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

@ -7,127 +7,127 @@ namespace Ryujinx.HLE.HOS.Kernel
{
private const int Time10SecondsMs = 10000;
private long[] Current;
private long[] Limit;
private long[] Available;
private long[] _current;
private long[] _limit;
private long[] _available;
private object LockObj;
private object _lockObj;
private LinkedList<KThread> WaitingThreads;
private LinkedList<KThread> _waitingThreads;
private int WaitingThreadsCount;
private int _waitingThreadsCount;
private Horizon System;
private Horizon _system;
public KResourceLimit(Horizon System)
public KResourceLimit(Horizon system)
{
Current = new long[(int)LimitableResource.Count];
Limit = new long[(int)LimitableResource.Count];
Available = new long[(int)LimitableResource.Count];
_current = new long[(int)LimitableResource.Count];
_limit = new long[(int)LimitableResource.Count];
_available = new long[(int)LimitableResource.Count];
LockObj = new object();
_lockObj = new object();
WaitingThreads = new LinkedList<KThread>();
_waitingThreads = new LinkedList<KThread>();
this.System = System;
_system = system;
}
public bool Reserve(LimitableResource Resource, ulong Amount)
public bool Reserve(LimitableResource resource, ulong amount)
{
return Reserve(Resource, (long)Amount);
return Reserve(resource, (long)amount);
}
public bool Reserve(LimitableResource Resource, long Amount)
public bool Reserve(LimitableResource resource, long amount)
{
return Reserve(Resource, Amount, KTimeManager.ConvertMillisecondsToNanoseconds(Time10SecondsMs));
return Reserve(resource, amount, KTimeManager.ConvertMillisecondsToNanoseconds(Time10SecondsMs));
}
public bool Reserve(LimitableResource Resource, long Amount, long Timeout)
public bool Reserve(LimitableResource resource, long amount, long timeout)
{
long EndTimePoint = KTimeManager.ConvertNanosecondsToMilliseconds(Timeout);
long endTimePoint = KTimeManager.ConvertNanosecondsToMilliseconds(timeout);
EndTimePoint += PerformanceCounter.ElapsedMilliseconds;
endTimePoint += PerformanceCounter.ElapsedMilliseconds;
bool Success = false;
bool success = false;
int Index = GetIndex(Resource);
int index = GetIndex(resource);
lock (LockObj)
lock (_lockObj)
{
long NewCurrent = Current[Index] + Amount;
long newCurrent = _current[index] + amount;
while (NewCurrent > Limit[Index] && Available[Index] + Amount <= Limit[Index])
while (newCurrent > _limit[index] && _available[index] + amount <= _limit[index])
{
WaitingThreadsCount++;
_waitingThreadsCount++;
KConditionVariable.Wait(System, WaitingThreads, LockObj, Timeout);
KConditionVariable.Wait(_system, _waitingThreads, _lockObj, timeout);
WaitingThreadsCount--;
_waitingThreadsCount--;
NewCurrent = Current[Index] + Amount;
newCurrent = _current[index] + amount;
if (Timeout >= 0 && PerformanceCounter.ElapsedMilliseconds > EndTimePoint)
if (timeout >= 0 && PerformanceCounter.ElapsedMilliseconds > endTimePoint)
{
break;
}
}
if (NewCurrent <= Limit[Index])
if (newCurrent <= _limit[index])
{
Current[Index] = NewCurrent;
_current[index] = newCurrent;
Success = true;
success = true;
}
}
return Success;
return success;
}
public void Release(LimitableResource Resource, ulong Amount)
public void Release(LimitableResource resource, ulong amount)
{
Release(Resource, (long)Amount);
Release(resource, (long)amount);
}
public void Release(LimitableResource Resource, long Amount)
public void Release(LimitableResource resource, long amount)
{
Release(Resource, Amount, Amount);
Release(resource, amount, amount);
}
private void Release(LimitableResource Resource, long UsedAmount, long AvailableAmount)
private void Release(LimitableResource resource, long usedAmount, long availableAmount)
{
int Index = GetIndex(Resource);
int index = GetIndex(resource);
lock (LockObj)
lock (_lockObj)
{
Current [Index] -= UsedAmount;
Available[Index] -= AvailableAmount;
_current [index] -= usedAmount;
_available[index] -= availableAmount;
if (WaitingThreadsCount > 0)
if (_waitingThreadsCount > 0)
{
KConditionVariable.NotifyAll(System, WaitingThreads);
KConditionVariable.NotifyAll(_system, _waitingThreads);
}
}
}
public long GetRemainingValue(LimitableResource Resource)
public long GetRemainingValue(LimitableResource resource)
{
int Index = GetIndex(Resource);
int index = GetIndex(resource);
lock (LockObj)
lock (_lockObj)
{
return Limit[Index] - Current[Index];
return _limit[index] - _current[index];
}
}
public KernelResult SetLimitValue(LimitableResource Resource, long Limit)
public KernelResult SetLimitValue(LimitableResource resource, long limit)
{
int Index = GetIndex(Resource);
int index = GetIndex(resource);
lock (LockObj)
lock (_lockObj)
{
if (Current[Index] <= Limit)
if (_current[index] <= limit)
{
this.Limit[Index] = Limit;
_limit[index] = limit;
return KernelResult.Success;
}
@ -138,9 +138,9 @@ namespace Ryujinx.HLE.HOS.Kernel
}
}
private static int GetIndex(LimitableResource Resource)
private static int GetIndex(LimitableResource resource)
{
return (int)Resource;
return (int)resource;
}
}
}