Qt: Fixed a bug in shutdown procedure, various cleanups.
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ad4445c529
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@ -48,7 +48,7 @@ void EmuThread::run() {
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Core::RunLoop();
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was_active = running || exec_step;
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if (!was_active)
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if (!was_active && !stop_run)
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emit DebugModeEntered();
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} else if (exec_step) {
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if (!was_active)
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@ -273,10 +273,10 @@ void GRenderWindow::OnMinimalClientAreaChangeRequest(const std::pair<unsigned,un
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setMinimumSize(minimal_size.first, minimal_size.second);
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}
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void GRenderWindow::OnEmulationStarted(EmuThread* emu_thread) {
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void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread) {
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this->emu_thread = emu_thread;
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}
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void GRenderWindow::OnEmulationStopped() {
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void GRenderWindow::OnEmulationStopping() {
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emu_thread = nullptr;
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}
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@ -51,9 +51,9 @@ public:
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bool IsRunning() { return running; }
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/**
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* Requests for the emulation thread to stop running and shutdown emulation
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* Requests for the emulation thread to stop running
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*/
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void RequestShutdown() {
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void RequestStop() {
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stop_run = true;
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running = false;
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};
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@ -115,8 +115,8 @@ public:
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public slots:
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void moveContext(); // overridden
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void OnEmulationStarted(EmuThread* emu_thread);
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void OnEmulationStopped();
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void OnEmulationStarting(EmuThread* emu_thread);
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void OnEmulationStopping();
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private:
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void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override;
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@ -241,7 +241,7 @@ int DisassemblerWidget::SelectedRow() {
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return disasm_ui.treeView->selectionModel()->currentIndex().row();
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}
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void DisassemblerWidget::OnEmulationStarted(EmuThread* emu_thread) {
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void DisassemblerWidget::OnEmulationStarting(EmuThread* emu_thread) {
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this->emu_thread = emu_thread;
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model = new DisassemblerModel(this);
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@ -256,7 +256,7 @@ void DisassemblerWidget::OnEmulationStarted(EmuThread* emu_thread) {
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setEnabled(true);
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}
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void DisassemblerWidget::OnEmulationStopped() {
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void DisassemblerWidget::OnEmulationStopping() {
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disasm_ui.treeView->setModel(nullptr);
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delete model;
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emu_thread = nullptr;
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@ -65,8 +65,8 @@ public slots:
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void OnDebugModeEntered();
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void OnDebugModeLeft();
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void OnEmulationStarted(EmuThread* emu_thread);
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void OnEmulationStopped();
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void OnEmulationStarting(EmuThread* emu_thread);
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void OnEmulationStopping();
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private:
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// returns -1 if no row is selected
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@ -71,11 +71,11 @@ void RegistersWidget::OnDebugModeEntered() {
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void RegistersWidget::OnDebugModeLeft() {
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}
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void RegistersWidget::OnEmulationStarted(EmuThread* emu_thread) {
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void RegistersWidget::OnEmulationStarting(EmuThread* emu_thread) {
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setEnabled(true);
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}
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void RegistersWidget::OnEmulationStopped() {
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void RegistersWidget::OnEmulationStopping() {
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// Reset widget text
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for (int i = 0; i < 16; ++i)
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registers->child(i)->setText(1, QString(""));
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@ -21,8 +21,8 @@ public slots:
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void OnDebugModeEntered();
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void OnDebugModeLeft();
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void OnEmulationStarted(EmuThread* emu_thread);
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void OnEmulationStopped();
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void OnEmulationStarting(EmuThread* emu_thread);
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void OnEmulationStopping();
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private:
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Ui::ARMRegisters cpu_regs_ui;
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@ -139,12 +139,12 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
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connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode()));
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connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog()));
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connect(this, SIGNAL(EmulationStarted(EmuThread*)), disasmWidget, SLOT(OnEmulationStarted(EmuThread*)));
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connect(this, SIGNAL(EmulationStopped()), disasmWidget, SLOT(OnEmulationStopped()));
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connect(this, SIGNAL(EmulationStarted(EmuThread*)), registersWidget, SLOT(OnEmulationStarted(EmuThread*)));
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connect(this, SIGNAL(EmulationStopped()), registersWidget, SLOT(OnEmulationStopped()));
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connect(this, SIGNAL(EmulationStarted(EmuThread*)), render_window, SLOT(OnEmulationStarted(EmuThread*)));
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connect(this, SIGNAL(EmulationStopped()), render_window, SLOT(OnEmulationStopped()));
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), disasmWidget, SLOT(OnEmulationStarting(EmuThread*)));
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connect(this, SIGNAL(EmulationStopping()), disasmWidget, SLOT(OnEmulationStopping()));
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), registersWidget, SLOT(OnEmulationStarting(EmuThread*)));
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connect(this, SIGNAL(EmulationStopping()), registersWidget, SLOT(OnEmulationStopping()));
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), render_window, SLOT(OnEmulationStarting(EmuThread*)));
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connect(this, SIGNAL(EmulationStopping()), render_window, SLOT(OnEmulationStopping()));
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// Setup hotkeys
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RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
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@ -210,7 +210,7 @@ void GMainWindow::BootGame(std::string filename) {
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// Create and start the emulation thread
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emu_thread = Common::make_unique<EmuThread>(render_window);
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emit EmulationStarted(emu_thread.get());
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emit EmulationStarting(emu_thread.get());
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emu_thread->start();
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
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@ -230,25 +230,16 @@ void GMainWindow::BootGame(std::string filename) {
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}
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void GMainWindow::ShutdownGame() {
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// Shutdown the emulation thread
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emu_thread->RequestShutdown();
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// Disconnect signals that are attached to the current emulation thread
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disconnect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()));
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disconnect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()));
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disconnect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()));
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disconnect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()));
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disconnect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()));
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disconnect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()));
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emu_thread->RequestStop();
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// Release emu threads from any breakpoints
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// This belongs after RequestShutdown() and before wait() because if emulation stops on a GPU
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// breakpoint after (or before) RequestShutdown() is called, the emulation would never be able
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// This belongs after RequestStop() and before wait() because if emulation stops on a GPU
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// breakpoint after (or before) RequestStop() is called, the emulation would never be able
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// to continue out to the main loop and terminate. Thus wait() would hang forever.
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// TODO(bunnei): This function is not thread safe, but it's being used as if it were
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Pica::g_debug_context->ClearBreakpoints();
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emit EmulationStopped();
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emit EmulationStopping();
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// Wait for emulation thread to complete and delete it
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emu_thread->wait();
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