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https://github.com/minetest/minetest.git
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Fix local server startup and shutdown blocking the main thread
Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
parent
c3893064a3
commit
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@ -64,6 +64,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "shader.h"
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#include "sky.h"
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#include "threading/lambda.h"
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#include "translation.h"
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#include "util/basic_macros.h"
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#include "util/directiontables.h"
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@ -1056,12 +1057,6 @@ Game::Game() :
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Game::~Game()
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{
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delete client;
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delete soundmaker;
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sound_manager.reset();
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delete server; // deleted first to stop all server threads
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delete hud;
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delete camera;
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delete quicktune;
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@ -1314,6 +1309,28 @@ void Game::shutdown()
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sleep_ms(100);
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}
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}
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delete client;
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delete soundmaker;
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sound_manager.reset();
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auto stop_thread = runInThread([=] {
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delete server;
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}, "ServerStop");
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FpsControl fps_control;
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fps_control.reset();
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while (stop_thread->isRunning()) {
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m_rendering_engine->run();
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f32 dtime;
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fps_control.limit(device, &dtime);
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showOverlayMessage(N_("Shutting down..."), dtime, 0, false);
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}
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stop_thread->rethrow();
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// to be continued in Game::~Game
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}
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@ -1419,11 +1436,33 @@ bool Game::createSingleplayerServer(const std::string &map_dir,
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server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
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false, nullptr, error_message);
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server->start();
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copyServerClientCache();
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auto start_thread = runInThread([=] {
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server->start();
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copyServerClientCache();
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}, "ServerStart");
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return true;
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input->clear();
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bool success = true;
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FpsControl fps_control;
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fps_control.reset();
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while (start_thread->isRunning()) {
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if (!m_rendering_engine->run() || input->cancelPressed())
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success = false;
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f32 dtime;
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fps_control.limit(device, &dtime);
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if (success)
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showOverlayMessage(N_("Creating server..."), dtime, 5);
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else
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showOverlayMessage(N_("Shutting down..."), dtime, 0, false);
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}
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start_thread->rethrow();
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return success;
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}
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void Game::copyServerClientCache()
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@ -19,7 +19,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#pragma once
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#include <iostream>
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#include <exception>
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#include <cassert>
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#include "gettime.h"
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64
src/threading/lambda.h
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64
src/threading/lambda.h
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@ -0,0 +1,64 @@
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// Minetest
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// SPDX-License-Identifier: LGPL-2.1-or-later
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#pragma once
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#include <exception>
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#include <functional>
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#include <memory>
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#include "debug.h"
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#include "threading/thread.h"
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/**
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* Class returned by `runInThread`.
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*
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* Provides the usual thread methods along with `rethrow()`.
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*/
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class LambdaThread : public Thread
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{
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friend std::unique_ptr<LambdaThread> runInThread(
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const std::function<void()> &, const std::string &);
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public:
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/// Re-throw a caught exception, if any. Can only be called after thread exit.
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void rethrow()
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{
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sanity_check(!isRunning());
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if (m_exptr)
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std::rethrow_exception(m_exptr);
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}
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private:
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// hide methods
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LambdaThread(const std::string &name="") : Thread(name) {}
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using Thread::start;
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std::function<void()> m_fn;
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std::exception_ptr m_exptr;
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void *run()
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{
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try {
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m_fn();
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} catch(...) {
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m_exptr = std::current_exception();
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}
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return nullptr;
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};
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};
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/**
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* Run a lambda in a separate thread.
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*
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* Exceptions will be caught.
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* @param fn function to run
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* @param thread_name name for thread
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* @return thread object of type `LambdaThread`
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*/
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std::unique_ptr<LambdaThread> runInThread(const std::function<void()> &fn,
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const std::string &thread_name = "")
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{
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std::unique_ptr<LambdaThread> t(new LambdaThread(thread_name));
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t->m_fn = fn;
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t->start();
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return t;
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}
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@ -59,6 +59,7 @@ public:
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Thread(const std::string &name="");
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virtual ~Thread();
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DISABLE_CLASS_COPY(Thread)
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// Note: class cannot be moved since other references exist
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/*
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* Begins execution of a new thread at the pure virtual method Thread::run().
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