Virtu/Virtu/Machine.cs
Sean Fausett ea2a892113 Rewrote sound emulation to be much more accurate.
Modified CPU throttling to sync with audio thread.
Added CPU multiplier to machine settings.
Bumped version to 0.8 for next release.

--HG--
extra : convert_revision : svn%3Affd33b8c-2492-42e0-bdc5-587b920b7d6d/trunk%4043066
2010-03-14 21:54:17 +00:00

129 lines
4.0 KiB
C#

using System;
using System.Collections.ObjectModel;
using System.Threading;
using Jellyfish.Library;
using Jellyfish.Virtu.Services;
using Jellyfish.Virtu.Settings;
namespace Jellyfish.Virtu
{
public enum MachineState { Stopped = 0, Starting, Running, Pausing, Paused, Stopping }
public sealed class Machine : IDisposable
{
public Machine()
{
Events = new MachineEvents();
Services = new MachineServices();
Settings = new MachineSettings();
Cpu = new Cpu(this);
Memory = new Memory(this);
DiskII = new DiskII(this);
Keyboard = new Keyboard(this);
GamePort = new GamePort(this);
Cassette = new Cassette(this);
Speaker = new Speaker(this);
Video = new Video(this);
Components = new Collection<MachineComponent> { Cpu, Memory, DiskII, Keyboard, GamePort, Cassette, Speaker, Video };
Thread = new Thread(Run) { Name = "Machine" };
}
public void Dispose()
{
_pauseEvent.Close();
_unpauseEvent.Close();
}
public void Reset()
{
Components.ForEach(component => component.Reset());
}
public void Start()
{
_storageService = Services.GetService<StorageService>();
_storageService.Load(MachineSettings.FileName, stream => Settings.Deserialize(stream));
State = MachineState.Starting;
Services.ForEach(service => service.Start());
Thread.Start();
}
public void Pause()
{
State = MachineState.Pausing;
_pauseEvent.WaitOne();
State = MachineState.Paused;
}
public void Unpause()
{
State = MachineState.Running;
_unpauseEvent.Set();
}
public void Stop()
{
State = MachineState.Stopping;
Services.ForEach(service => service.Stop());
_pauseEvent.Set();
_unpauseEvent.Set();
Thread.Join();
State = MachineState.Stopped;
_storageService.Save(MachineSettings.FileName, stream => Settings.Serialize(stream));
}
private void Run() // machine thread
{
Components.ForEach(component => component.Initialize());
Reset();
State = MachineState.Running;
do
{
do
{
Events.HandleEvents(Cpu.Execute());
}
while (State == MachineState.Running);
if (State == MachineState.Pausing)
{
_pauseEvent.Set();
_unpauseEvent.WaitOne();
}
}
while (State != MachineState.Stopping);
Components.ForEach(component => component.Uninitialize());
}
public MachineEvents Events { get; private set; }
public MachineServices Services { get; private set; }
public MachineSettings Settings { get; private set; }
public MachineState State { get; private set; }
public Cpu Cpu { get; private set; }
public Memory Memory { get; private set; }
public DiskII DiskII { get; private set; }
public Keyboard Keyboard { get; private set; }
public GamePort GamePort { get; private set; }
public Cassette Cassette { get; private set; }
public Speaker Speaker { get; private set; }
public Video Video { get; private set; }
public Collection<MachineComponent> Components { get; private set; }
public Thread Thread { get; private set; }
private AutoResetEvent _pauseEvent = new AutoResetEvent(false);
private AutoResetEvent _unpauseEvent = new AutoResetEvent(false);
private StorageService _storageService;
}
}