Ryujinx-uplift/Ryujinx.HLE/HOS/Kernel/ThreadQueue.cs
gdkchan 521751795a
Code style fixes and nits on the HLE project (#355)
* Some style fixes and nits on ITimeZoneService

* Remove some unneeded usings

* Remove the Ryujinx.HLE.OsHle.Handles namespace

* Remove hbmenu automatic load on process exit

* Rename Ns to Device, rename Os to System, rename SystemState to State

* Move Exceptions and Utilities out of OsHle

* Rename OsHle to HOS

* Rename OsHle folder to HOS

* IManagerDisplayService and ISystemDisplayService style fixes

* BsdError shouldn't be public

* Add a empty new line before using static

* Remove unused file

* Some style fixes on NPDM

* Exit gracefully when the application is closed

* Code style fixes on IGeneralService

* Add 0x prefix on values printed as hex

* Small improvements on finalization code

* Move ProcessId and ThreadId out of AThreadState

* Rename VFs to FileSystem

* FsAccessHeader shouldn't be public. Also fix file names casing

* More case changes on NPDM

* Remove unused files

* Move using to the correct place on NPDM

* Use properties on KernelAccessControlMmio

* Address PR feedback
2018-08-16 20:47:36 -03:00

158 lines
3.7 KiB
C#

namespace Ryujinx.HLE.HOS.Kernel
{
class ThreadQueue
{
private const int LowestPriority = 0x3f;
private SchedulerThread Head;
private object ListLock;
public ThreadQueue()
{
ListLock = new object();
}
public void Push(SchedulerThread Wait)
{
lock (ListLock)
{
//Ensure that we're not creating circular references
//by adding a thread that is already on the list.
if (HasThread(Wait))
{
return;
}
if (Head == null || Head.Thread.ActualPriority >= Wait.Thread.ActualPriority)
{
Wait.Next = Head;
Head = Wait;
return;
}
SchedulerThread Curr = Head;
while (Curr.Next != null)
{
if (Curr.Next.Thread.ActualPriority >= Wait.Thread.ActualPriority)
{
break;
}
Curr = Curr.Next;
}
Wait.Next = Curr.Next;
Curr.Next = Wait;
}
}
public SchedulerThread Pop(int Core, int MinPriority = LowestPriority)
{
lock (ListLock)
{
int CoreMask = 1 << Core;
SchedulerThread Prev = null;
SchedulerThread Curr = Head;
while (Curr != null)
{
KThread Thread = Curr.Thread;
if (Thread.ActualPriority <= MinPriority && (Thread.CoreMask & CoreMask) != 0)
{
if (Prev != null)
{
Prev.Next = Curr.Next;
}
else
{
Head = Head.Next;
}
break;
}
Prev = Curr;
Curr = Curr.Next;
}
return Curr;
}
}
public bool Remove(SchedulerThread Thread)
{
lock (ListLock)
{
if (Head == null)
{
return false;
}
else if (Head == Thread)
{
Head = Head.Next;
return true;
}
SchedulerThread Prev = Head;
SchedulerThread Curr = Head.Next;
while (Curr != null)
{
if (Curr == Thread)
{
Prev.Next = Curr.Next;
return true;
}
Prev = Curr;
Curr = Curr.Next;
}
return false;
}
}
public bool Resort(SchedulerThread Thread)
{
lock (ListLock)
{
if (Remove(Thread))
{
Push(Thread);
return true;
}
return false;
}
}
public bool HasThread(SchedulerThread Thread)
{
lock (ListLock)
{
SchedulerThread Curr = Head;
while (Curr != null)
{
if (Curr == Thread)
{
return true;
}
Curr = Curr.Next;
}
return false;
}
}
}
}