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Cleaned up thread state handling and added thread object validation
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parent
7647f16ae1
commit
eb1be89e70
6 changed files with 54 additions and 34 deletions
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@ -105,8 +105,7 @@ typedef enum SDL_ThreadPriority {
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/**
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* The SDL thread state.
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*
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* SDL stores the current state of a thread in an atomic int. The current
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* state of a thread can be checked by calling SDL_GetThreadState.
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* The current state of a thread can be checked by calling SDL_GetThreadState.
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*
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* \since This enum is available since SDL 3.1.3.
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*
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@ -114,10 +113,10 @@ typedef enum SDL_ThreadPriority {
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*/
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typedef enum SDL_ThreadState
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{
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SDL_THREAD_STATE_ALIVE,
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SDL_THREAD_STATE_DETACHED,
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SDL_THREAD_STATE_ZOMBIE,
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SDL_THREAD_STATE_CLEANED,
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SDL_THREAD_UNKNOWN, /**< The thread is not valid */
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SDL_THREAD_ALIVE, /**< The thread is currently running */
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SDL_THREAD_DETACHED, /**< The thread is detached and can't be waited on */
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SDL_THREAD_COMPLETE, /**< The thread has finished and should be cleaned up with SDL_WaitThread() */
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} SDL_ThreadState;
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/**
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@ -408,14 +407,14 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetCurrentThreadPriority(SDL_ThreadPriority
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/**
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* Wait for a thread to finish.
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*
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* Threads that haven't been detached will remain (as a "zombie") until this
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* Threads that haven't been detached will remain until this
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* function cleans them up. Not doing so is a resource leak.
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*
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* Once a thread has been cleaned up through this function, the SDL_Thread
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* that references it becomes invalid and should not be referenced again. As
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* such, only one thread may call SDL_WaitThread() on another.
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*
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* The return code for the thread function is placed in the area pointed to by
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* The return code from the thread function is placed in the area pointed to by
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* `status`, if `status` is not NULL.
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*
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* You may not wait on a thread that has been used in a call to
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@ -429,9 +428,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetCurrentThreadPriority(SDL_ThreadPriority
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*
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* \param thread the SDL_Thread pointer that was returned from the
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* SDL_CreateThread() call that started this thread.
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* \param status pointer to an integer that will receive the value returned
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* from the thread function by its 'return', or NULL to not
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* receive such value back.
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* \param status a pointer filled in with the value returned
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* from the thread function by its 'return', or -1 if the thread has been detached or isn't valid, may be NULL.
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*
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* \since This function is available since SDL 3.1.3.
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*
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@ -443,9 +441,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread *thread, int *status)
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/**
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* Get the current state of a thread.
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*
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* \param thread the thread whose status you want to check.
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* \returns the current state of a thread as defined in the SDL_ThreadState
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* enum.
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* \param thread the thread to query.
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* \returns the current state of a thread, or SDL_THREAD_UNKNOWN if the thread isn't valid.
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*
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* \since This function is available since SDL 3.2.0.
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*
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@ -214,6 +214,9 @@ void SDL_SetObjectsInvalid(void)
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case SDL_OBJECT_TYPE_HIDAPI_JOYSTICK:
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type = "hidapi joystick";
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break;
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case SDL_OBJECT_TYPE_THREAD:
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type = "thread";
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break;
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default:
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type = "unknown object";
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break;
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@ -60,6 +60,7 @@ typedef enum
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SDL_OBJECT_TYPE_SENSOR,
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SDL_OBJECT_TYPE_HIDAPI_DEVICE,
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SDL_OBJECT_TYPE_HIDAPI_JOYSTICK,
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SDL_OBJECT_TYPE_THREAD,
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} SDL_ObjectType;
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@ -306,6 +306,11 @@ SDL_error *SDL_GetErrBuf(bool create)
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#endif // SDL_THREADS_DISABLED
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}
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static bool ThreadValid(SDL_Thread *thread)
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{
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return SDL_ObjectValid(thread, SDL_OBJECT_TYPE_THREAD);
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}
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void SDL_RunThread(SDL_Thread *thread)
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{
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void *userdata = thread->userdata;
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@ -326,9 +331,10 @@ void SDL_RunThread(SDL_Thread *thread)
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SDL_CleanupTLS();
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// Mark us as ready to be joined (or detached)
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if (!SDL_CompareAndSwapAtomicInt(&thread->state, SDL_THREAD_STATE_ALIVE, SDL_THREAD_STATE_ZOMBIE)) {
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if (!SDL_CompareAndSwapAtomicInt(&thread->state, SDL_THREAD_ALIVE, SDL_THREAD_COMPLETE)) {
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// Clean up if something already detached us.
