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Merge pull request #2199 from skidau/remove-controls-lock
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Cleaned up the controller locking mechanism
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Parlane committed Apr 20, 2015
2 parents 82bbada + c76008b commit a86f2fe
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Showing 8 changed files with 0 additions and 41 deletions.
2 changes: 0 additions & 2 deletions Source/Core/Core/HW/GCKeyboard.cpp
Expand Up @@ -55,8 +55,6 @@ void GetStatus(u8 _port, KeyboardStatus* _pKeyboardStatus)
memset(_pKeyboardStatus, 0, sizeof(*_pKeyboardStatus));
_pKeyboardStatus->err = PAD_ERR_NONE;

std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);

// get input
((GCKeyboard*)s_config.controllers[_port])->GetInput(_pKeyboardStatus);
}
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9 changes: 0 additions & 9 deletions Source/Core/Core/HW/GCPad.cpp
Expand Up @@ -57,26 +57,17 @@ void GetStatus(u8 _numPAD, GCPadStatus* _pPADStatus)
memset(_pPADStatus, 0, sizeof(*_pPADStatus));
_pPADStatus->err = PAD_ERR_NONE;

std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);


// get input
((GCPad*)s_config.controllers[_numPAD])->GetInput(_pPADStatus);
}

void Rumble(u8 _numPAD, const ControlState strength)
{
std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);

((GCPad*)s_config.controllers[ _numPAD ])->SetOutput(strength);
}

bool GetMicButton(u8 pad)
{

std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);


return ((GCPad*)s_config.controllers[pad])->GetMicButton();
}

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3 changes: 0 additions & 3 deletions Source/Core/Core/HW/Wiimote.cpp
Expand Up @@ -118,9 +118,6 @@ void Update(int _number)
{
//PanicAlert( "Wiimote_Update" );

// TODO: change this to a try_to_lock, and make it give empty input on failure
std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);

if (WIIMOTE_SRC_EMU & g_wiimote_sources[_number])
((WiimoteEmu::Wiimote*)s_config.controllers[_number])->Update();
else
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16 changes: 0 additions & 16 deletions Source/Core/DolphinWX/InputConfigDiag.cpp
Expand Up @@ -300,7 +300,6 @@ void GamepadPage::ClearAll(wxCommandEvent&)
// no point in using the real ControllerInterface i guess
ControllerInterface face;

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->UpdateReferences(face);

UpdateGUI();
Expand All @@ -310,7 +309,6 @@ void GamepadPage::LoadDefaults(wxCommandEvent&)
{
controller->LoadDefaults(g_controller_interface);

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->UpdateReferences(g_controller_interface);

UpdateGUI();
Expand All @@ -320,7 +318,6 @@ bool ControlDialog::Validate()
{
control_reference->expression = WxStrToStr(textctrl->GetValue());

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
g_controller_interface.UpdateReference(control_reference, m_parent->controller->default_device);

UpdateGUI();
Expand All @@ -339,7 +336,6 @@ void GamepadPage::SetDevice(wxCommandEvent&)
controller->UpdateDefaultDevice();

// update references
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->UpdateReferences(g_controller_interface);
}

Expand All @@ -358,7 +354,6 @@ void ControlDialog::ClearControl(wxCommandEvent&)
{
control_reference->expression.clear();

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
g_controller_interface.UpdateReference(control_reference, m_parent->controller->default_device);

UpdateGUI();
Expand Down Expand Up @@ -420,7 +415,6 @@ void ControlDialog::SetSelectedControl(wxCommandEvent&)
textctrl->WriteText(expr);
control_reference->expression = textctrl->GetValue();

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
g_controller_interface.UpdateReference(control_reference, m_parent->controller->default_device);

UpdateGUI();
Expand Down Expand Up @@ -455,28 +449,24 @@ void ControlDialog::AppendControl(wxCommandEvent& event)
textctrl->WriteText(expr);
control_reference->expression = textctrl->GetValue();

