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https://github.com/godotengine/godot.git
synced 2024-11-22 04:06:14 +00:00
Fix thread IDs.
On Linux, thread IDs were not properly assigned with the current approach. The line: `std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);` does not work because the thread ID is not assigned until the thread starts. This PR changes the behavior to use manually generated thread IDs. Additionally, if a thread is (or may have been created) outside Godot, the method `Thread::attach_external_thread` was added.
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24cb43a874
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a37c30dfc9
@ -66,7 +66,9 @@ int RemoteDebuggerPeerTCP::get_max_message_size() const {
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void RemoteDebuggerPeerTCP::close() {
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running = false;
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if (thread.is_started()) {
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thread.wait_to_finish();
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}
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tcp_client->disconnect_from_host();
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out_buf.clear();
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in_buf.clear();
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@ -38,13 +38,9 @@
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Thread::PlatformFunctions Thread::platform_functions;
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uint64_t Thread::_thread_id_hash(const std::thread::id &p_t) {
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static std::hash<std::thread::id> hasher;
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return hasher(p_t);
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}
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SafeNumeric<uint64_t> Thread::id_counter(1); // The first value after .increment() is 2, hence by default the main thread ID should be 1.
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Thread::ID Thread::main_thread_id = _thread_id_hash(std::this_thread::get_id());
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thread_local Thread::ID Thread::caller_id = 0;
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thread_local Thread::ID Thread::caller_id = Thread::UNASSIGNED_ID;
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void Thread::_set_platform_functions(const PlatformFunctions &p_functions) {
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platform_functions = p_functions;
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@ -71,31 +67,23 @@ void Thread::callback(ID p_caller_id, const Settings &p_settings, Callback p_cal
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}
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void Thread::start(Thread::Callback p_callback, void *p_user, const Settings &p_settings) {
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if (id != _thread_id_hash(std::thread::id())) {
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#ifdef DEBUG_ENABLED
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WARN_PRINT("A Thread object has been re-started without wait_to_finish() having been called on it. Please do so to ensure correct cleanup of the thread.");
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#endif
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thread.detach();
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std::thread empty_thread;
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thread.swap(empty_thread);
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}
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std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);
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ERR_FAIL_COND_MSG(id != UNASSIGNED_ID, "A Thread object has been re-started without wait_to_finish() having been called on it.");
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id = id_counter.increment();
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std::thread new_thread(&Thread::callback, id, p_settings, p_callback, p_user);
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thread.swap(new_thread);
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id = _thread_id_hash(thread.get_id());
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}
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bool Thread::is_started() const {
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return id != _thread_id_hash(std::thread::id());
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return id != UNASSIGNED_ID;
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}
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void Thread::wait_to_finish() {
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if (id != _thread_id_hash(std::thread::id())) {
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ERR_FAIL_COND_MSG(id == get_caller_id(), "A Thread can't wait for itself to finish.");
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ERR_FAIL_COND_MSG(id == UNASSIGNED_ID, "Attempt of waiting to finish on a thread that was never started.");
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ERR_FAIL_COND_MSG(id == get_caller_id(), "Threads can't wait to finish on themselves, another thread must wait.");
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thread.join();
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std::thread empty_thread;
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thread.swap(empty_thread);
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id = _thread_id_hash(std::thread::id());
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}
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id = UNASSIGNED_ID;
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}
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Error Thread::set_name(const String &p_name) {
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@ -107,11 +95,10 @@ Error Thread::set_name(const String &p_name) {
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}
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Thread::Thread() {
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caller_id = _thread_id_hash(std::this_thread::get_id());
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}
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Thread::~Thread() {
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if (id != _thread_id_hash(std::thread::id())) {
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if (id != UNASSIGNED_ID) {
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#ifdef DEBUG_ENABLED
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WARN_PRINT("A Thread object has been destroyed without wait_to_finish() having been called on it. Please do so to ensure correct cleanup of the thread.");
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#endif
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@ -52,6 +52,11 @@ public:
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typedef uint64_t ID;
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enum : ID {
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UNASSIGNED_ID = 0,
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MAIN_ID = 1
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};
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enum Priority {
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PRIORITY_LOW,
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PRIORITY_NORMAL,
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@ -74,11 +79,8 @@ public:
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private:
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friend class Main;
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static ID main_thread_id;
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static uint64_t _thread_id_hash(const std::thread::id &p_t);
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ID id = _thread_id_hash(std::thread::id());
