minetest/src/unittest/test_threading.cpp
ShadowNinja c93f7f5cea Fix synchronization issue at thread start
If a newly spawned thread called getThreadId or getThreadHandle before
the spawning thread finished saving the thread handle, then the
handle/id would be used uninitialized.  This would cause the threading
tests to fail since isCurrentThread would return false, and if Minetest
is built with C++11 support the std::thread object pointer would be
dereferenced while ininitialized, causing a segmentation fault.

This fixes the issue by using a mutex to force the spawned thread to
wait for the spawning thread to finish initializing the thread object.

An alternative way to handle this would be to also set the thread
handle/id in the started thread but this wouldn't work for C++11
builds because there's no way to get the partially constructed object.
2017-01-28 18:52:07 -05:00

184 lines
4.3 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "test.h"
#include "threading/atomic.h"
#include "threading/semaphore.h"
#include "threading/thread.h"
class TestThreading : public TestBase {
public:
TestThreading() { TestManager::registerTestModule(this); }
const char *getName() { return "TestThreading"; }
void runTests(IGameDef *gamedef);
void testStartStopWait();
void testThreadKill();
void testAtomicSemaphoreThread();
};
static TestThreading g_test_instance;
void TestThreading::runTests(IGameDef *gamedef)
{
TEST(testStartStopWait);
TEST(testThreadKill);
TEST(testAtomicSemaphoreThread);
}
class SimpleTestThread : public Thread {
public:
SimpleTestThread(unsigned int interval) :
Thread("SimpleTest"),
m_interval(interval)
{
}
private:
void *run()
{
void *retval = this;
if (isCurrentThread() == false)
retval = (void *)0xBAD;
while (!stopRequested())
sleep_ms(m_interval);
return retval;
}
unsigned int m_interval;
};
void TestThreading::testStartStopWait()
{
void *thread_retval;
SimpleTestThread *thread = new SimpleTestThread(25);
// Try this a couple times, since a Thread should be reusable after waiting
for (size_t i = 0; i != 5; i++) {
// Can't wait() on a joined, stopped thread
UASSERT(thread->wait() == false);
// start() should work the first time, but not the second.
UASSERT(thread->start() == true);
UASSERT(thread->start() == false);
UASSERT(thread->isRunning() == true);
UASSERT(thread->isCurrentThread() == false);
// Let it loop a few times...
sleep_ms(70);
// It's still running, so the return value shouldn't be available to us.
UASSERT(thread->getReturnValue(&thread_retval) == false);
// stop() should always succeed
UASSERT(thread->stop() == true);
// wait() only needs to wait the first time - the other two are no-ops.
UASSERT(thread->wait() == true);
UASSERT(thread->wait() == false);
UASSERT(thread->wait() == false);
// Now that the thread is stopped, we should be able to get the
// return value, and it should be the object itself.
thread_retval = NULL;
UASSERT(thread->getReturnValue(&thread_retval) == true);
UASSERT(thread_retval == thread);
}
delete thread;
}
void TestThreading::testThreadKill()
{
SimpleTestThread *thread = new SimpleTestThread(300);
UASSERT(thread->start() == true);
// kill()ing is quite violent, so let's make sure our victim is sleeping
// before we do this... so we don't corrupt the rest of the program's state
sleep_ms(100);
UASSERT(thread->kill() == true);
// The state of the thread object should be reset if all went well
UASSERT(thread->isRunning() == false);
UASSERT(thread->start() == true);
UASSERT(thread->stop() == true);
UASSERT(thread->wait() == true);
// kill() after already waiting should fail.
UASSERT(thread->kill() == false);
delete thread;
}
class AtomicTestThread : public Thread {
public:
AtomicTestThread(Atomic<u32> &v, Semaphore &trigger) :
Thread("AtomicTest"),
val(v),
trigger(trigger)
{
}
private:
void *run()
{
trigger.wait();
for (u32 i = 0; i < 0x10000; ++i)
++val;
return NULL;
}
Atomic<u32> &val;
Semaphore &trigger;
};
void TestThreading::testAtomicSemaphoreThread()
{
Atomic<u32> val;
val = 0;
Semaphore trigger;
static const u8 num_threads = 4;
AtomicTestThread *threads[num_threads];
for (u8 i = 0; i < num_threads; ++i) {
threads[i] = new AtomicTestThread(val, trigger);
UASSERT(threads[i]->start());
}
trigger.post(num_threads);
for (u8 i = 0; i < num_threads; ++i) {
threads[i]->wait();
delete threads[i];
}
UASSERT(val == num_threads * 0x10000);
}