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https://github.com/GreemDev/Ryujinx
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54b79dffa8
* Abstract SteadyClockCore to follow Nintendo changes in 4.x This is the ground work for 4.0.0 support * Implement TickBasedSteadyClockCore Preparation for the ephemeral clock. * Refactor SystemClockCore to follow 4.0.0 changes * Implement EphemeralNetworkSystemClock * Implement GetSnapshotClock & GetSnapshotClockFromSystemClockContext * Implement CalculateStandardUserSystemClockDifferenceByUser & CalculateSpanBetween * Remove an outdated comment & unused import * Fix a nit and GetClockSnapshot * Address comment
55 lines
1.6 KiB
C#
55 lines
1.6 KiB
C#
using Ryujinx.HLE.HOS.Kernel.Threading;
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namespace Ryujinx.HLE.HOS.Services.Time.Clock
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{
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abstract class SystemClockCore
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{
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private SteadyClockCore _steadyClockCore;
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private SystemClockContext _context;
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public SystemClockCore(SteadyClockCore steadyClockCore)
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{
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_steadyClockCore = steadyClockCore;
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_context = new SystemClockContext();
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_context.SteadyTimePoint.ClockSourceId = steadyClockCore.GetClockSourceId();
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}
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public virtual SteadyClockCore GetSteadyClockCore()
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{
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return _steadyClockCore;
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}
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public virtual ResultCode GetSystemClockContext(KThread thread, out SystemClockContext context)
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{
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context = _context;
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return ResultCode.Success;
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}
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public virtual ResultCode SetSystemClockContext(SystemClockContext context)
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{
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_context = context;
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return ResultCode.Success;
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}
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public abstract ResultCode Flush(SystemClockContext context);
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public bool IsClockSetup(KThread thread)
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{
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ResultCode result = GetSystemClockContext(thread, out SystemClockContext context);
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if (result == ResultCode.Success)
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{
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SteadyClockCore steadyClockCore = GetSteadyClockCore();
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SteadyClockTimePoint steadyClockTimePoint = steadyClockCore.GetCurrentTimePoint(thread);
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return steadyClockTimePoint.ClockSourceId == context.SteadyTimePoint.ClockSourceId;
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}
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return false;
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}
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}
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}
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