Add HLERequestContext::RunAsync (#7027)
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38a0a85777
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@ -47,7 +47,7 @@ TimingEventType* Timing::RegisterEvent(const std::string& name, TimedCallback ca
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}
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}
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void Timing::ScheduleEvent(s64 cycles_into_future, const TimingEventType* event_type,
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void Timing::ScheduleEvent(s64 cycles_into_future, const TimingEventType* event_type,
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std::uintptr_t user_data, std::size_t core_id) {
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std::uintptr_t user_data, std::size_t core_id, bool thread_safe_mode) {
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if (event_queue_locked) {
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if (event_queue_locked) {
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return;
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return;
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}
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}
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@ -61,6 +61,16 @@ void Timing::ScheduleEvent(s64 cycles_into_future, const TimingEventType* event_
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timer = timers.at(core_id).get();
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timer = timers.at(core_id).get();
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}
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}
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if (thread_safe_mode) {
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// Events scheduled in thread safe mode come after blocking operations with
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// unpredictable timings in the host machine, so there is no need to be cycle accurate.
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// To prevent the event from scheduling before the next advance(), we set a minimum time
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// of MAX_SLICE_LENGTH * 2 cycles into the future.
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cycles_into_future = std::max(static_cast<s64>(MAX_SLICE_LENGTH * 2), cycles_into_future);
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timer->ts_queue.Push(Event{static_cast<s64>(timer->GetTicks() + cycles_into_future), 0,
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user_data, event_type});
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} else {
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s64 timeout = timer->GetTicks() + cycles_into_future;
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s64 timeout = timer->GetTicks() + cycles_into_future;
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if (current_timer == timer) {
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if (current_timer == timer) {
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// If this event needs to be scheduled before the next advance(), force one early
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// If this event needs to be scheduled before the next advance(), force one early
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@ -75,6 +85,7 @@ void Timing::ScheduleEvent(s64 cycles_into_future, const TimingEventType* event_
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user_data, event_type});
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user_data, event_type});
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}
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}
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}
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}
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}
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void Timing::UnscheduleEvent(const TimingEventType* event_type, std::uintptr_t user_data) {
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void Timing::UnscheduleEvent(const TimingEventType* event_type, std::uintptr_t user_data) {
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if (event_queue_locked) {
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if (event_queue_locked) {
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@ -254,9 +254,12 @@ public:
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*/
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*/
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TimingEventType* RegisterEvent(const std::string& name, TimedCallback callback);
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TimingEventType* RegisterEvent(const std::string& name, TimedCallback callback);
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// Make sure to use thread_safe_mode = true if called from a different thread than the
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// emulator thread, such as coroutines.
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void ScheduleEvent(s64 cycles_into_future, const TimingEventType* event_type,
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void ScheduleEvent(s64 cycles_into_future, const TimingEventType* event_type,
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std::uintptr_t user_data = 0,
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std::uintptr_t user_data = 0,
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std::size_t core_id = std::numeric_limits<std::size_t>::max());
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std::size_t core_id = std::numeric_limits<std::size_t>::max(),
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bool thread_safe_mode = false);
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void UnscheduleEvent(const TimingEventType* event_type, std::uintptr_t user_data);
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void UnscheduleEvent(const TimingEventType* event_type, std::uintptr_t user_data);
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@ -7,6 +7,7 @@
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#include <algorithm>
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#include <algorithm>
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#include <array>
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#include <array>
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#include <chrono>
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#include <chrono>
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#include <future>
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#include <memory>
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#include <memory>
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#include <string>
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#include <string>
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#include <vector>
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#include <vector>
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@ -247,6 +248,76 @@ public:
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std::chrono::nanoseconds timeout,
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std::chrono::nanoseconds timeout,
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std::shared_ptr<WakeupCallback> callback);
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std::shared_ptr<WakeupCallback> callback);
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private:
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template <typename ResultFunctor>
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class AsyncWakeUpCallback : public WakeupCallback {
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public:
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explicit AsyncWakeUpCallback(ResultFunctor res_functor, std::future<void> fut)
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: functor(res_functor) {
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future = std::move(fut);
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}
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void WakeUp(std::shared_ptr<Kernel::Thread> thread, Kernel::HLERequestContext& ctx,
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Kernel::ThreadWakeupReason reason) {
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functor(ctx);
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}
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private:
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ResultFunctor functor;
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std::future<void> future;
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template <class Archive>
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void serialize(Archive& ar, const unsigned int) {
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if (!Archive::is_loading::value && future.valid()) {
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future.wait();
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}
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ar& functor;
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}
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friend class boost::serialization::access;
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};
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public:
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/**
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* Puts the game thread to sleep and calls the specified async_section asynchronously.
