Emu: Make game termination less confusing

This commit is contained in:
Megamouse 2025-05-07 22:04:19 +02:00
parent 30a4b26306
commit 738d1ef682

View file

@ -2920,11 +2920,18 @@ void Emulator::GracefulShutdown(bool allow_autoexit, bool async_op, bool savesta
const u64 read_counter = get_sysutil_cb_manager_read_count(); const u64 read_counter = get_sysutil_cb_manager_read_count();
if (old_state == system_state::frozen || savestate || !sysutil_send_system_cmd(0x0101 /* CELL_SYSUTIL_REQUEST_EXITGAME */, 0)) const bool force_termination = old_state == system_state::frozen || savestate;
if (!force_termination)
{ {
if (old_state != system_state::frozen && !savestate) sys_log.notice("Requesting game to exit...");
}
if (force_termination || !sysutil_send_system_cmd(0x0101 /* CELL_SYSUTIL_REQUEST_EXITGAME */, 0))
{
if (!force_termination)
{ {
sys_log.warning("The running game ignored the exit request. Forcing termination..."); sys_log.warning("The game ignored the exit request. Forcing termination...");
} }
// The callback has been rudely ignored, we have no other option but to force termination // The callback has been rudely ignored, we have no other option but to force termination
@ -2941,15 +2948,20 @@ void Emulator::GracefulShutdown(bool allow_autoexit, bool async_op, bool savesta
return; return;
} }
sys_log.notice("The game was requested to exit. Waiting for its reaction...");
auto perform_kill = [read_counter, allow_autoexit, this, info = GetEmulationIdentifier()]() auto perform_kill = [read_counter, allow_autoexit, this, info = GetEmulationIdentifier()]()
{ {
bool read_sysutil_signal = false; bool read_sysutil_signal = false;
u32 i = 100; // If EXITGAME signal is not read, force kill after a couple of seconds.
constexpr int loop_timeout_ms = 50;
int kill_timeout_ms = 2000;
int elapsed_ms = 0;
qt_events_aware_op(50, [&]() qt_events_aware_op(loop_timeout_ms, [&]()
{ {
if (i >= 140) if (elapsed_ms >= kill_timeout_ms)
{ {
return true; return true;
} }
@ -2960,9 +2972,11 @@ void Emulator::GracefulShutdown(bool allow_autoexit, bool async_op, bool savesta
Resume(); Resume();
}, nullptr, true, read_counter); }, nullptr, true, read_counter);
// Check if the EXITGAME signal was read. We allow the game to terminate itself if that's the case.
if (!read_sysutil_signal && read_counter != get_sysutil_cb_manager_read_count()) if (!read_sysutil_signal && read_counter != get_sysutil_cb_manager_read_count())
{ {
i -= 100; // Grant 5 seconds (if signal is not read force kill after two second) sys_log.notice("The game received the exit request. Waiting for it to terminate itself...");
kill_timeout_ms += 5000; // Grant a couple more seconds
read_sysutil_signal = true; read_sysutil_signal = true;
} }
@ -2972,13 +2986,14 @@ void Emulator::GracefulShutdown(bool allow_autoexit, bool async_op, bool savesta
} }
// Process events // Process events
i++; elapsed_ms += loop_timeout_ms;
return false; return false;
}); });
// An inevitable attempt to terminate the *current* emulation course will be issued after 7s // An inevitable attempt to terminate the *current* emulation course will be issued after the timeout was reached.
CallFromMainThread([allow_autoexit, this]() CallFromMainThread([this, allow_autoexit, elapsed_ms, read_sysutil_signal]()
{ {
sys_log.error("The game did not react to the exit request in time. Terminating manually... (read_sysutil_signal=%d, elapsed_ms=%d)", read_sysutil_signal, elapsed_ms);
Kill(allow_autoexit); Kill(allow_autoexit);
}, info); }, info);
}; };