general: rename CurrentProcess to ApplicationProcess

This commit is contained in:
Liam 2023-02-13 11:21:43 -05:00
parent 4363ca304a
commit ceda2d280e
41 changed files with 169 additions and 164 deletions

View file

@ -186,7 +186,7 @@ struct System::Impl {
void Run() {
std::unique_lock<std::mutex> lk(suspend_guard);
kernel.Suspend(false);
kernel.SuspendApplication(false);
core_timing.SyncPause(false);
is_paused.store(false, std::memory_order_relaxed);
}
@ -195,7 +195,7 @@ struct System::Impl {
std::unique_lock<std::mutex> lk(suspend_guard);
core_timing.SyncPause(true);
kernel.Suspend(true);
kernel.SuspendApplication(true);
is_paused.store(true, std::memory_order_relaxed);
}
@ -203,17 +203,17 @@ struct System::Impl {
return is_paused.load(std::memory_order_relaxed);
}
std::unique_lock<std::mutex> StallProcesses() {
std::unique_lock<std::mutex> StallApplication() {
std::unique_lock<std::mutex> lk(suspend_guard);
kernel.Suspend(true);
kernel.SuspendApplication(true);
core_timing.SyncPause(true);
return lk;
}
void UnstallProcesses() {
void UnstallApplication() {
if (!IsPaused()) {
core_timing.SyncPause(false);
kernel.Suspend(false);
kernel.SuspendApplication(false);
}
}
@ -221,7 +221,7 @@ struct System::Impl {
debugger = std::make_unique<Debugger>(system, port);
}
SystemResultStatus SetupForMainProcess(System& system, Frontend::EmuWindow& emu_window) {
SystemResultStatus SetupForApplicationProcess(System& system, Frontend::EmuWindow& emu_window) {
LOG_DEBUG(Core, "initialized OK");
// Setting changes may require a full system reinitialization (e.g., disabling multicore).
@ -273,7 +273,7 @@ struct System::Impl {
return SystemResultStatus::ErrorGetLoader;
}
SystemResultStatus init_result{SetupForMainProcess(system, emu_window)};
SystemResultStatus init_result{SetupForApplicationProcess(system, emu_window)};
if (init_result != SystemResultStatus::Success) {
LOG_CRITICAL(Core, "Failed to initialize system (Error {})!",
static_cast<int>(init_result));
@ -302,7 +302,7 @@ struct System::Impl {
static_cast<u32>(SystemResultStatus::ErrorLoader) + static_cast<u32>(load_result));
}
AddGlueRegistrationForProcess(*app_loader, *main_process);
kernel.MakeCurrentProcess(main_process);
kernel.MakeApplicationProcess(main_process);
kernel.InitializeCores();
// Initialize cheat engine
@ -585,12 +585,12 @@ void System::DetachDebugger() {
}
}
std::unique_lock<std::mutex> System::StallProcesses() {
return impl->StallProcesses();
std::unique_lock<std::mutex> System::StallApplication() {
return impl->StallApplication();
}
void System::UnstallProcesses() {
impl->UnstallProcesses();
void System::UnstallApplication() {
impl->UnstallApplication();
}
void System::InitializeDebugger() {
@ -648,8 +648,8 @@ const Kernel::GlobalSchedulerContext& System::GlobalSchedulerContext() const {
return impl->kernel.GlobalSchedulerContext();
}
Kernel::KProcess* System::CurrentProcess() {
return impl->kernel.CurrentProcess();
Kernel::KProcess* System::ApplicationProcess() {
return impl->kernel.ApplicationProcess();
}
Core::DeviceMemory& System::DeviceMemory() {
@ -660,8 +660,8 @@ const Core::DeviceMemory& System::DeviceMemory() const {
return *impl->device_memory;
}
const Kernel::KProcess* System::CurrentProcess() const {
return impl->kernel.CurrentProcess();
const Kernel::KProcess* System::ApplicationProcess() const {
return impl->kernel.ApplicationProcess();
}
ARM_Interface& System::ArmInterface(std::size_t core_index) {
@ -760,8 +760,8 @@ const Core::SpeedLimiter& System::SpeedLimiter() const {
return impl->speed_limiter;
}
u64 System::GetCurrentProcessProgramID() const {
return impl->kernel.CurrentProcess()->GetProgramID();
u64 System::GetApplicationProcessProgramID() const {
return impl->kernel.ApplicationProcess()->GetProgramID();
}
Loader::ResultStatus System::GetGameName(std::string& out) const {
@ -880,11 +880,11 @@ bool System::GetExitLock() const {
return impl->exit_lock;
}
void System::SetCurrentProcessBuildID(const CurrentBuildProcessID& id) {
void System::SetApplicationProcessBuildID(const CurrentBuildProcessID& id) {
impl->build_id = id;
}
const System::CurrentBuildProcessID& System::GetCurrentProcessBuildID() const {
const System::CurrentBuildProcessID& System::GetApplicationProcessBuildID() const {
return impl->build_id;
}