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if (SDL_CompareAndSwapAtomicInt(&thread->state, SDL_THREAD_STATE_DETACHED, SDL_THREAD_STATE_CLEANED)) {
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if (SDL_GetThreadState(thread) == SDL_THREAD_DETACHED) {
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SDL_SetObjectValid(thread, SDL_OBJECT_TYPE_THREAD, false);
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SDL_free(thread->name); // Can't free later, we've already cleaned up TLS
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SDL_free(thread);
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}
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@ -364,7 +370,7 @@ SDL_Thread *SDL_CreateThreadWithPropertiesRuntime(SDL_PropertiesID props,
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return NULL;
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}
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thread->status = -1;
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SDL_SetAtomicInt(&thread->state, SDL_THREAD_STATE_ALIVE);
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SDL_SetAtomicInt(&thread->state, SDL_THREAD_ALIVE);
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// Set up the arguments for the thread
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if (name) {
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@ -379,9 +385,12 @@ SDL_Thread *SDL_CreateThreadWithPropertiesRuntime(SDL_PropertiesID props,
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thread->userdata = userdata;
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thread->stacksize = stacksize;
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SDL_SetObjectValid(thread, SDL_OBJECT_TYPE_THREAD, true);
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// Create the thread and go!
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if (!SDL_SYS_CreateThread(thread, pfnBeginThread, pfnEndThread)) {
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// Oops, failed. Gotta free everything
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SDL_SetObjectValid(thread, SDL_OBJECT_TYPE_THREAD, false);
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SDL_free(thread->name);
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SDL_free(thread);
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thread = NULL;
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@ -420,10 +429,12 @@ SDL_Thread *SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *nam
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SDL_ThreadID SDL_GetThreadID(SDL_Thread *thread)
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{
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SDL_ThreadID id;
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SDL_ThreadID id = 0;
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if (thread) {
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id = thread->threadid;
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if (ThreadValid(thread)) {
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id = thread->threadid;
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}
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} else {
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id = SDL_GetCurrentThreadID();
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}
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@ -432,7 +443,7 @@ SDL_ThreadID SDL_GetThreadID(SDL_Thread *thread)
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const char *SDL_GetThreadName(SDL_Thread *thread)
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{
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if (thread) {
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if (ThreadValid(thread)) {
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return SDL_GetPersistentString(thread->name);
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} else {
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return NULL;
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@ -446,39 +457,47 @@ bool SDL_SetCurrentThreadPriority(SDL_ThreadPriority priority)
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void SDL_WaitThread(SDL_Thread *thread, int *status)
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{
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if (thread) {
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SDL_SYS_WaitThread(thread);
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if (!ThreadValid(thread) || SDL_GetThreadState(thread) == SDL_THREAD_DETACHED) {
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if (status) {
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*status = thread->status;
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*status = -1;
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}
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SDL_free(thread->name);
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SDL_free(thread);
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return;
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}
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SDL_SYS_WaitThread(thread);
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if (status) {
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*status = thread->status;
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}
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SDL_SetObjectValid(thread, SDL_OBJECT_TYPE_THREAD, false);
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SDL_free(thread->name);
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SDL_free(thread);
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}
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SDL_ThreadState SDL_GetThreadState(SDL_Thread *thread)
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{
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if (!ThreadValid(thread)) {
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return SDL_THREAD_UNKNOWN;
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}
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return (SDL_ThreadState)SDL_GetAtomicInt(&thread->state);
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}
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void SDL_DetachThread(SDL_Thread *thread)
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{
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if (!thread) {
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if (!ThreadValid(thread)) {
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return;
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}
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// Grab dibs if the state is alive+joinable.
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if (SDL_CompareAndSwapAtomicInt(&thread->state, SDL_THREAD_STATE_ALIVE, SDL_THREAD_STATE_DETACHED)) {
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if (SDL_CompareAndSwapAtomicInt(&thread->state, SDL_THREAD_ALIVE, SDL_THREAD_DETACHED)) {
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SDL_SYS_DetachThread(thread);
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} else {
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// all other states are pretty final, see where we landed.
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const int thread_state = SDL_GetAtomicInt(&thread->state);
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if ((thread_state == SDL_THREAD_STATE_DETACHED) || (thread_state == SDL_THREAD_STATE_CLEANED)) {
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SDL_ThreadState thread_state = SDL_GetThreadState(thread);
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if (thread_state == SDL_THREAD_DETACHED) {
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return; // already detached (you shouldn't call this twice!)
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} else if (thread_state == SDL_THREAD_STATE_ZOMBIE) {
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} else if (thread_state == SDL_THREAD_COMPLETE) {
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SDL_WaitThread(thread, NULL); // already done, clean it up.
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} else {
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SDL_assert(0 && "Unexpected thread state");
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}
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}
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}
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@ -50,7 +50,7 @@ struct SDL_Thread
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SDL_ThreadID threadid;
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SYS_ThreadHandle handle;
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int status;
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SDL_AtomicInt state; /* SDL_THREAD_STATE_* */
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SDL_AtomicInt state; /* SDL_ThreadState */
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SDL_error errbuf;
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char *name;
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size_t stacksize; // 0 for default, >0 for user-specified stack size.
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@ -126,7 +126,7 @@ void SDL_SYS_WaitThread(SDL_Thread *thread)
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Detached threads can be waited on, but should NOT be cleaned manually
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as it would result in a fatal error.
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*/
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if (R_SUCCEEDED(res) && SDL_GetAtomicInt(&thread->state) != SDL_THREAD_STATE_DETACHED) {
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if (R_SUCCEEDED(res) && SDL_GetThreadState(thread) != SDL_THREAD_DETACHED) {
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threadFree(thread->handle);
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}
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}
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