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These are all frontend constructs with mostly deprecated constraints. WaitingToStart isn't used anymore, Running is effectively always true (and behaviour has changed that if a thread is alive, it's running). The only one that remains is `ThreadSleeping` which is only handled in the frontend, and there was some conflation between ThreadSleeping and Running which was hard to gauge. So delete `Running` and `WaitingToStart`, but move `ThreadSleeping` to the frontend.
246 lines
7.4 KiB
C++
246 lines
7.4 KiB
C++
// SPDX-License-Identifier: MIT
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#include "LinuxSyscalls/Syscalls.h"
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#include "LinuxSyscalls/SignalDelegator.h"
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#include <FEXHeaderUtils/Syscalls.h>
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namespace FEX::HLE {
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FEX::HLE::ThreadStateObject* ThreadManager::CreateThread(uint64_t InitialRIP, uint64_t StackPointer, const FEXCore::Core::CPUState* NewThreadState,
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uint64_t ParentTID, FEX::HLE::ThreadStateObject* InheritThread) {
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auto ThreadStateObject = new FEX::HLE::ThreadStateObject;
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ThreadStateObject->ThreadInfo.parent_tid = ParentTID;
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ThreadStateObject->ThreadInfo.PID = ::getpid();
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if (ParentTID == 0) {
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ThreadStateObject->ThreadInfo.TID = FHU::Syscalls::gettid();
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}
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ThreadStateObject->Thread = CTX->CreateThread(InitialRIP, StackPointer, NewThreadState, ParentTID);
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ThreadStateObject->Thread->FrontendPtr = ThreadStateObject;
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if (InheritThread) {
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FEX::HLE::_SyscallHandler->SeccompEmulator.InheritSeccompFilters(InheritThread, ThreadStateObject);
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ThreadStateObject->persona = InheritThread->persona;
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}
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++IdleWaitRefCount;
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return ThreadStateObject;
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}
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void ThreadManager::DestroyThread(FEX::HLE::ThreadStateObject* Thread, bool NeedsTLSUninstall) {
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{
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std::lock_guard lk(ThreadCreationMutex);
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auto It = std::find(Threads.begin(), Threads.end(), Thread);
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LOGMAN_THROW_A_FMT(It != Threads.end(), "Thread wasn't in Threads");
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Threads.erase(It);
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}
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HandleThreadDeletion(Thread, NeedsTLSUninstall);
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}
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void ThreadManager::StopThread(FEX::HLE::ThreadStateObject* Thread) {
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SignalDelegation->SignalThread(Thread->Thread, SignalEvent::Stop);
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}
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void ThreadManager::HandleThreadDeletion(FEX::HLE::ThreadStateObject* Thread, bool NeedsTLSUninstall) {
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if (Thread->ExecutionThread) {
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if (Thread->ExecutionThread->joinable()) {
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Thread->ExecutionThread->join(nullptr);
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}
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if (Thread->ExecutionThread->IsSelf()) {
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Thread->ExecutionThread->detach();
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}
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}
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if (NeedsTLSUninstall) {
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FEXCore::Allocator::UninstallTLSData(Thread->Thread);
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}
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CTX->DestroyThread(Thread->Thread);
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FEX::HLE::_SyscallHandler->SeccompEmulator.FreeSeccompFilters(Thread);
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delete Thread;
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--IdleWaitRefCount;
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IdleWaitCV.notify_all();
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}
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void ThreadManager::NotifyPause() {
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// Tell all the threads that they should pause
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std::lock_guard lk(ThreadCreationMutex);
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for (auto& Thread : Threads) {
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SignalDelegation->SignalThread(Thread->Thread, SignalEvent::Pause);
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}
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}
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void ThreadManager::Pause() {
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NotifyPause();
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WaitForIdle();
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}
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void ThreadManager::Run() {
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// Spin up all the threads
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std::lock_guard lk(ThreadCreationMutex);
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for (auto& Thread : Threads) {
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Thread->SignalReason.store(SignalEvent::Return);
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}
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}
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void ThreadManager::WaitForIdleWithTimeout() {
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std::unique_lock<std::mutex> lk(IdleWaitMutex);
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bool WaitResult = IdleWaitCV.wait_for(lk, std::chrono::milliseconds(1500), [this] { return IdleWaitRefCount.load() == 0; });
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if (!WaitResult) {
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// The wait failed, this will occur if we stepped in to a syscall
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// That's okay, we just need to pause the threads manually
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NotifyPause();
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}
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// We have sent every thread a pause signal
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// Now wait again because they /will/ be going to sleep
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WaitForIdle();
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}
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void ThreadManager::WaitForThreadsToRun() {
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size_t NumThreads {};
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{
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std::lock_guard lk(ThreadCreationMutex);
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NumThreads = Threads.size();
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}
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// Spin while waiting for the threads to start up
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std::unique_lock<std::mutex> lk(IdleWaitMutex);
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IdleWaitCV.wait(lk, [this, NumThreads] { return IdleWaitRefCount.load() >= NumThreads; });
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Running = true;
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}
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void ThreadManager::Step() {
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LogMan::Msg::AFmt("ThreadManager::Step currently not implemented");
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{
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std::lock_guard lk(ThreadCreationMutex);
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// Walk the threads and tell them to clear their caches
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// Useful when our block size is set to a large number and we need to step a single instruction
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for (auto& Thread : Threads) {
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CTX->ClearCodeCache(Thread->Thread);
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}
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}
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// TODO: Set to single step mode.
