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Fix game termination (again)
We wait for the emu to stop, so it doesn't make sense to return the loop when we are "stopping".
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parent
21cdbd90e9
commit
dd8734fce9
2 changed files with 3 additions and 3 deletions
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@ -6160,7 +6160,7 @@ s64 spu_thread::get_ch_value(u32 ch)
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{
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if (utils::has_waitpkg())
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{
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__tpause(std::min<u32>(eventstat_spin_count, 10) * 500, 0x1);
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__tpause(std::min<u64>(eventstat_spin_count, 10) * 500, 0x1);
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}
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else
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{
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@ -6173,7 +6173,7 @@ s64 spu_thread::get_ch_value(u32 ch)
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};
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// Provide the first X64 cache line of the reservation to be tracked
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__mwaitx<check_wait_t>(std::min<u32>(eventstat_spin_count, 17) * 500, 0xf0, std::addressof(*resrv_mem), +rtime, vm::reservation_acquire(raddr));
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__mwaitx<check_wait_t>(std::min<u64>(eventstat_spin_count, 17) * 500, 0xf0, std::addressof(*resrv_mem), +rtime, vm::reservation_acquire(raddr));
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}
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}
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else
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@ -2987,7 +2987,7 @@ void Emulator::GracefulShutdown(bool allow_autoexit, bool async_op, bool savesta
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});
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}
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if (static_cast<u64>(info) != m_stop_ctr || Emu.IsStopped())
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if (static_cast<u64>(info) != m_stop_ctr || Emu.IsStopped(true))
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{
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return true;
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}
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