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Fix Result of processed Request was written to invalid (non existent) ResultQueue if requesting thread timed out before
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@ -477,21 +477,24 @@ public:
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else
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{
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// We're gonna ask the result to be put into here
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ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
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static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
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// Throw a request in
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m_get_clientcached_queue.add(name, 0, 0, &result_queue);
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try{
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while(true) {
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// Wait result for a second
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GetResult<std::string, ClientCached*, u8, u8>
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result = result_queue.pop_front(1000);
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// Check that at least something worked OK
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assert(result.key == name);
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// Return it
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if (result.key == name) {
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return result.item;
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}
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}
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}
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catch(ItemNotFoundException &e)
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{
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errorstream<<"Waiting for clientcached timed out."<<std::endl;
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errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
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return &m_dummy_clientcached;
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}
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}
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@ -417,29 +417,31 @@ u32 ShaderSource::getShaderId(const std::string &name)
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if(get_current_thread_id() == m_main_thread){
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return getShaderIdDirect(name);
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} else {
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infostream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;
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/*errorstream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;*/
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// We're gonna ask the result to be put into here
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ResultQueue<std::string, u32, u8, u8> result_queue;
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static ResultQueue<std::string, u32, u8, u8> result_queue;
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// Throw a request in
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m_get_shader_queue.add(name, 0, 0, &result_queue);
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infostream<<"Waiting for shader from main thread, name=\""
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<<name<<"\""<<std::endl;
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/* infostream<<"Waiting for shader from main thread, name=\""
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<<name<<"\""<<std::endl;*/
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try{
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while(true) {
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// Wait result for a second
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GetResult<std::string, u32, u8, u8>
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result = result_queue.pop_front(1000);
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// Check that at least something worked OK
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assert(result.key == name);
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if (result.key == name) {
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return result.item;
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}
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}
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}
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catch(ItemNotFoundException &e){
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infostream<<"Waiting for shader timed out."<<std::endl;
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errorstream<<"Waiting for shader " << name << " timed out."<<std::endl;
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return 0;
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}
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}
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@ -541,10 +543,10 @@ void ShaderSource::processQueue()
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GetRequest<std::string, u32, u8, u8>
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request = m_get_shader_queue.pop();
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/*infostream<<"ShaderSource::processQueue(): "
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/**errorstream<<"ShaderSource::processQueue(): "
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<<"got shader request with "
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<<"name=\""<<request.key<<"\""
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<<std::endl;*/
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<<std::endl;**/
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m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key));
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}
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15
src/tile.cpp
15
src/tile.cpp
@ -512,28 +512,29 @@ u32 TextureSource::getTextureId(const std::string &name)
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infostream<<"getTextureId(): Queued: name=\""<<name<<"\""<<std::endl;
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// We're gonna ask the result to be put into here
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ResultQueue<std::string, u32, u8, u8> result_queue;
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static ResultQueue<std::string, u32, u8, u8> result_queue;
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// Throw a request in
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m_get_texture_queue.add(name, 0, 0, &result_queue);
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infostream<<"Waiting for texture from main thread, name=\""
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<<name<<"\""<<std::endl;
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/*infostream<<"Waiting for texture from main thread, name=\""
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<<name<<"\""<<std::endl;*/
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try
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{
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while(true) {
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// Wait result for a second
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GetResult<std::string, u32, u8, u8>
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result = result_queue.pop_front(1000);
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// Check that at least something worked OK
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assert(result.key == name);
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if (result.key == name) {
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return result.item;
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}
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}
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}
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catch(ItemNotFoundException &e)
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{
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infostream<<"Waiting for texture timed out."<<std::endl;
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errorstream<<"Waiting for texture " << name << " timed out."<<std::endl;
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return 0;
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}
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}
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