using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.HLE.HOS.Kernel.Threading
{
static class KConditionVariable
public static void Wait(KernelContext context, LinkedList<KThread> threadList, object mutex, long timeout)
KThread currentThread = context.Scheduler.GetCurrentThread();
context.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;
context.CriticalSection.Leave();
}
else
if (timeout > 0)
context.TimeManager.ScheduleFutureInvocation(currentThread, timeout);
context.TimeManager.UnscheduleFutureInvocation(currentThread);
Monitor.Enter(mutex);
public static void NotifyAll(KernelContext context, 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);