re-enable threadlist in GUI

This used to crash so it was removed. However I think this is a cruicial feature.
This is the only way to observe the stack-frames, registers and disasm around the PC
in a user friendly way.

The reason this caused crashes was that we got a reference to a std::vector and iterated
over it in one thread while another thread could modify it (and thereby invalidating the
iterators). The way I "fixed" it is to just copy the `std::vector<std::shared_ptr<...>>`
and iterate over the copy. This obviously has some overhead (locking the shared_ptr
counters and incrementing them). It also allows entities other than the Thread manager
to keep the Thread objects frome being deleted but that should not be a problem.
This commit is contained in:
Peter Tissen 2015-02-02 11:33:49 +01:00
parent c153215d6d
commit 13d2f8fa59
2 changed files with 6 additions and 6 deletions

View File

@ -18,7 +18,7 @@ public:
CPUThread& AddThread(CPUThreadType type);
void RemoveThread(const u32 id);
//std::vector<std::shared_ptr<CPUThread>>& GetThreads() { return m_threads; }
std::vector<std::shared_ptr<CPUThread>> GetThreads() { return m_threads; }
s32 GetThreadNumById(CPUThreadType type, u32 id);
std::shared_ptr<CPUThread> GetThread(u32 id);
std::shared_ptr<CPUThread> GetThread(u32 id, CPUThreadType type);

View File

@ -108,12 +108,12 @@ void InterpreterDisAsmFrame::UpdateUnitList()
{
m_choice_units->Freeze();
m_choice_units->Clear();
//auto& thrs = Emu.GetCPU().GetThreads();
auto thrs = Emu.GetCPU().GetThreads();
//for (auto& t : thrs)
//{
// m_choice_units->Append(t->GetFName(), t.get());
//}
for (auto& t : thrs)
{
m_choice_units->Append(t->GetFName(), t.get());
}
m_choice_units->Thaw();
}