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CDROM: Fix async readahead causing lockups in some games
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@ -101,9 +101,28 @@ void CDROMAsyncReader::QueueReadSector(CDImage::LBA lba)
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bool CDROMAsyncReader::ReadSectorUncached(CDImage::LBA lba, CDImage::SubChannelQ* subq, SectorBuffer* data)
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{
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if (IsUsingThread())
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CancelReadahead();
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if (!IsUsingThread())
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return InternalReadSectorUncached(lba, subq, data);
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std::unique_lock lock(m_mutex);
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// wait until the read thread is idle
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m_notify_read_complete_cv.wait(lock, [this]() { return !m_is_reading.load(); });
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// read while the lock is held so it has to wait
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const CDImage::LBA prev_lba = m_media->GetPositionOnDisc();
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const bool result = InternalReadSectorUncached(lba, subq, data);
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if (!m_media->Seek(prev_lba))
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{
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Log_ErrorPrintf("Failed to re-seek to cached position %u", prev_lba);
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m_can_readahead.store(false);
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}
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return result;
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}
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bool CDROMAsyncReader::InternalReadSectorUncached(CDImage::LBA lba, CDImage::SubChannelQ* subq, SectorBuffer* data)
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{
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if (m_media->GetPositionOnDisc() != lba && !m_media->Seek(lba))
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{
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Log_WarningPrintf("Seek to LBA %u failed", lba);
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@ -52,6 +52,7 @@ private:
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void EmptyBuffers();
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bool ReadSectorIntoBuffer(std::unique_lock<std::mutex>& lock);
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void ReadSectorNonThreaded(CDImage::LBA lba);
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bool InternalReadSectorUncached(CDImage::LBA lba, CDImage::SubChannelQ* subq, SectorBuffer* data);
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void CancelReadahead();
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void WorkerThreadEntryPoint();
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