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Run();
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WaitForThreadsToRun();
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WaitForIdle();
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// TODO: Set back to full running mode.
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}
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void ThreadManager::Stop(bool IgnoreCurrentThread) {
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pid_t tid = FHU::Syscalls::gettid();
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FEX::HLE::ThreadStateObject* CurrentThread {};
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// Tell all the threads that they should stop
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{
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std::lock_guard lk(ThreadCreationMutex);
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for (auto& Thread : Threads) {
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if (IgnoreCurrentThread && Thread->ThreadInfo.TID == tid) {
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// If we are callign stop from the current thread then we can ignore sending signals to this thread
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// This means that this thread is already gone
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} else if (Thread->ThreadInfo.TID == tid) {
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// We need to save the current thread for last to ensure all threads receive their stop signals
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CurrentThread = Thread;
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continue;
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}
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StopThread(Thread);
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}
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}
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// Stop the current thread now if we aren't ignoring it
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if (CurrentThread) {
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StopThread(CurrentThread);
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}
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}
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void ThreadManager::SleepThread(FEXCore::Context::Context* CTX, FEXCore::Core::CpuStateFrame* Frame) {
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auto ThreadObject = FEX::HLE::ThreadManager::GetStateObjectFromCPUState(Frame);
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--IdleWaitRefCount;
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IdleWaitCV.notify_all();
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ThreadObject->ThreadSleeping = true;
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// Go to sleep
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ThreadObject->ThreadPaused.Wait();
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++IdleWaitRefCount;
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ThreadObject->ThreadSleeping = false;
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IdleWaitCV.notify_all();
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}
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void ThreadManager::UnpauseThread(FEX::HLE::ThreadStateObject* Thread) {
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Thread->ThreadPaused.NotifyOne();
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}
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void ThreadManager::UnlockAfterFork(FEXCore::Core::InternalThreadState* LiveThread, bool Child) {
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if (!Child) {
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return;
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}
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// This function is called after fork
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// We need to cleanup some of the thread data that is dead
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for (auto& DeadThread : Threads) {
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if (DeadThread->Thread == LiveThread) {
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continue;
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}
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// Despite what google searches may susgest, glibc actually has special code to handle forks
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// with multiple active threads.
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// It cleans up the stacks of dead threads and marks them as terminated.
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// It also cleans up a bunch of internal mutexes.
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// FIXME: TLS is probally still alive. Investigate
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// Deconstructing the Interneal thread state should clean up most of the state.
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// But if anything on the now deleted stack is holding a refrence to the heap, it will be leaked
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CTX->DestroyThread(DeadThread->Thread);
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delete DeadThread;
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// FIXME: Make sure sure nothing gets leaked via the heap. Ideas:
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// * Make sure nothing is allocated on the heap without ref in InternalThreadState
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// * Surround any code that heap allocates with a per-thread mutex.
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// Before forking, the the forking thread can lock all thread mutexes.
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}
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// Remove all threads but the live thread from Threads
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Threads.clear();
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auto ThreadObject = FEX::HLE::ThreadManager::GetStateObjectFromCPUState(LiveThread->CurrentFrame);
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Threads.push_back(ThreadObject);
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// Clean up dead stacks
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FEXCore::Threads::Thread::CleanupAfterFork();
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// We now only have one thread.
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IdleWaitRefCount = 1;
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ThreadCreationMutex.StealAndDropActiveLocks();
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}
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void ThreadManager::WaitForIdle() {
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std::unique_lock<std::mutex> lk(IdleWaitMutex);
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IdleWaitCV.wait(lk, [this] { return IdleWaitRefCount.load() == 0; });
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Running = false;
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}
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ThreadManager::~ThreadManager() {
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std::lock_guard lk(ThreadCreationMutex);
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for (auto& Thread : Threads) {
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HandleThreadDeletion(Thread);
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}
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Threads.clear();
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}
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} // namespace FEX::HLE
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