diff options
Diffstat (limited to 'src/core/hle/hle.cpp')
| -rw-r--r-- | src/core/hle/hle.cpp | 16 |
1 files changed, 15 insertions, 1 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp index 3f73b5538..33ac12507 100644 --- a/src/core/hle/hle.cpp +++ b/src/core/hle/hle.cpp @@ -1,5 +1,5 @@ // Copyright 2014 Citra Emulator Project -// Licensed under GPLv2 +// Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include <vector> @@ -8,6 +8,8 @@ #include "core/hle/hle.h" #include "core/hle/kernel/thread.h" #include "core/hle/service/service.h" +#include "core/hle/service/fs/archive.h" +#include "core/hle/service/cfg/cfg.h" //////////////////////////////////////////////////////////////////////////////////////////////////// @@ -41,7 +43,15 @@ void CallSVC(u32 opcode) { void Reschedule(const char *reason) { _dbg_assert_msg_(Kernel, reason != 0 && strlen(reason) < 256, "Reschedule: Invalid or too long reason."); + + // TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE + // routines. This simulates that time by artificially advancing the number of CPU "ticks". + // The value was chosen empirically, it seems to work well enough for everything tested, but + // is likely not ideal. We should find a more accurate way to simulate timing with HLE. + Core::g_app_core->AddTicks(4000); + Core::g_app_core->PrepareReschedule(); + g_reschedule = true; } @@ -56,6 +66,8 @@ void RegisterAllModules() { void Init() { Service::Init(); + Service::FS::ArchiveInit(); + Service::CFG::CFGInit(); RegisterAllModules(); @@ -63,6 +75,8 @@ void Init() { } void Shutdown() { + Service::CFG::CFGShutdown(); + Service::FS::ArchiveShutdown(); Service::Shutdown(); g_module_db.clear(); |
