mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
parent
69c01ee7ef
commit
98ead195c6
2
.github/workflows/steam.sh
vendored
2
.github/workflows/steam.sh
vendored
@ -10,4 +10,4 @@ rm -rf /usr/local/go && tar -C /usr/local -xzf ${GO_FILENAME}
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Xvfb :99 -screen 0 1024x768x24 > /dev/null 2>&1 &
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# Run the tests
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go test -v ./...
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env GITHUB_ACTIONS=true go test -v ./...
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@ -198,21 +198,36 @@ func (c *Context) removePlayer(p *playerImpl) {
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}
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func (c *Context) gcPlayers() error {
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// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
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// Copy the playerImpls and iterate them without a lock.
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var players []*playerImpl
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c.m.Lock()
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defer c.m.Unlock()
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players = make([]*playerImpl, 0, len(c.players))
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for p := range c.players {
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players = append(players, p)
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}
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c.m.Unlock()
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var playersToRemove []*playerImpl
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// Now reader players cannot call removePlayers from themselves in the current implementation.
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// Underlying playering can be the pause state after fishing its playing,
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// but there is no way to notify this to players so far.
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// Instead, let's check the states proactively every frame.
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for p := range c.players {
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for _, p := range players {
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if err := p.Err(); err != nil {
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return err
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}
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if !p.IsPlaying() {
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playersToRemove = append(playersToRemove, p)
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}
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}
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c.m.Lock()
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for _, p := range playersToRemove {
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delete(c.players, p)
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}
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}
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c.m.Unlock()
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return nil
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}
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140
internal/processtest/testdata/issue2737.go
vendored
Normal file
140
internal/processtest/testdata/issue2737.go
vendored
Normal file
@ -0,0 +1,140 @@
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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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"errors"
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"io"
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"os"
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"runtime"
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"strings"
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/audio"
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)
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type emptyStream struct {
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length int64
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n int64
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}
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func (e *emptyStream) Read(buf []byte) (int, error) {
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n := int64(len(buf))
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if e.n+n >= e.length {
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n := e.length - e.n
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e.n = e.length
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return int(n), io.EOF
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}
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e.n += n
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return int(n), nil
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}
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func (e *emptyStream) Seek(offset int64, whence int) (int64, error) {
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switch whence {
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case io.SeekStart:
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e.n = offset
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case io.SeekCurrent:
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e.n += offset
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case io.SeekEnd:
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e.n = e.length + offset
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}
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if e.n > e.length || e.n < 0 {
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return 0, errors.New("out of range")
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}
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return e.n, nil
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}
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type Game struct {
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playerCount int
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finishedPlayerCount int
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tickCount int
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m sync.Mutex
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}
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func (g *Game) countUpFinishedPlayer() {
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g.m.Lock()
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defer g.m.Unlock()
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g.finishedPlayerCount++
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}
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func (g *Game) Update() error {
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g.tickCount++
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if g.tickCount > 600 {
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return errors.New("time out")
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}
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g.m.Lock()
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c := g.finishedPlayerCount
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g.m.Unlock()
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if g.playerCount == c {
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return ebiten.Termination
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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(width, height int) (int, int) {
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return width, height
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}
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func main() {
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// Drivers might not be available, especially on Linux on GitHub Actions.
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// TODO: Enable this by install a dummy driver.
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if strings.TrimSpace(os.Getenv("GITHUB_ACTIONS")) == "true" && runtime.GOOS == "linux" {
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return
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}
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game := &Game{
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playerCount: 1000,
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}
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ctx := audio.NewContext(48000)
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var players []*audio.Player
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for i := 0; i < game.playerCount; i++ {
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p, err := ctx.NewPlayer(&emptyStream{length: 48000 * 2 * 2})
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if err != nil {
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panic(err)
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}
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players = append(players, p)
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// Play players in different goroutines from the game's goroutine in order to call the context's gcPlayers and addPlayer
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// at the same time.
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go func() {
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p.Play()
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for i := 0; i < 3; i++ {
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for {
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if !p.IsPlaying() {
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p.Rewind()
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p.Play()
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break
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}
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time.Sleep(100 * time.Millisecond)
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}
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}
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game.countUpFinishedPlayer()
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}()
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}
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if err := ebiten.RunGame(game); err != nil {
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panic(err)
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}
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}
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