mirror of
https://github.com/RPCS3/rpcs3.git
synced 2024-11-17 08:11:51 +00:00
System.cpp: Fix crash on fatal error during Ready state
Also remove the assert from BlockingCallFromMainThread, in some cases it may even be correct. Each case needs to be inspected alone.
This commit is contained in:
parent
26b21ed031
commit
e75eec7392
@ -188,11 +188,14 @@ void Emulator::BlockingCallFromMainThread(std::function<void()>&& func, std::sou
|
||||
|
||||
CallFromMainThread(std::move(func), &wake_up, true, umax, src_loc);
|
||||
|
||||
bool logged = false;
|
||||
|
||||
while (!wake_up)
|
||||
{
|
||||
if (!thread_ctrl::get_current())
|
||||
if (!logged && !thread_ctrl::get_current())
|
||||
{
|
||||
fmt::throw_exception("Calling thread of BlockingCallFromMainThread is not of named_thread<>, calling from %s", src_loc);
|
||||
logged = true;
|
||||
sys_log.error("Calling thread of BlockingCallFromMainThread is not of named_thread<>, calling from %s", src_loc);
|
||||
}
|
||||
|
||||
wake_up.wait(0);
|
||||
@ -2390,7 +2393,7 @@ game_boot_result Emulator::Load(const std::string& title_id, bool is_disc_patch,
|
||||
|
||||
void Emulator::Run(bool start_playtime)
|
||||
{
|
||||
ensure(IsReady());
|
||||
ensure(IsReady() || GetStatus(false) == system_state::frozen);
|
||||
|
||||
GetCallbacks().on_run(start_playtime);
|
||||
|
||||
@ -2568,21 +2571,35 @@ bool Emulator::Pause(bool freeze_emulation, bool show_resume_message)
|
||||
const system_state pause_state = freeze_emulation ? system_state::frozen : system_state::paused;
|
||||
|
||||
// Try to pause
|
||||
if (!m_state.compare_and_swap_test(system_state::running, pause_state))
|
||||
const auto [old_state, done] = m_state.fetch_op([&](system_state& state)
|
||||
{
|
||||
if (state == system_state::running)
|
||||
{
|
||||
state = pause_state;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!freeze_emulation)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!m_state.compare_and_swap_test(system_state::ready, pause_state))
|
||||
if (state == system_state::ready || state == system_state::paused)
|
||||
{
|
||||
if (!m_state.compare_and_swap_test(system_state::paused, pause_state))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
state = pause_state;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
});
|
||||
|
||||
if (!done)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (old_state == system_state::ready || old_state == system_state::paused)
|
||||
{
|
||||
// Perform the side effects of Resume here when transforming paused to frozen state
|
||||
BlockingCallFromMainThread([this]()
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user