audio: bug fix: deadlock between a player and a context

Closes #2737
This commit is contained in:
Hajime Hoshi 2023-08-29 13:40:21 +09:00
parent 69c01ee7ef
commit 98ead195c6
3 changed files with 159 additions and 4 deletions

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@ -10,4 +10,4 @@ rm -rf /usr/local/go && tar -C /usr/local -xzf ${GO_FILENAME}
Xvfb :99 -screen 0 1024x768x24 > /dev/null 2>&1 &
# Run the tests
go test -v ./...
env GITHUB_ACTIONS=true go test -v ./...

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@ -198,22 +198,37 @@ func (c *Context) removePlayer(p *playerImpl) {
}
func (c *Context) gcPlayers() error {
// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
// Copy the playerImpls and iterate them without a lock.
var players []*playerImpl
c.m.Lock()
defer c.m.Unlock()
players = make([]*playerImpl, 0, len(c.players))
for p := range c.players {
players = append(players, p)
}
c.m.Unlock()
var playersToRemove []*playerImpl
// Now reader players cannot call removePlayers from themselves in the current implementation.
// Underlying playering can be the pause state after fishing its playing,
// but there is no way to notify this to players so far.
// Instead, let's check the states proactively every frame.
for p := range c.players {
for _, p := range players {
if err := p.Err(); err != nil {
return err
}
if !p.IsPlaying() {
delete(c.players, p)
playersToRemove = append(playersToRemove, p)
}
}
c.m.Lock()
for _, p := range playersToRemove {
delete(c.players, p)
}
c.m.Unlock()
return nil
}

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@ -0,0 +1,140 @@
// 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 (
"errors"
"io"
"os"
"runtime"
"strings"
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/audio"
)
type emptyStream struct {
length int64
n int64
}
func (e *emptyStream) Read(buf []byte) (int, error) {
n := int64(len(buf))
if e.n+n >= e.length {
n := e.length - e.n
e.n = e.length
return int(n), io.EOF
}
e.n += n
return int(n), nil
}
func (e *emptyStream) Seek(offset int64, whence int) (int64, error) {
switch whence {
case io.SeekStart:
e.n = offset
case io.SeekCurrent:
e.n += offset
case io.SeekEnd:
e.n = e.length + offset
}
if e.n > e.length || e.n < 0 {
return 0, errors.New("out of range")
}
return e.n, nil
}
type Game struct {
playerCount int
finishedPlayerCount int
tickCount int
m sync.Mutex
}
func (g *Game) countUpFinishedPlayer() {
g.m.Lock()
defer g.m.Unlock()
g.finishedPlayerCount++
}
func (g *Game) Update() error {
g.tickCount++
if g.tickCount > 600 {
return errors.New("time out")
}
g.m.Lock()
c := g.finishedPlayerCount
g.m.Unlock()
if g.playerCount == c {
return ebiten.Termination
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
}
func (g *Game) Layout(width, height int) (int, int) {
return width, height
}
func main() {
// Drivers might not be available, especially on Linux on GitHub Actions.
// TODO: Enable this by install a dummy driver.
if strings.TrimSpace(os.Getenv("GITHUB_ACTIONS")) == "true" && runtime.GOOS == "linux" {
return
}
game := &Game{
playerCount: 1000,
}
ctx := audio.NewContext(48000)
var players []*audio.Player
for i := 0; i < game.playerCount; i++ {
p, err := ctx.NewPlayer(&emptyStream{length: 48000 * 2 * 2})
if err != nil {
panic(err)
}
players = append(players, p)
// Play players in different goroutines from the game's goroutine in order to call the context's gcPlayers and addPlayer
// at the same time.
go func() {
p.Play()
for i := 0; i < 3; i++ {
for {
if !p.IsPlaying() {
p.Rewind()
p.Play()
break
}
time.Sleep(100 * time.Millisecond)
}
}
game.countUpFinishedPlayer()
}()
}
if err := ebiten.RunGame(game); err != nil {
panic(err)
}
}