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synced 2024-12-26 02:23:05 +00:00
Kill command - stop emulation
This commit is contained in:
parent
38c15faacf
commit
055ac70eaa
6 changed files with 29 additions and 24 deletions
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@ -1076,9 +1076,11 @@ namespace Ryujinx.UI
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RendererWidget.WaitEvent.WaitOne();
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RendererWidget.Start();
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_pauseEmulation.Sensitive = false;
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_resumeEmulation.Sensitive = false;
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UpdateMenuItem.Sensitive = true;
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_emulationContext.Dispose();
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_deviceExitStatus.Set();
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// NOTE: Everything that is here will not be executed when you close the UI.
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Application.Invoke(delegate
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@ -1173,7 +1175,7 @@ namespace Ryujinx.UI
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RendererWidget.Exit();
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// Wait for the other thread to dispose the HLE context before exiting.
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_deviceExitStatus.WaitOne();
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_emulationContext.ExitStatus.WaitOne();
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RendererWidget.Dispose();
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}
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}
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@ -1511,9 +1513,6 @@ namespace Ryujinx.UI
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UpdateGameMetadata(_emulationContext.Processes.ActiveApplication.ProgramIdText);
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}
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_pauseEmulation.Sensitive = false;
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_resumeEmulation.Sensitive = false;
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UpdateMenuItem.Sensitive = true;
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RendererWidget?.Exit();
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}
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@ -49,7 +49,6 @@ namespace Ryujinx.UI
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public static event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
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private bool _isActive;
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private bool _isStopped;
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private bool _toggleFullscreen;
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@ -459,7 +458,7 @@ namespace Ryujinx.UI
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(Toplevel as MainWindow)?.ActivatePauseMenu();
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while (_isActive)
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while (Device.IsActive)
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{
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if (_isStopped)
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{
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@ -519,7 +518,7 @@ namespace Ryujinx.UI
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{
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_chrono.Restart();
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_isActive = true;
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Device.IsActive = true;
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Gtk.Window parent = Toplevel as Gtk.Window;
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@ -573,9 +572,9 @@ namespace Ryujinx.UI
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_isStopped = true;
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if (_isActive)
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if (Device.IsActive)
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{
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_isActive = false;
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Device.IsActive = false;
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_exitEvent.WaitOne();
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_exitEvent.Dispose();
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@ -584,7 +583,7 @@ namespace Ryujinx.UI
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private void NvidiaStutterWorkaround()
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{
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while (_isActive)
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while (Device.IsActive)
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{
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// When NVIDIA Threaded Optimization is on, the driver will snapshot all threads in the system whenever the application creates any new ones.
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// The ThreadPool has something called a "GateThread" which terminates itself after some inactivity.
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@ -603,7 +602,7 @@ namespace Ryujinx.UI
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public void MainLoop()
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{
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while (_isActive)
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while (Device.IsActive)
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{
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UpdateFrame();
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@ -616,7 +615,7 @@ namespace Ryujinx.UI
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private bool UpdateFrame()
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{
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if (!_isActive)
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if (!Device.IsActive)
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{
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return true;
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}
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@ -218,6 +218,8 @@ namespace Ryujinx.HLE.Debugger
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}
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case 'k':
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Logger.Notice.Print(LogClass.GdbStub, "Kill request received");
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Device.IsActive = false;
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Device.ExitStatus.WaitOne();
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Reply("");
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break;
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case 'm':
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@ -311,7 +311,9 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
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{
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KernelContext.CriticalSection.Enter();
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if (Owner != null && Owner.PinnedThreads[KernelStatic.GetCurrentThread().CurrentCore] == this)
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KThread currentThread = KernelStatic.GetCurrentThread();
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if (Owner != null && currentThread != null && Owner.PinnedThreads[currentThread.CurrentCore] == this)
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{
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Owner.UnpinThread(this);
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}
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@ -366,7 +368,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
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{
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ThreadSchedState state = PrepareForTermination();
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if (state != ThreadSchedState.TerminationPending)
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if (KernelStatic.GetCurrentThread() == this && state != ThreadSchedState.TerminationPending)
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{
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KernelContext.Synchronization.WaitFor(new KSynchronizationObject[] { this }, -1, out _);
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}
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@ -10,6 +10,7 @@ using Ryujinx.HLE.Loaders.Processes;
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using Ryujinx.HLE.UI;
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using Ryujinx.Memory;
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using System;
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using System.Threading;
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namespace Ryujinx.HLE
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{
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@ -27,11 +28,14 @@ namespace Ryujinx.HLE
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public TamperMachine TamperMachine { get; }
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public IHostUIHandler UIHandler { get; }
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public Debugger.Debugger Debugger { get; }
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public ManualResetEvent ExitStatus { get; }
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public bool EnableDeviceVsync { get; set; } = true;
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public bool IsFrameAvailable => Gpu.Window.IsFrameAvailable;
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public bool IsActive { get; set; } = true;
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public Switch(HLEConfiguration configuration)
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{
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ArgumentNullException.ThrowIfNull(configuration.GpuRenderer);
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@ -56,6 +60,7 @@ namespace Ryujinx.HLE
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Hid = new Hid(this, System.HidStorage);
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Processes = new ProcessLoader(this);
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TamperMachine = new TamperMachine();
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ExitStatus = new ManualResetEvent(false);
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System.InitializeServices();
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System.State.SetLanguage(Configuration.SystemLanguage);
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@ -157,6 +162,7 @@ namespace Ryujinx.HLE
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FileSystem.Dispose();
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Memory.Dispose();
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Debugger.Dispose();
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ExitStatus.Set();
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}
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}
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}
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@ -104,7 +104,6 @@ namespace Ryujinx.Ava
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CursorStates.CursorIsVisible : CursorStates.CursorIsHidden;
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private bool _isStopped;
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private bool _isActive;
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private bool _renderingStarted;
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private readonly ManualResetEvent _gpuDoneEvent;
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@ -427,8 +426,6 @@ namespace Ryujinx.Ava
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RendererHost.BoundsChanged += Window_BoundsChanged;
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_isActive = true;
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_renderingThread.Start();
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_viewModel.Volume = ConfigurationState.Instance.System.AudioVolume.Value;
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@ -497,7 +494,7 @@ namespace Ryujinx.Ava
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public void Stop()
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{
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_isActive = false;
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Device.IsActive = false;
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}
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private void Exit()
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@ -510,14 +507,14 @@ namespace Ryujinx.Ava
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}
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_isStopped = true;
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_isActive = false;
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Device.IsActive = false;
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}
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public void DisposeContext()
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{
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Dispose();
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_isActive = false;
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Device.IsActive = false;
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// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
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// We only need to wait for all commands submitted during the main gpu loop to be processed.
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@ -950,7 +947,7 @@ namespace Ryujinx.Ava
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private void MainLoop()
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{
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while (_isActive)
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while (Device.IsActive)
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{
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UpdateFrame();
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@ -1001,7 +998,7 @@ namespace Ryujinx.Ava
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_renderer.Window.ChangeVSyncMode(Device.EnableDeviceVsync);
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while (_isActive)
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while (Device.IsActive)
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{
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_ticks += _chrono.ElapsedTicks;
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@ -1100,7 +1097,7 @@ namespace Ryujinx.Ava
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private bool UpdateFrame()
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{
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if (!_isActive)
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if (!Device.IsActive)
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{
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return false;
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}
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