More hardware accurate. On the actual system, there is a differentiation between the signaler and signalee, they form a client/server relationship much like ServerPort and ClientPort.
57 lines
1.3 KiB
C++
57 lines
1.3 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "core/hle/kernel/object.h"
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#include "core/hle/kernel/wait_object.h"
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namespace Kernel {
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class KernelCore;
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class WritableEvent;
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class ReadableEvent final : public WaitObject {
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friend class WritableEvent;
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public:
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~ReadableEvent() override;
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std::string GetTypeName() const override {
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return "ReadableEvent";
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}
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std::string GetName() const override {
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return name;
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}
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static const HandleType HANDLE_TYPE = HandleType::Event;
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HandleType GetHandleType() const override {
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return HANDLE_TYPE;
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}
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bool ShouldWait(Thread* thread) const override;
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void Acquire(Thread* thread) override;
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void WakeupAllWaitingThreads() override;
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void AddWaitingThread(SharedPtr<Thread> thread) override;
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void RemoveWaitingThread(Thread* thread) override;
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void Signal();
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void Clear();
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SharedPtr<WritableEvent> PromoteToWritable() const {
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return writable_event;
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}
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private:
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explicit ReadableEvent(KernelCore& kernel);
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SharedPtr<WritableEvent> writable_event; ///< WritableEvent associated with this ReadableEvent
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std::string name; ///< Name of event (optional)
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};
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} // namespace Kernel
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