internal/ui: bug fix: deadlock at Layout with Ebiten's image functions called

Closes #2079
This commit is contained in:
Hajime Hoshi 2022-04-26 01:12:52 +09:00
parent 8556334fce
commit 38a2aa11fd
2 changed files with 88 additions and 12 deletions

View File

@ -0,0 +1,68 @@
// Copyright 2022 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build ignore
// +build ignore
package main
import (
"errors"
"image/color"
"time"
"github.com/hajimehoshi/ebiten/v2"
)
var regularTermination = errors.New("regular termination")
type Game struct {
count int
}
func (g *Game) Update() error {
g.count++
if g.count >= 2 {
return regularTermination
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
}
func (g *Game) Layout(width, height int) (int, int) {
// Ebiten's image function should be able to be called even in Layout.
done := make(chan struct{})
timeout := time.After(time.Second)
go func() {
select {
case <-done:
case <-timeout:
panic("timeout")
}
}()
defer close(done)
i := ebiten.NewImage(width, height)
i.Fill(color.White)
i.Dispose()
return width, height
}
func main() {
if err := ebiten.RunGame(&Game{}); err != nil && err != regularTermination {
panic(err)
}
}

View File

@ -79,7 +79,7 @@ func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsi
return nil
}
func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) (err error) {
if err := theGlobalState.error(); err != nil {
return err
}
@ -90,16 +90,29 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
return nil
}
// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
return nil
}
debug.Logf("----\n")
if err := buffered.BeginFrame(graphicsDriver); err != nil {
return err
}
defer func() {
// All the vertices data are consumed at the end of the frame, and the data backend can be
// available after that. Until then, lock the vertices backend.
err1 := graphics.LockAndResetVertices(func() error {
if err := buffered.EndFrame(graphicsDriver); err != nil {
return err
}
return nil
})
if err == nil {
err = err1
}
}()
// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
return nil
}
// Ensure that Update is called once before Draw so that Update can be used for initialization.
if !c.updateCalled && updateCount == 0 {
@ -128,12 +141,7 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
// All the vertices data are consumed at the end of the frame, and the data backend can be
// available after that. Until then, lock the vertices backend.
return graphics.LockAndResetVertices(func() error {
if err := buffered.EndFrame(graphicsDriver); err != nil {
return err
}
return nil
})
return nil
}
func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {