diff --git a/Source/Core/Core/State.cpp b/Source/Core/Core/State.cpp index f89c1fc79e..b1a3c70910 100644 --- a/Source/Core/Core/State.cpp +++ b/Source/Core/Core/State.cpp @@ -64,12 +64,13 @@ static AfterLoadCallbackFunc s_on_after_load_callback; // Temporary undo state buffer static std::vector g_undo_load_buffer; static std::vector g_current_buffer; -static bool s_load_or_save_in_progress; +static std::mutex s_load_or_save_in_progress_mutex; static std::mutex g_cs_undo_load_buffer; static std::mutex g_cs_current_buffer; static Common::Event g_compressAndDumpStateSyncEvent; +static std::recursive_mutex g_save_thread_mutex; static std::thread g_save_thread; // Don't forget to increase this after doing changes on the savestate system @@ -403,11 +404,10 @@ static void CompressAndDumpState(CompressAndDumpState_args save_args) void SaveAs(const std::string& filename, bool wait) { - if (s_load_or_save_in_progress) + std::unique_lock lk(s_load_or_save_in_progress_mutex, std::try_to_lock); + if (!lk) return; - s_load_or_save_in_progress = true; - Core::RunOnCPUThread( [&] { // Measure the size of the buffer. @@ -435,8 +435,12 @@ void SaveAs(const std::string& filename, bool wait) save_args.filename = filename; save_args.wait = wait; - Flush(); - g_save_thread = std::thread(CompressAndDumpState, save_args); + { + std::lock_guard lk(g_save_thread_mutex); + Flush(); + g_save_thread = std::thread(CompressAndDumpState, save_args); + } + g_compressAndDumpStateSyncEvent.Wait(); } else @@ -446,8 +450,6 @@ void SaveAs(const std::string& filename, bool wait) } }, true); - - s_load_or_save_in_progress = false; } bool ReadHeader(const std::string& filename, StateHeader& header) @@ -550,17 +552,18 @@ static void LoadFileStateData(const std::string& filename, std::vector& ret_ void LoadAs(const std::string& filename) { - if (!Core::IsRunning() || s_load_or_save_in_progress) - { + if (!Core::IsRunning()) return; - } - else if (NetPlay::IsNetPlayRunning()) + + if (NetPlay::IsNetPlayRunning()) { OSD::AddMessage("Loading savestates is disabled in Netplay to prevent desyncs"); return; } - s_load_or_save_in_progress = true; + std::unique_lock lk(s_load_or_save_in_progress_mutex, std::try_to_lock); + if (!lk) + return; Core::RunOnCPUThread( [&] { @@ -617,8 +620,6 @@ void LoadAs(const std::string& filename) s_on_after_load_callback(); }, true); - - s_load_or_save_in_progress = false; } void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback) @@ -699,6 +700,8 @@ void SaveFirstSaved() void Flush() { + std::lock_guard lk(g_save_thread_mutex); + // If already saving state, wait for it to finish if (g_save_thread.joinable()) g_save_thread.join();