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
g_controller_interface.UpdateReference(control_reference, m_parent->controller->default_device);

UpdateGUI();
}

void GamepadPage::AdjustSetting(wxCommandEvent& event)
{
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
((PadSetting*)((wxControl*)event.GetEventObject())->GetClientData())->UpdateValue();
}

void GamepadPage::AdjustSettingUI(wxCommandEvent& event)
{
m_iterate = !m_iterate;
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
((PadSetting*)((wxControl*)event.GetEventObject())->GetClientData())->UpdateValue();
}

void GamepadPage::AdjustControlOption(wxCommandEvent&)
{
std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
m_control_dialog->control_reference->range = (ControlState)(m_control_dialog->range_slider->GetValue()) / SLIDER_TICK_COUNT;
}

Expand All @@ -496,7 +486,6 @@ void GamepadPage::ClearControl(wxEvent& event)
btn->control_reference->expression.clear();
btn->control_reference->range = 1.0;

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->UpdateReferences(g_controller_interface);

// update changes
Expand All @@ -516,7 +505,6 @@ void ControlDialog::DetectControl(wxCommandEvent& event)
// This makes the "waiting" text work on Linux. true (only if needed) prevents crash on Windows
wxTheApp->Yield(true);

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
ciface::Core::Device::Control* const ctrl = control_reference->Detect(DETECT_WAIT_TIME, dev);

// if we got input, select it in the list
Expand Down Expand Up @@ -556,7 +544,6 @@ bool GamepadPage::DetectButton(ControlButton* button)
// This makes the "waiting" text work on Linux. true (only if needed) prevents crash on Windows
wxTheApp->Yield(true);

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
ciface::Core::Device::Control* const ctrl = button->control_reference->Detect(DETECT_WAIT_TIME, dev);

// if we got input, update expression and reference
Expand Down Expand Up @@ -681,7 +668,6 @@ void GamepadPage::LoadProfile(wxCommandEvent&)
IniFile inifile;
inifile.Load(fname);

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);
controller->LoadConfig(inifile.GetOrCreateSection("Profile"));
controller->UpdateReferences(g_controller_interface);

Expand Down Expand Up @@ -746,8 +732,6 @@ void GamepadPage::RefreshDevices(wxCommandEvent&)
{
bool was_unpaused = Core::PauseAndLock(true);

std::lock_guard<std::recursive_mutex> lk(m_config.controls_lock);

// refresh devices
g_controller_interface.Reinitialize();

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5 changes: 0 additions & 5 deletions Source/Core/DolphinWX/InputConfigDiagBitmaps.cpp
Expand Up @@ -453,11 +453,6 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))

g_controller_interface.UpdateInput();

// don't want game thread updating input when we are using it here
std::unique_lock<std::recursive_mutex> lk(g_controller_interface.update_lock, std::try_to_lock);
if (!lk.owns_lock())
return;

GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage(m_pad_notebook->GetSelection());

for (ControlGroupBox* g : current_page->control_groups)
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Expand Up @@ -134,8 +134,6 @@ void ControllerInterface::Shutdown()
//
void ControllerInterface::UpdateInput()
{
std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);

for (ciface::Core::Device* d : m_devices)
d->UpdateInput();
}
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Expand Up @@ -122,8 +122,6 @@ class ControllerInterface : public ciface::Core::DeviceContainer
void UpdateReference(ControlReference* control, const ciface::Core::DeviceQualifier& default_device) const;
void UpdateInput();

std::recursive_mutex update_lock;

private:
bool m_is_init;
void* m_hwnd;
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2 changes: 0 additions & 2 deletions Source/Core/InputCommon/InputConfig.h
Expand Up @@ -26,8 +26,6 @@ class InputConfig

std::vector<ControllerEmu*> controllers;

std::recursive_mutex controls_lock; // for changing any control references

const char* const ini_name;
const char* const gui_name;
const char* const profile_name;
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