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Fix locks in TextureLoader class #1147
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xezon
commented
Aug 21, 2024
- Potentially fixes w3dview texture crash #1131
@@ -503,6 +542,7 @@ void TextureLoader::Begin_Load_And_Queue(TextureLoadTaskClass *task) | |||
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// If we can't start the load of either a dds or tga for the filename in the task set it to missing. | |||
if (task->Begin_Load()) { | |||
FastCriticalSectionClass::LockClass lock(g_backgroundCritSec); | |||
g_backgroundQueue.Push_Front(task); |
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Lock is missing here on write. Could race.
int time = rts::Get_Time(); | ||
TextureLoadTaskClass *task; | ||
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while ((task = g_foregroundQueue.Pop_Front()) != nullptr) { |
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Lock exists before already, but scope can be limited. Optimization.
@@ -385,9 +408,17 @@ void TextureLoader::Request_Foreground_Loading(TextureBaseClass *texture) | |||
*/ | |||
bool TextureLoader::Queues_Not_Empty() | |||
{ | |||
FastCriticalSectionClass::LockClass lock(g_backgroundCritSec); | |||
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return !g_backgroundQueue.Empty() && !g_foregroundQueue.Empty(); |
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Lock for g_foregroundQueue
is missing here on read.
@@ -344,32 +352,47 @@ void TextureLoader::Request_Foreground_Loading(TextureBaseClass *texture) | |||
TextureLoadTaskClass *thumb_task = texture->Get_Thumbnail_Load_Task(); | |||
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if (!TextureLoader::Is_DX8_Thread()) { | |||
FastCriticalSectionClass::LockClass lock2(g_backgroundCritSec); |
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Originally takes both locks at the same time. This can be risky and introduce ABA deadlock problem. This can be avoided by limiting scope.
Could perhaps deadlock with LoaderThreadClass::Thread_Function
@@ -344,32 +352,47 @@ void TextureLoader::Request_Foreground_Loading(TextureBaseClass *texture) | |||
TextureLoadTaskClass *thumb_task = texture->Get_Thumbnail_Load_Task(); | |||
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if (!TextureLoader::Is_DX8_Thread()) { | |||
FastCriticalSectionClass::LockClass lock2(g_backgroundCritSec); | |||
if (thumb_task != nullptr) { | |||
thumb_task->Set_Load_State(TextureLoadTaskClass::STATE_FOREGROUND_OVERRIDE); | |||
} | |||
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if (task != nullptr) { | |||
if (task->Get_Parent() == &g_backgroundQueue) { |
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This does not need locking. g_backgroundQueue
address never changes.
@@ -312,15 +322,14 @@ void TextureLoader::Request_Thumbnail(TextureBaseClass *texture) | |||
*/ | |||
void TextureLoader::Request_Background_Loading(TextureBaseClass *texture) | |||
{ | |||
FastCriticalSectionClass::LockClass lock(g_foregroundCritSec); |
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Lock scope can be limited. Optimization.
@@ -282,21 +291,22 @@ w3dsurface_t TextureLoader::Load_Surface_Immediate(const StringClass &texture, W | |||
*/ | |||
void TextureLoader::Request_Thumbnail(TextureBaseClass *texture) | |||
{ | |||
FastCriticalSectionClass::LockClass lock(g_foregroundCritSec); |
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Lock scope can be limited. Optimization.
@@ -81,9 +81,18 @@ w3dtexture_t Load_Compressed_Texture( | |||
void LoaderThreadClass::Thread_Function() | |||
{ | |||
while (m_isRunning) { | |||
if (!g_backgroundQueue.Empty()) { |
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Lock for g_backgroundQueue
is missing here on read.
@@ -81,9 +81,18 @@ w3dtexture_t Load_Compressed_Texture( | |||
void LoaderThreadClass::Thread_Function() | |||
{ | |||
while (m_isRunning) { | |||
if (!g_backgroundQueue.Empty()) { | |||
bool backgroundQueueEmpty; | |||
{ | |||
FastCriticalSectionClass::LockClass background_lock(g_backgroundCritSec); |
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Originally takes both locks at the same time. This can be risky and introduce ABA deadlock problem. This can be avoided by limiting scope.
Could perhaps deadlock with TextureLoader::Request_Foreground_Loading
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