Fix Result of processed Request was written to invalid (non existent) ResultQueue if requesting thread timed out before

This commit is contained in:
sapier 2013-11-14 18:30:43 +01:00 committed by kwolekr
parent eadc943159
commit b2d9205796
3 changed files with 92 additions and 86 deletions

@ -477,21 +477,24 @@ public:
else else
{ {
// We're gonna ask the result to be put into here // We're gonna ask the result to be put into here
ResultQueue<std::string, ClientCached*, u8, u8> result_queue; static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
// Throw a request in // Throw a request in
m_get_clientcached_queue.add(name, 0, 0, &result_queue); m_get_clientcached_queue.add(name, 0, 0, &result_queue);
try{ try{
// Wait result for a second while(true) {
GetResult<std::string, ClientCached*, u8, u8> // Wait result for a second
GetResult<std::string, ClientCached*, u8, u8>
result = result_queue.pop_front(1000); result = result_queue.pop_front(1000);
// Check that at least something worked OK
assert(result.key == name); if (result.key == name) {
// Return it return result.item;
return result.item; }
}
} }
catch(ItemNotFoundException &e) catch(ItemNotFoundException &e)
{ {
errorstream<<"Waiting for clientcached timed out."<<std::endl; errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
return &m_dummy_clientcached; return &m_dummy_clientcached;
} }
} }

@ -417,29 +417,31 @@ u32 ShaderSource::getShaderId(const std::string &name)
if(get_current_thread_id() == m_main_thread){ if(get_current_thread_id() == m_main_thread){
return getShaderIdDirect(name); return getShaderIdDirect(name);
} else { } else {
infostream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl; /*errorstream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;*/
// We're gonna ask the result to be put into here // We're gonna ask the result to be put into here
ResultQueue<std::string, u32, u8, u8> result_queue;
static ResultQueue<std::string, u32, u8, u8> result_queue;
// Throw a request in // Throw a request in
m_get_shader_queue.add(name, 0, 0, &result_queue); m_get_shader_queue.add(name, 0, 0, &result_queue);
infostream<<"Waiting for shader from main thread, name=\"" /* infostream<<"Waiting for shader from main thread, name=\""
<<name<<"\""<<std::endl; <<name<<"\""<<std::endl;*/
try{ try{
// Wait result for a second while(true) {
GetResult<std::string, u32, u8, u8> // Wait result for a second
GetResult<std::string, u32, u8, u8>
result = result_queue.pop_front(1000); result = result_queue.pop_front(1000);
// Check that at least something worked OK if (result.key == name) {
assert(result.key == name); return result.item;
}
return result.item; }
} }
catch(ItemNotFoundException &e){ catch(ItemNotFoundException &e){
infostream<<"Waiting for shader timed out."<<std::endl; errorstream<<"Waiting for shader " << name << " timed out."<<std::endl;
return 0; return 0;
} }
} }
@ -541,10 +543,10 @@ void ShaderSource::processQueue()
GetRequest<std::string, u32, u8, u8> GetRequest<std::string, u32, u8, u8>
request = m_get_shader_queue.pop(); request = m_get_shader_queue.pop();
/*infostream<<"ShaderSource::processQueue(): " /**errorstream<<"ShaderSource::processQueue(): "
<<"got shader request with " <<"got shader request with "
<<"name=\""<<request.key<<"\"" <<"name=\""<<request.key<<"\""
<<std::endl;*/ <<std::endl;**/
m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key)); m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key));
} }

@ -512,28 +512,29 @@ u32 TextureSource::getTextureId(const std::string &name)
infostream<<"getTextureId(): Queued: name=\""<<name<<"\""<<std::endl; infostream<<"getTextureId(): Queued: name=\""<<name<<"\""<<std::endl;
// We're gonna ask the result to be put into here // We're gonna ask the result to be put into here
ResultQueue<std::string, u32, u8, u8> result_queue; static ResultQueue<std::string, u32, u8, u8> result_queue;
// Throw a request in // Throw a request in
m_get_texture_queue.add(name, 0, 0, &result_queue); m_get_texture_queue.add(name, 0, 0, &result_queue);
infostream<<"Waiting for texture from main thread, name=\"" /*infostream<<"Waiting for texture from main thread, name=\""
<<name<<"\""<<std::endl; <<name<<"\""<<std::endl;*/
try try
{ {
// Wait result for a second while(true) {
GetResult<std::string, u32, u8, u8> // Wait result for a second
GetResult<std::string, u32, u8, u8>
result = result_queue.pop_front(1000); result = result_queue.pop_front(1000);
// Check that at least something worked OK if (result.key == name) {
assert(result.key == name); return result.item;
}
return result.item; }
} }
catch(ItemNotFoundException &e) catch(ItemNotFoundException &e)
{ {
infostream<<"Waiting for texture timed out."<<std::endl; errorstream<<"Waiting for texture " << name << " timed out."<<std::endl;
return 0; return 0;
} }
} }