State: Simplify interthread communication and cleanups. Save/Load calls are now always non-blocking for the caller, but appropriately block the CPU thread as needed.

This commit is contained in:
Jordan Woyak
2026-01-19 21:56:59 -06:00
parent 1d9e475123
commit 2322437f96
6 changed files with 328 additions and 374 deletions
@@ -233,19 +233,17 @@ object NativeLibrary {
* Saves a game state to the slot number.
*
* @param slot The slot location to save state to.
* @param wait If false, returns as early as possible. If true, returns once the savestate has been written to disk.
*/
@JvmStatic
external fun SaveState(slot: Int, wait: Boolean)
external fun SaveState(slot: Int)
/**
* Saves a game state to the specified path.
*
* @param path The path to save state to.
* @param wait If false, returns as early as possible. If true, returns once the savestate has been written to disk.
*/
@JvmStatic
external fun SaveStateAs(path: String, wait: Boolean)
external fun SaveStateAs(path: String)
/**
* Loads a game state from the slot number.
@@ -494,16 +494,16 @@ class EmulationActivity : AppCompatActivity(), ThemeProvider {
}
MENU_ACTION_TAKE_SCREENSHOT -> NativeLibrary.SaveScreenShot()
MENU_ACTION_QUICK_SAVE -> NativeLibrary.SaveState(9, false)
MENU_ACTION_QUICK_SAVE -> NativeLibrary.SaveState(9)
MENU_ACTION_QUICK_LOAD -> NativeLibrary.LoadState(9)
MENU_ACTION_SAVE_ROOT -> showSubMenu(SaveOrLoad.SAVE)
MENU_ACTION_LOAD_ROOT -> showSubMenu(SaveOrLoad.LOAD)
MENU_ACTION_SAVE_SLOT1 -> NativeLibrary.SaveState(0, false)
MENU_ACTION_SAVE_SLOT2 -> NativeLibrary.SaveState(1, false)
MENU_ACTION_SAVE_SLOT3 -> NativeLibrary.SaveState(2, false)
MENU_ACTION_SAVE_SLOT4 -> NativeLibrary.SaveState(3, false)
MENU_ACTION_SAVE_SLOT5 -> NativeLibrary.SaveState(4, false)
MENU_ACTION_SAVE_SLOT6 -> NativeLibrary.SaveState(5, false)
MENU_ACTION_SAVE_SLOT1 -> NativeLibrary.SaveState(0)
MENU_ACTION_SAVE_SLOT2 -> NativeLibrary.SaveState(1)
MENU_ACTION_SAVE_SLOT3 -> NativeLibrary.SaveState(2)
MENU_ACTION_SAVE_SLOT4 -> NativeLibrary.SaveState(3)
MENU_ACTION_SAVE_SLOT5 -> NativeLibrary.SaveState(4)
MENU_ACTION_SAVE_SLOT6 -> NativeLibrary.SaveState(5)
MENU_ACTION_LOAD_SLOT1 -> NativeLibrary.LoadState(0)
MENU_ACTION_LOAD_SLOT2 -> NativeLibrary.LoadState(1)
MENU_ACTION_LOAD_SLOT3 -> NativeLibrary.LoadState(2)
@@ -232,7 +232,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
}
}
fun saveTemporaryState() = NativeLibrary.SaveStateAs(temporaryStateFilePath, true)
fun saveTemporaryState() = NativeLibrary.SaveStateAs(temporaryStateFilePath)
private val temporaryStateFilePath: String
get() = "${requireContext().filesDir}${File.separator}temp.sav"
+4 -6
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@@ -310,19 +310,17 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_eglBindAPI(J
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_SaveState(JNIEnv*, jclass,
jint slot,
jboolean wait)
jint slot)
{
HostThreadLock guard;
State::Save(Core::System::GetInstance(), slot, wait);
State::Save(Core::System::GetInstance(), slot);
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_SaveStateAs(JNIEnv* env, jclass,
jstring path,
jboolean wait)
jstring path)
{
HostThreadLock guard;
State::SaveAs(Core::System::GetInstance(), GetJString(env, path), wait);
State::SaveAs(Core::System::GetInstance(), GetJString(env, path));
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_LoadState(JNIEnv*, jclass,
+310 -341
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File diff suppressed because it is too large Load Diff
+4 -15
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@@ -10,7 +10,6 @@
#include <string>
#include <type_traits>
#include "Common/Buffer.h"
#include "Common/CommonTypes.h"
namespace Core
@@ -81,13 +80,8 @@ struct StateExtendedHeader
};
void Init(Core::System& system);
void Shutdown();
void EnableCompression(bool compression);
bool ReadHeader(const std::string& filename, StateHeader& header);
// Returns a string containing information of the savestate in the given slot
// which can be presented to the user for identification purposes
std::string GetInfoStringOfSlot(int slot, bool translate = true);
@@ -97,17 +91,12 @@ u64 GetUnixTimeOfSlot(int slot);
// These don't happen instantly - they get scheduled as events.
// ...But only if we're not in the main CPU thread.
// If we're in the main CPU thread then they run immediately instead
// because some things (like Lua) need them to run immediately.
// Slots from 0-99.
void Save(Core::System& system, int slot, bool wait = false);
// If we're in the main CPU thread then they run immediately instead.
void Save(Core::System& system, int slot);
void Load(Core::System& system, int slot);
void SaveAs(Core::System& system, const std::string& filename, bool wait = false);
void LoadAs(Core::System& system, const std::string& filename);
void SaveToBuffer(Core::System& system, Common::UniqueBuffer<u8>& buffer);
void LoadFromBuffer(Core::System& system, Common::UniqueBuffer<u8>& buffer);
void SaveAs(Core::System& system, std::string filename);
void LoadAs(Core::System& system, std::string filename);
void LoadLastSaved(Core::System& system, int i = 1);
void SaveFirstSaved(Core::System& system);