using Ryujinx.Common;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace Ryujinx.HLE.HOS.Kernel.Common
{
class KTimeManager : IDisposable
private class WaitingObject
public IKFutureSchedulerObject Object { get; private set; }
public long TimePoint { get; private set; }
public WaitingObject(IKFutureSchedulerObject schedulerObj, long timePoint)
Object = schedulerObj;
TimePoint = timePoint;
}
private List<WaitingObject> _waitingObjects;
private AutoResetEvent _waitEvent;
private bool _keepRunning;
public KTimeManager()
_waitingObjects = new List<WaitingObject>();
_keepRunning = true;
Thread work = new Thread(WaitAndCheckScheduledObjects)
Name = "HLE.TimeManager"
};
work.Start();
public void ScheduleFutureInvocation(IKFutureSchedulerObject schedulerObj, long timeout)
long timePoint = PerformanceCounter.ElapsedMilliseconds + ConvertNanosecondsToMilliseconds(timeout);
lock (_waitingObjects)
_waitingObjects.Add(new WaitingObject(schedulerObj, timePoint));
_waitEvent.Set();
public static long ConvertNanosecondsToMilliseconds(long time)
time /= 1000000;
if ((ulong)time > int.MaxValue)
return int.MaxValue;
return time;
public static long ConvertMillisecondsToNanoseconds(long time)
return time * 1000000;
public static long ConvertMillisecondsToTicks(long time)
return time * 19200;
public void UnscheduleFutureInvocation(IKFutureSchedulerObject Object)
_waitingObjects.RemoveAll(x => x.Object == Object);
private void WaitAndCheckScheduledObjects()
using (_waitEvent = new AutoResetEvent(false))
while (_keepRunning)
WaitingObject next;
next = _waitingObjects.OrderBy(x => x.TimePoint).FirstOrDefault();
if (next != null)
long timePoint = PerformanceCounter.ElapsedMilliseconds;
if (next.TimePoint > timePoint)
_waitEvent.WaitOne((int)(next.TimePoint - timePoint));
bool timeUp = PerformanceCounter.ElapsedMilliseconds >= next.TimePoint;
if (timeUp)
timeUp = _waitingObjects.Remove(next);
next.Object.TimeUp();
else
_waitEvent.WaitOne();
public void Dispose()
Dispose(true);
protected virtual void Dispose(bool disposing)
if (disposing)
_keepRunning = false;
_waitEvent?.Set();