadSchedState.Running);
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CurrentThread.Withholder = null;
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currentThread.Withholder = null;
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System.CriticalSection.Leave();
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system.CriticalSection.Leave();
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}
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else
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{
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if (Timeout > 0)
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if (timeout > 0)
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{
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System.TimeManager.ScheduleFutureInvocation(CurrentThread, Timeout);
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system.TimeManager.ScheduleFutureInvocation(currentThread, timeout);
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}
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System.CriticalSection.Leave();
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system.CriticalSection.Leave();
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if (Timeout > 0)
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if (timeout > 0)
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{
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System.TimeManager.UnscheduleFutureInvocation(CurrentThread);
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system.TimeManager.UnscheduleFutureInvocation(currentThread);
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}
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}
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Monitor.Enter(Mutex);
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Monitor.Enter(mutex);
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}
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public static void NotifyAll(Horizon System, LinkedList<KThread> ThreadList)
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public static void NotifyAll(Horizon system, LinkedList<KThread> threadList)
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{
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System.CriticalSection.Enter();
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system.CriticalSection.Enter();
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LinkedListNode<KThread> Node = ThreadList.First;
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LinkedListNode<KThread> node = threadList.First;
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for (; Node != null; Node = ThreadList.First)
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for (; node != null; node = threadList.First)
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{
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KThread Thread = Node.Value;
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KThread thread = node.Value;
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ThreadList.Remove(Thread.WithholderNode);
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threadList.Remove(thread.WithholderNode);
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Thread.Withholder = null;
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thread.Withholder = null;
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Thread.Reschedule(ThreadSchedState.Running);
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thread.Reschedule(ThreadSchedState.Running);
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}
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System.CriticalSection.Leave();
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system.CriticalSection.Leave();
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}
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}
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}
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