internal/ui: bug fix: setRunning(true) must be called after the main thread is set

Some functions like ebiten.SetCursorMode use `running` to detect
whether the game starts or not. If the game starts, the main thread
must exist, but there was a timing when `running` was true but the
main thread didn't exist.

This change fixes this issue by changing the timing to call
`setRunning(true)` after the main thread initialization and before
`initOnMainThread`. `initOnMainThread` assumes that `running` is
true.

Closes #2742
This commit is contained in:
Hajime Hoshi 2023-09-02 04:20:08 +09:00
parent 86197136d9
commit 6016c934f5
2 changed files with 64 additions and 4 deletions

View File

@ -0,0 +1,57 @@
// Copyright 2023 The Ebitengine 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
package main
import (
"time"
"github.com/hajimehoshi/ebiten/v2"
)
type Game struct {
ch <-chan struct{}
}
func (g *Game) Update() error {
select {
case <-g.ch:
return ebiten.Termination
default:
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return outsideWidth, outsideHeight
}
func main() {
ch := make(chan struct{})
go func() {
for i := 0; i < 100; i++ {
ebiten.SetCursorMode(ebiten.CursorModeHidden)
time.Sleep(time.Millisecond)
}
close(ch)
}()
if err := ebiten.RunGame(&Game{ch: ch}); err != nil {
panic(err)
}
}

View File

@ -28,6 +28,13 @@ import (
func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
u.context = newContext(game)
u.mainThread = thread.NewOSThread()
u.renderThread = thread.NewOSThread()
graphicscommand.SetRenderThread(u.renderThread)
// Set the running state true after the main thread is set, and before initOnMainThread is called (#2742).
// TODO: As the existance of the main thread is the same as the value of `running`, this is redundant.
// Make `mainThread` atomic and remove `running` if possible.
u.setRunning(true)
defer u.setRunning(false)
@ -35,10 +42,6 @@ func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
return err
}
u.mainThread = thread.NewOSThread()
u.renderThread = thread.NewOSThread()
graphicscommand.SetRenderThread(u.renderThread)
ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
defer cancel()