Merge pull request #12695 from mitaclaw/core-global-system-4

Core::IsRunning: Avoid Global System Accessor
This commit is contained in:
Admiral H. Curtiss authored and GitHub committed 2024-05-04 05:15:35 +02:00
commit c23562b7b5
25 files changed
+90 -74

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@@ -27,12 +27,13 @@
#include "Core/IOS/IOS.h"
#include "Core/IOS/USB/Bluetooth/BTBase.h"
#include "Core/SysConf.h"
#include "Core/System.h"
namespace ConfigLoaders
{
void SaveToSYSCONF(Config::LayerType layer, std::function<bool(const Config::Location&)> predicate)
{
if (Core::IsRunning())
if (Core::IsRunning(Core::System::GetInstance()))
return;
IOS::HLE::Kernel ios;
@@ -182,7 +183,7 @@ public:
private:
void LoadFromSYSCONF(Config::Layer* layer)
{
if (Core::IsRunning())
if (Core::IsRunning(Core::System::GetInstance()))
return;
IOS::HLE::Kernel ios;
+4 -4
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@@ -188,7 +188,7 @@ void SConfig::SetRunningGameMetadata(const std::string& game_id, const std::stri
m_title_description = title_database.Describe(m_gametdb_id, language);
NOTICE_LOG_FMT(CORE, "Active title: {}", m_title_description);
Host_TitleChanged();
if (Core::IsRunning())
if (Core::IsRunning(system))
{
Core::UpdateTitle(system);
}
@@ -196,16 +196,16 @@ void SConfig::SetRunningGameMetadata(const std::string& game_id, const std::stri
Config::AddLayer(ConfigLoaders::GenerateGlobalGameConfigLoader(game_id, revision));
Config::AddLayer(ConfigLoaders::GenerateLocalGameConfigLoader(game_id, revision));
if (Core::IsRunning())
if (Core::IsRunning(system))
DolphinAnalytics::Instance().ReportGameStart();
}
void SConfig::OnNewTitleLoad(const Core::CPUThreadGuard& guard)
{
if (!Core::IsRunning())
auto& system = guard.GetSystem();
if (!Core::IsRunning(system))
return;
auto& system = guard.GetSystem();
auto& ppc_symbol_db = system.GetPPCSymbolDB();
if (!ppc_symbol_db.IsEmpty())
{
+5 -6
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@@ -190,7 +190,7 @@ std::string StopMessage(bool main_thread, std::string_view message)
void DisplayMessage(std::string message, int time_in_ms)
{
if (!IsRunning())
if (!IsRunning(Core::System::GetInstance()))
return;
// Actually displaying non-ASCII could cause things to go pear-shaped
@@ -200,9 +200,8 @@ void DisplayMessage(std::string message, int time_in_ms)
OSD::AddMessage(std::move(message), time_in_ms);
}
bool IsRunning()
bool IsRunning(Core::System& system)
{
auto& system = Core::System::GetInstance();
return (GetState(system) != State::Uninitialized || s_hardware_initialized) && !s_is_stopping;
}
@@ -237,7 +236,7 @@ bool Init(Core::System& system, std::unique_ptr<BootParameters> boot, const Wind
{
if (s_emu_thread.joinable())
{
if (IsRunning())
if (IsRunning(system))
{
PanicAlertFmtT("Emu Thread already running");
return false;
@@ -842,7 +841,7 @@ static bool PauseAndLock(Core::System& system, bool do_lock, bool unpause_on_unl
void RunOnCPUThread(Core::System& system, std::function<void()> function, bool wait_for_completion)
{
// If the CPU thread is not running, assume there is no active CPU thread we can race against.
if (!IsRunning() || IsCPUThread())
if (!IsRunning(system) || IsCPUThread())
{
function();
return;
@@ -1038,7 +1037,7 @@ void HostDispatchJobs(Core::System& system)
// Core::State::Uninitialized: s_is_booting -> s_hardware_initialized
// We need to check variables in the same order as the state
// transition, otherwise we race and get transient failures.
