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Fix concurrency in texture source (#13150)
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@ -405,7 +405,7 @@ private:
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std::mutex m_textureinfo_cache_mutex;
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// Queued texture fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
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RequestQueue<std::string, u32, std::thread::id, u8> m_get_texture_queue;
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// Textures that have been overwritten with other ones
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// but can't be deleted because the ITexture* might still be used
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@ -491,16 +491,16 @@ 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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static thread_local ResultQueue<std::string, u32, u8, u8> result_queue;
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static thread_local ResultQueue<std::string, u32, std::thread::id, 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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m_get_texture_queue.add(name, std::this_thread::get_id(), 0, &result_queue);
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try {
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while(true) {
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// Wait for result for up to 4 seconds (empirical value)
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GetResult<std::string, u32, u8, u8>
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result = result_queue.pop_front(4000);
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// Wait for result for up to 1 seconds (empirical value)
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GetResult<std::string, u32, std::thread::id, u8>
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result = result_queue.pop_front(1000);
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if (result.key == name) {
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return result.item;
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@ -726,10 +726,10 @@ void TextureSource::processQueue()
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/*
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Fetch textures
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*/
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//NOTE this is only thread safe for ONE consumer thread!
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if (!m_get_texture_queue.empty())
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// NOTE: process outstanding requests from all mesh generation threads
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while (!m_get_texture_queue.empty())
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{
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GetRequest<std::string, u32, u8, u8>
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GetRequest<std::string, u32, std::thread::id, u8>
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request = m_get_texture_queue.pop();
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/*infostream<<"TextureSource::processQueue(): "
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