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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
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57
internal/processtest/testdata/issue2742.go
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57
internal/processtest/testdata/issue2742.go
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@ -0,0 +1,57 @@
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// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ignore
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package main
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type Game struct {
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ch <-chan struct{}
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}
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func (g *Game) Update() error {
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select {
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case <-g.ch:
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return ebiten.Termination
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default:
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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return outsideWidth, outsideHeight
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}
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func main() {
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ch := make(chan struct{})
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go func() {
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for i := 0; i < 100; i++ {
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ebiten.SetCursorMode(ebiten.CursorModeHidden)
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time.Sleep(time.Millisecond)
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}
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close(ch)
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}()
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if err := ebiten.RunGame(&Game{ch: ch}); err != nil {
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panic(err)
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}
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}
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@ -28,6 +28,13 @@ import (
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func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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u.context = newContext(game)
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u.context = newContext(game)
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u.mainThread = thread.NewOSThread()
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u.renderThread = thread.NewOSThread()
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graphicscommand.SetRenderThread(u.renderThread)
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// Set the running state true after the main thread is set, and before initOnMainThread is called (#2742).
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// TODO: As the existance of the main thread is the same as the value of `running`, this is redundant.
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// Make `mainThread` atomic and remove `running` if possible.
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u.setRunning(true)
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u.setRunning(true)
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defer u.setRunning(false)
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defer u.setRunning(false)
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@ -35,10 +42,6 @@ func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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return err
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return err
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}
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}
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u.mainThread = thread.NewOSThread()
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u.renderThread = thread.NewOSThread()
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graphicscommand.SetRenderThread(u.renderThread)
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ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
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ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
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defer cancel()
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defer cancel()
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