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Improved the algorithm for GetHighestPriorityReadyThread.
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@ -40,24 +40,23 @@ SharedPtr<Thread> WaitObject::GetHighestPriorityReadyThread() {
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if (waiting_threads.empty())
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return nullptr;
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auto candidate_threads = waiting_threads;
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SharedPtr<Thread> candidate = nullptr;
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s32 candidate_priority = THREADPRIO_LOWEST + 1;
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// Eliminate all threads that are waiting on more than one object, and not all of said objects are ready
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candidate_threads.erase(std::remove_if(candidate_threads.begin(), candidate_threads.end(), [](const SharedPtr<Thread>& thread) -> bool {
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return std::any_of(thread->wait_objects.begin(), thread->wait_objects.end(), [](const SharedPtr<WaitObject>& object) -> bool {
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for (const auto& thread : waiting_threads) {
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if (thread->current_priority >= candidate_priority)
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continue;
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bool ready_to_run = std::none_of(thread->wait_objects.begin(), thread->wait_objects.end(), [](const SharedPtr<WaitObject>& object) {
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return object->ShouldWait();
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});
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}), candidate_threads.end());
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if (ready_to_run) {
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candidate = thread;
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candidate_priority = thread->current_priority;
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}
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}
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// Return the thread with the lowest priority value (The one with the highest priority)
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auto thread_itr = std::min_element(candidate_threads.begin(), candidate_threads.end(), [](const SharedPtr<Thread>& lhs, const SharedPtr<Thread>& rhs) {
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return lhs->current_priority < rhs->current_priority;
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});
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if (thread_itr == candidate_threads.end())
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return nullptr;
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return *thread_itr;
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return candidate;
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}
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void WaitObject::WakeupAllWaitingThreads() {
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