Merge pull request #8605 from devsnek/graceful-shutdown

let games gracefully exit
merge-requests/60/head
liamwhite 2022-12-16 11:57:33 +07:00 committed by GitHub
commit 6bc1a477bf
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3 changed files with 14 additions and 7 deletions

@ -79,6 +79,11 @@ void EmuThread::run() {
system.GetCpuManager().OnGpuReady(); system.GetCpuManager().OnGpuReady();
system.RegisterExitCallback([this]() {
stop_source.request_stop();
SetRunning(false);
});
// Holds whether the cpu was running during the last iteration, // Holds whether the cpu was running during the last iteration,
// so that the DebugModeLeft signal can be emitted before the // so that the DebugModeLeft signal can be emitted before the
// next execution step // next execution step

@ -84,9 +84,10 @@ public:
} }
/** /**
* Requests for the emulation thread to stop running * Requests for the emulation thread to immediately stop running
*/ */
void RequestStop() { void ForceStop() {
LOG_WARNING(Frontend, "Force stopping EmuThread");
stop_source.request_stop(); stop_source.request_stop();
SetRunning(false); SetRunning(false);
} }

@ -1710,9 +1710,6 @@ void GMainWindow::BootGame(const QString& filename, u64 program_id, std::size_t
system->RegisterExecuteProgramCallback( system->RegisterExecuteProgramCallback(
[this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); }); [this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); });
// Register an Exit callback such that Core can exit the currently running application.
system->RegisterExitCallback([this]() { render_window->Exit(); });
connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame); connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity); connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views // BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
@ -1799,12 +1796,16 @@ void GMainWindow::ShutdownGame() {
system->SetShuttingDown(true); system->SetShuttingDown(true);
system->DetachDebugger(); system->DetachDebugger();
discord_rpc->Pause(); discord_rpc->Pause();
emu_thread->RequestStop();
RequestGameExit();
emit EmulationStopping(); emit EmulationStopping();
// Wait for emulation thread to complete and delete it // Wait for emulation thread to complete and delete it
emu_thread->wait(); if (!emu_thread->wait(5000)) {
emu_thread->ForceStop();
emu_thread->wait();
}
emu_thread = nullptr; emu_thread = nullptr;
emulation_running = false; emulation_running = false;