// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
// This file references various implementation details from Atmosphere, an open-source firmware for
// the Nintendo Switch. Copyright 2018-2020 Atmosphere-NX.
#pragma once
#include "common/common_types.h"
#include "core/hle/kernel/k_resource_limit.h"
#include "core/hle/kernel/process.h"
namespace Kernel {
class KScopedResourceReservation {
public:
explicit KScopedResourceReservation(KResourceLimit* l, LimitableResource r, s64 v, s64 timeout)
: resource_limit(std::move(l)), value(v), resource(r) {
if (resource_limit && value) {
success = resource_limit->Reserve(resource, value, timeout);
} else {
success = true;
}
}
explicit KScopedResourceReservation(KResourceLimit* l, LimitableResource r, s64 v = 1)
: resource_limit(std::move(l)), value(v), resource(r) {
if (resource_limit && value) {
success = resource_limit->Reserve(resource, value);
} else {
success = true;
}
}
explicit KScopedResourceReservation(const Process* p, LimitableResource r, s64 v, s64 t)
: KScopedResourceReservation(p->GetResourceLimit(), r, v, t) {}
explicit KScopedResourceReservation(const Process* p, LimitableResource r, s64 v = 1)
: KScopedResourceReservation(p->GetResourceLimit(), r, v) {}
~KScopedResourceReservation() noexcept {
if (resource_limit && value && success) {
// resource was not committed, release the reservation.
resource_limit->Release(resource, value);
}
}
/// Commit the resource reservation, destruction of this object does not release the resource
void Commit() {
resource_limit = nullptr;
}
[[nodiscard]] bool Succeeded() const {
return success;
}
private:
KResourceLimit* resource_limit{};
s64 value;
LimitableResource resource;
bool success;
};
} // namespace Kernel