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c7f7cb6afa | ||
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99ae5b9eda |
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-2
@@ -1,12 +1,12 @@
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{
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"name": "@valknar/vpinball-wasm",
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"version": "0.2.0",
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"version": "0.3.1",
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"lockfileVersion": 3,
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"requires": true,
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"packages": {
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"": {
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"name": "@valknar/vpinball-wasm",
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"version": "0.2.0",
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"version": "0.3.1",
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"license": "SEE LICENSE IN LICENSE",
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"devDependencies": {
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"typescript": "^5.6.0"
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+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "@valknar/vpinball-wasm",
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"version": "0.3.0",
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"version": "0.3.1",
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"description": "Visual Pinball's engine compiled to WebAssembly - real .vpx tables, real VBScript, WebGL2 rendering, in the browser",
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"license": "SEE LICENSE IN LICENSE",
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"type": "module",
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@@ -1,8 +1,8 @@
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diff --git a/src/cpuexec.c b/src/cpuexec.c
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index 07db6a1..0bfcbe7 100644
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index 07db6a1..19da31a 100644
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--- a/src/cpuexec.c
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+++ b/src/cpuexec.c
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@@ -466,6 +466,65 @@ void cpu_run(void)
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@@ -466,6 +466,78 @@ void cpu_run(void)
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#endif
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}
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@@ -29,6 +29,19 @@ index 07db6a1..0bfcbe7 100644
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+ once it has fully quit (cpu_post_run() has already been invoked). */
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+int cpu_run_emscripten_step(void)
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+{
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+ /* usrintrf.c's per-frame video update contains a "while (g_fPause) {
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+ ...; draw_screen(); ... }" busy-wait (see the VPINMAME/LIBPINMAME
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+ branch around updatescreen()) that assumes a real OS thread will
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+ later flip g_fPause back to 0 from outside it. We're single-threaded
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+ here, so entering that loop at all would spin forever burning 100%
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+ CPU with no way out - nothing else can ever run to clear the flag.
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+ Skip cpu_timeslice() (and therefore that loop) entirely while paused;
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+ the emulation simply doesn't advance until Controller.Pause is set
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+ back to False and this function is called again next frame. */
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+ extern int g_fPause;
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+ if (g_fPause)
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+ return 1;
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+
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+ const double frame_target = timer_get_time() + (1.0 / 60.0);
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+
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+ while (!time_to_quit && !time_to_reset && timer_get_time() < frame_target)
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