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// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <thread>
#include <gtest/gtest.h>
#include "Common/BlockingLoop.h"
#include "Common/Thread.h"
TEST(BusyLoopTest, MultiThreaded)
{
Common::BlockingLoop loop;
Common::Event e;
for (int i = 0; i < 10; i++)
{
loop.Prepare();
std::thread loop_thread([&] { loop.Run([&] { e.Set(); }); });
// Ping - Pong
for (int j = 0; j < 10; j++)
{
loop.Wakeup();
e.Wait();
// Just waste some time. So the main loop did fall back to the sleep state much more likely.
Common::SleepCurrentThread(1);
}
for (int j = 0; j < 100; j++)
{
// We normally have to call Wakeup to assure the Event is triggered.
// But this check is for an internal feature of the BlockingLoop.
// It's implemented to fall back to a busy loop regularly.
// If we're in the busy loop, the payload (and so the Event) is called all the time.
// loop.Wakeup();
e.Wait();
}
loop.Stop();
loop_thread.join();
}
}
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