fix: resolve issue when handling event sooner than expected
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c007bf4d8e
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1170673447
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@ -51,10 +51,7 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
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const frame_end = sched.tick + cycles_per_frame;
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const frame_end = sched.tick + cycles_per_frame;
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while (true) {
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while (true) {
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const next = sched.nextTimestamp();
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while (sched.tick < std.math.min(frame_end, sched.nextTimestamp())) {
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const run_until = std.math.min(next, frame_end);
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while (sched.tick < run_until) {
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if (cpu.bus.io.haltcnt == .Execute) cpu.step() else sched.tick += 1;
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if (cpu.bus.io.haltcnt == .Execute) cpu.step() else sched.tick += 1;
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cpu.handleDMATransfers();
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cpu.handleDMATransfers();
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}
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}
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@ -90,10 +90,12 @@ pub const Scheduler = struct {
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self.queue.add(.{ .kind = kind, .tick = self.now() + end }) catch unreachable;
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self.queue.add(.{ .kind = kind, .tick = self.now() + end }) catch unreachable;
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}
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}
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pub fn nextTimestamp(self: *Self) u64 {
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pub inline fn nextTimestamp(self: *const Self) u64 {
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if (self.queue.peek()) |e| return e.tick;
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@setRuntimeSafety(false);
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unreachable; // There's always the HeatDeath event scheduled
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// Typically you'd use PriorityQueue.peek here, but there's always at least a HeatDeath
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// event in the PQ so we can just do this instead. Should be faster in ReleaseSafe
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return self.queue.items[0].tick;
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}
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}
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};
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};
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