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
This commit is contained in:
Alex Barney 2018-12-04 14:23:37 -06:00 committed by gdkchan
parent c86aacde76
commit 85dbb9559a
299 changed files with 12268 additions and 12276 deletions

View file

@ -5,67 +5,67 @@ namespace Ryujinx.HLE.HOS.Kernel
{
static class KConditionVariable
{
public static void Wait(Horizon System, LinkedList<KThread> ThreadList, object Mutex, long Timeout)
public static void Wait(Horizon system, LinkedList<KThread> threadList, object mutex, long timeout)
{
KThread CurrentThread = System.Scheduler.GetCurrentThread();
KThread currentThread = system.Scheduler.GetCurrentThread();
System.CriticalSection.Enter();
system.CriticalSection.Enter();
Monitor.Exit(Mutex);
Monitor.Exit(mutex);
CurrentThread.Withholder = ThreadList;
currentThread.Withholder = threadList;
CurrentThread.Reschedule(ThreadSchedState.Paused);
currentThread.Reschedule(ThreadSchedState.Paused);
CurrentThread.WithholderNode = ThreadList.AddLast(CurrentThread);
currentThread.WithholderNode = threadList.AddLast(currentThread);
if (CurrentThread.ShallBeTerminated ||
CurrentThread.SchedFlags == ThreadSchedState.TerminationPending)
if (currentThread.ShallBeTerminated ||
currentThread.SchedFlags == ThreadSchedState.TerminationPending)
{
ThreadList.Remove(CurrentThread.WithholderNode);
threadList.Remove(currentThread.WithholderNode);
CurrentThread.Reschedule(ThreadSchedState.Running);
currentThread.Reschedule(ThreadSchedState.Running);
CurrentThread.Withholder = null;
currentThread.Withholder = null;
System.CriticalSection.Leave();
system.CriticalSection.Leave();
}
else
{
if (Timeout > 0)
if (timeout > 0)
{
System.TimeManager.ScheduleFutureInvocation(CurrentThread, Timeout);
system.TimeManager.ScheduleFutureInvocation(currentThread, timeout);
}
System.CriticalSection.Leave();
system.CriticalSection.Leave();
if (Timeout > 0)
if (timeout > 0)
{
System.TimeManager.UnscheduleFutureInvocation(CurrentThread);
system.TimeManager.UnscheduleFutureInvocation(currentThread);
}
}
Monitor.Enter(Mutex);
Monitor.Enter(mutex);
}
public static void NotifyAll(Horizon System, LinkedList<KThread> ThreadList)
public static void NotifyAll(Horizon system, LinkedList<KThread> threadList)
{
System.CriticalSection.Enter();
system.CriticalSection.Enter();
LinkedListNode<KThread> Node = ThreadList.First;
LinkedListNode<KThread> node = threadList.First;
for (; Node != null; Node = ThreadList.First)
for (; node != null; node = threadList.First)
{
KThread Thread = Node.Value;
KThread thread = node.Value;
ThreadList.Remove(Thread.WithholderNode);
threadList.Remove(thread.WithholderNode);
Thread.Withholder = null;
thread.Withholder = null;
Thread.Reschedule(ThreadSchedState.Running);
thread.Reschedule(ThreadSchedState.Running);
}
System.CriticalSection.Leave();
system.CriticalSection.Leave();
}
}
}