From 6016c934f5f23884fd866163450d3ce1b4cbe4f4 Mon Sep 17 00:00:00 2001 From: Hajime Hoshi Date: Sat, 2 Sep 2023 04:20:08 +0900 Subject: [PATCH] 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 --- internal/processtest/testdata/issue2742.go | 57 ++++++++++++++++++++++ internal/ui/run_glfw_notsinglethread.go | 11 +++-- 2 files changed, 64 insertions(+), 4 deletions(-) create mode 100644 internal/processtest/testdata/issue2742.go diff --git a/internal/processtest/testdata/issue2742.go b/internal/processtest/testdata/issue2742.go new file mode 100644 index 000000000..e83450ccd --- /dev/null +++ b/internal/processtest/testdata/issue2742.go @@ -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) + } +} diff --git a/internal/ui/run_glfw_notsinglethread.go b/internal/ui/run_glfw_notsinglethread.go index 1ef3acf48..465890c5c 100644 --- a/internal/ui/run_glfw_notsinglethread.go +++ b/internal/ui/run_glfw_notsinglethread.go @@ -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()