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ID id = UNASSIGNED_ID;
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static SafeNumeric<uint64_t> id_counter;
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static thread_local ID caller_id;
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std::thread thread;
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@ -86,14 +88,22 @@ private:
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static PlatformFunctions platform_functions;
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static void make_main_thread() { caller_id = MAIN_ID; }
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static void release_main_thread() { caller_id = UNASSIGNED_ID; }
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public:
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static void _set_platform_functions(const PlatformFunctions &p_functions);
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_FORCE_INLINE_ ID get_id() const { return id; }
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// get the ID of the caller thread
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_FORCE_INLINE_ static ID get_caller_id() { return caller_id; }
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_FORCE_INLINE_ static ID get_caller_id() {
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if (unlikely(caller_id == UNASSIGNED_ID)) {
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caller_id = id_counter.increment();
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}
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return caller_id;
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}
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// get the ID of the main thread
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_FORCE_INLINE_ static ID get_main_id() { return main_thread_id; }
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_FORCE_INLINE_ static ID get_main_id() { return MAIN_ID; }
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static Error set_name(const String &p_name);
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@ -471,6 +471,8 @@ void Main::print_help(const char *p_binary) {
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// The order is the same as in `Main::setup()`, only core and some editor types
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// are initialized here. This also combines `Main::setup2()` initialization.
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Error Main::test_setup() {
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Thread::make_main_thread();
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OS::get_singleton()->initialize();
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engine = memnew(Engine);
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@ -680,6 +682,8 @@ int Main::test_entrypoint(int argc, char *argv[], bool &tests_need_run) {
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*/
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Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_phase) {
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Thread::make_main_thread();
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OS::get_singleton()->initialize();
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engine = memnew(Engine);
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@ -1876,6 +1880,8 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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engine->startup_benchmark_end_measure(); // core
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Thread::release_main_thread(); // If setup2() is called from another thread, that one will become main thread, so preventively release this one.
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if (p_second_phase) {
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return setup2();
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}
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@ -1941,7 +1947,9 @@ error:
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return exit_code;
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}
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Error Main::setup2(Thread::ID p_main_tid_override) {
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Error Main::setup2() {
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Thread::make_main_thread(); // Make whatever thread call this the main thread.
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// Print engine name and version
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print_line(String(VERSION_NAME) + " v" + get_full_version_string() + " - " + String(VERSION_WEBSITE));
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@ -1962,10 +1970,6 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
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initialize_modules(MODULE_INITIALIZATION_LEVEL_SERVERS);
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GDExtensionManager::get_singleton()->initialize_extensions(GDExtension::INITIALIZATION_LEVEL_SERVERS);
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if (p_main_tid_override) {
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Thread::main_thread_id = p_main_tid_override;
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}
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#ifdef TOOLS_ENABLED
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if (editor || project_manager || cmdline_tool) {
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EditorPaths::create();
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@ -60,7 +60,7 @@ public:
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static int test_entrypoint(int argc, char *argv[], bool &tests_need_run);
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static Error setup(const char *execpath, int argc, char *argv[], bool p_second_phase = true);
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static Error setup2(Thread::ID p_main_tid_override = 0);
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static Error setup2(); // The thread calling setup2() will effectively become the main thread.
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static String get_rendering_driver_name();
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#ifdef TESTS_ENABLED
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static Error test_setup();
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@ -3306,6 +3306,8 @@ EditorExportPlatformAndroid::EditorExportPlatformAndroid() {
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EditorExportPlatformAndroid::~EditorExportPlatformAndroid() {
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#ifndef ANDROID_ENABLED
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quit_request.set();
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if (check_for_changes_thread.is_started()) {
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check_for_changes_thread.wait_to_finish();
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}
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#endif
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}
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@ -244,7 +244,7 @@ JNIEXPORT jboolean JNICALL Java_org_godotengine_godot_GodotLib_step(JNIEnv *env,
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if (step.get() == 0) {
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// Since Godot is initialized on the UI thread, main_thread_id was set to that thread's id,
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// but for Godot purposes, the main thread is the one running the game loop
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Main::setup2(Thread::get_caller_id());
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Main::setup2();
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input_handler = new AndroidInputHandler();
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step.increment();
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return true;
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