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
{
// 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
m_get_clientcached_queue.add(name, 0, 0, &result_queue);
try{
// Wait result for a second
GetResult<std::string, ClientCached*, u8, u8>
while(true) {
// Wait result for a second
GetResult<std::string, ClientCached*, u8, u8>
result = result_queue.pop_front(1000);
// Check that at least something worked OK
assert(result.key == name);
// Return it
return result.item;
if (result.key == name) {
return result.item;
}
}
}
catch(ItemNotFoundException &e)
{
errorstream<<"Waiting for clientcached timed out."<<std::endl;
errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
return &m_dummy_clientcached;
}
}

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