if (!job.run_after_stop && !s_is_booting.IsSet() && !IsRunning())
if (!job.run_after_stop && !s_is_booting.IsSet() && !IsRunning(system))
continue;
guard.unlock();
+1 -1
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@@ -134,7 +134,7 @@ void UndeclareAsHostThread();
std::string StopMessage(bool main_thread, std::string_view message);
bool IsRunning();
bool IsRunning(Core::System& system);
bool IsRunningAndStarted(); // is running and the CPU loop has been entered
bool IsCPUThread(); // this tells us whether we are the CPU thread.
bool IsGPUThread();
@@ -55,10 +55,11 @@ static void WalkTheStack(const Core::CPUThreadGuard& guard,
// instead of "pointing ahead"
bool GetCallstack(const Core::CPUThreadGuard& guard, std::vector<CallstackEntry>& output)
{
auto& power_pc = guard.GetSystem().GetPowerPC();
auto& system = guard.GetSystem();
auto& power_pc = system.GetPowerPC();
const auto& ppc_state = power_pc.GetPPCState();
if (!Core::IsRunning() || !PowerPC::MMU::HostIsRAMAddress(guard, ppc_state.gpr[1]))
if (!Core::IsRunning(system) || !PowerPC::MMU::HostIsRAMAddress(guard, ppc_state.gpr[1]))
return false;
if (LR(ppc_state) == 0)
+1 -1
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@@ -212,7 +212,7 @@ void FifoPlayer::Close()
bool FifoPlayer::IsPlaying() const
{
return GetFile() != nullptr && Core::IsRunning();
return GetFile() != nullptr && Core::IsRunning(m_system);
}
class FifoPlayer::CPUCore final : public CPUCoreBase
+2 -2
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@@ -255,7 +255,7 @@ void ProcessorInterfaceManager::IOSNotifyPowerButtonCallback(Core::System& syste
void ProcessorInterfaceManager::ResetButton_Tap()
{
if (!Core::IsRunning())
if (!Core::IsRunning(m_system))
return;
auto& core_timing = m_system.GetCoreTiming();
@@ -268,7 +268,7 @@ void ProcessorInterfaceManager::ResetButton_Tap()
void ProcessorInterfaceManager::PowerButton_Tap()
{
if (!Core::IsRunning())
if (!Core::IsRunning(m_system))
return;
auto& core_timing = m_system.GetCoreTiming();
+1 -1
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@@ -533,7 +533,7 @@ bool EmulationKernel::BootIOS(const u64 ios_title_id, HangPPC hang_ppc,
void EmulationKernel::InitIPC()
{
if (!Core::IsRunning())
if (!Core::IsRunning(m_system))
return;
INFO_LOG_FMT(IOS, "IPC initialised.");
+2 -2
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@@ -425,7 +425,7 @@ bool MovieManager::IsNetPlayRecording() const
// NOTE: Host Thread
void MovieManager::ChangePads()
{
if (!Core::IsRunning())
if (!Core::IsRunning(m_system))
return;
ControllerTypeArray controllers{};
@@ -572,7 +572,7 @@ bool MovieManager::BeginRecordingInput(const ControllerTypeArray& controllers,
ConfigLoaders::SaveToDTM(&header);
Config::AddLayer(ConfigLoaders::GenerateMovieConfigLoader(&header));
if (Core::IsRunning())
if (Core::IsRunning(m_system))
Core::UpdateWantDeterminism(m_system);
};
Core::RunOnCPUThread(m_system, start_recording, true);
+1 -1
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@@ -856,7 +856,7 @@ static void LoadFileStateData(const std::string& filename, std::vector<u8>& ret_
void LoadAs(Core::System& system, const std::string& filename)
{
if (!Core::IsRunning())
if (!Core::IsRunning(system))
return;
if (NetPlay::IsNetPlayRunning())