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