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* Once the execution of the async section finishes, result_function is called. Use this
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* mechanism to run blocking IO operations, so that other game threads are allowed to run
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* while the one performing the blocking operation waits.
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* @param async_section Callable that takes Kernel::HLERequestContext& as argument
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* and returns the amount of nanoseconds to wait before calling result_function.
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* This callable is ran asynchronously.
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* @param result_function Callable that takes Kernel::HLERequestContext& as argument
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* and doesn't return anything. This callable is ran from the emulator thread
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* and can be used to set the IPC result.
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* @param really_async If set to false, it will call both async_section and result_function
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* from the emulator thread.
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*/
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template <typename AsyncFunctor, typename ResultFunctor>
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void RunAsync(AsyncFunctor async_section, ResultFunctor result_function,
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bool really_async = true) {
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if (really_async) {
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this->SleepClientThread(
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"RunAsync", std::chrono::nanoseconds(-1),
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std::make_shared<AsyncWakeUpCallback<ResultFunctor>>(
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result_function,
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std::move(std::async(std::launch::async, [this, async_section] {
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s64 sleep_for = async_section(*this);
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this->thread->WakeAfterDelay(sleep_for, true);
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}))));
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} else {
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s64 sleep_for = async_section(*this);
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if (sleep_for > 0) {
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auto parallel_wakeup = std::make_shared<AsyncWakeUpCallback<ResultFunctor>>(
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result_function, std::move(std::future<void>()));
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this->SleepClientThread("RunAsync", std::chrono::nanoseconds(sleep_for),
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parallel_wakeup);
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} else {
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result_function(*this);
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}
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}
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}
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/**
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/**
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* Resolves a object id from the request command buffer into a pointer to an object. See the
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* Resolves a object id from the request command buffer into a pointer to an object. See the
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* "HLE handle protocol" section in the class documentation for more details.
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* "HLE handle protocol" section in the class documentation for more details.
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@ -244,13 +244,15 @@ void ThreadManager::ThreadWakeupCallback(u64 thread_id, s64 cycles_late) {
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thread->ResumeFromWait();
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thread->ResumeFromWait();
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}
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}
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void Thread::WakeAfterDelay(s64 nanoseconds) {
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void Thread::WakeAfterDelay(s64 nanoseconds, bool thread_safe_mode) {
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// Don't schedule a wakeup if the thread wants to wait forever
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// Don't schedule a wakeup if the thread wants to wait forever
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if (nanoseconds == -1)
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if (nanoseconds == -1)
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return;
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return;
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size_t core = thread_safe_mode ? core_id : std::numeric_limits<std::size_t>::max();
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thread_manager.kernel.timing.ScheduleEvent(nsToCycles(nanoseconds),
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thread_manager.kernel.timing.ScheduleEvent(nsToCycles(nanoseconds),
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thread_manager.ThreadWakeupEventType, thread_id);
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thread_manager.ThreadWakeupEventType, thread_id,
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core, thread_safe_mode);
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}
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}
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void Thread::ResumeFromWait() {
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void Thread::ResumeFromWait() {
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@ -238,8 +238,10 @@ public:
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/**
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/**
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* Schedules an event to wake up the specified thread after the specified delay
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* Schedules an event to wake up the specified thread after the specified delay
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* @param nanoseconds The time this thread will be allowed to sleep for
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* @param nanoseconds The time this thread will be allowed to sleep for
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* @param thread_safe_mode Set to true if called from a different thread than the emulator
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* thread, such as coroutines.
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*/
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*/
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void WakeAfterDelay(s64 nanoseconds);
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void WakeAfterDelay(s64 nanoseconds, bool thread_safe_mode = false);
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/**
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/**
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* Sets the result after the thread awakens (from either WaitSynchronization SVC)
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* Sets the result after the thread awakens (from either WaitSynchronization SVC)
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