Fix thread IDs.

On Linux, thread IDs were not properly assigned with the current approach.
The line:
`std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);`
does not work because the thread ID is not assigned until the thread starts.

This PR changes the behavior to use manually generated thread IDs. Additionally, if a thread is (or may have been created) outside Godot, the method `Thread::attach_external_thread` was added.
This commit is contained in:
Juan Linietsky 2023-04-22 15:34:16 +02:00
parent 24cb43a874
commit a37c30dfc9
7 changed files with 47 additions and 42 deletions

View File

@ -66,7 +66,9 @@ int RemoteDebuggerPeerTCP::get_max_message_size() const {
void RemoteDebuggerPeerTCP::close() { void RemoteDebuggerPeerTCP::close() {
running = false; running = false;
thread.wait_to_finish(); if (thread.is_started()) {
thread.wait_to_finish();
}
tcp_client->disconnect_from_host(); tcp_client->disconnect_from_host();
out_buf.clear(); out_buf.clear();
in_buf.clear(); in_buf.clear();

View File

@ -38,13 +38,9 @@
Thread::PlatformFunctions Thread::platform_functions; Thread::PlatformFunctions Thread::platform_functions;
uint64_t Thread::_thread_id_hash(const std::thread::id &p_t) { SafeNumeric<uint64_t> Thread::id_counter(1); // The first value after .increment() is 2, hence by default the main thread ID should be 1.
static std::hash<std::thread::id> hasher;
return hasher(p_t);
}
Thread::ID Thread::main_thread_id = _thread_id_hash(std::this_thread::get_id()); thread_local Thread::ID Thread::caller_id = Thread::UNASSIGNED_ID;
thread_local Thread::ID Thread::caller_id = 0;
void Thread::_set_platform_functions(const PlatformFunctions &p_functions) { void Thread::_set_platform_functions(const PlatformFunctions &p_functions) {
platform_functions = p_functions; platform_functions = p_functions;
@ -71,31 +67,23 @@ void Thread::callback(ID p_caller_id, const Settings &p_settings, Callback p_cal
} }
void Thread::start(Thread::Callback p_callback, void *p_user, const Settings &p_settings) { void Thread::start(Thread::Callback p_callback, void *p_user, const Settings &p_settings) {
if (id != _thread_id_hash(std::thread::id())) { ERR_FAIL_COND_MSG(id != UNASSIGNED_ID, "A Thread object has been re-started without wait_to_finish() having been called on it.");
#ifdef DEBUG_ENABLED id = id_counter.increment();
WARN_PRINT("A Thread object has been re-started without wait_to_finish() having been called on it. Please do so to ensure correct cleanup of the thread."); std::thread new_thread(&Thread::callback, id, p_settings, p_callback, p_user);
#endif
thread.detach();
std::thread empty_thread;
thread.swap(empty_thread);
}
std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);
thread.swap(new_thread); thread.swap(new_thread);
id = _thread_id_hash(thread.get_id());
} }
bool Thread::is_started() const { bool Thread::is_started() const {
return id != _thread_id_hash(std::thread::id()); return id != UNASSIGNED_ID;
} }
void Thread::wait_to_finish() { void Thread::wait_to_finish() {
if (id != _thread_id_hash(std::thread::id())) { ERR_FAIL_COND_MSG(id == UNASSIGNED_ID, "Attempt of waiting to finish on a thread that was never started.");
ERR_FAIL_COND_MSG(id == get_caller_id(), "A Thread can't wait for itself to finish."); ERR_FAIL_COND_MSG(id == get_caller_id(), "Threads can't wait to finish on themselves, another thread must wait.");
thread.join(); thread.join();
std::thread empty_thread; std::thread empty_thread;
thread.swap(empty_thread); thread.swap(empty_thread);
id = _thread_id_hash(std::thread::id()); id = UNASSIGNED_ID;
}
} }
Error Thread::set_name(const String &p_name) { Error Thread::set_name(const String &p_name) {
@ -107,11 +95,10 @@ Error Thread::set_name(const String &p_name) {
} }
Thread::Thread() { Thread::Thread() {
caller_id = _thread_id_hash(std::this_thread::get_id());
} }
Thread::~Thread() { Thread::~Thread() {
if (id != _thread_id_hash(std::thread::id())) { if (id != UNASSIGNED_ID) {
#ifdef DEBUG_ENABLED #ifdef DEBUG_ENABLED
WARN_PRINT("A Thread object has been destroyed without wait_to_finish() having been called on it. Please do so to ensure correct cleanup of the thread."); WARN_PRINT("A Thread object has been destroyed without wait_to_finish() having been called on it. Please do so to ensure correct cleanup of the thread.");
#endif #endif

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@ -52,6 +52,11 @@ public:
typedef uint64_t ID; typedef uint64_t ID;
enum : ID {
UNASSIGNED_ID = 0,
MAIN_ID = 1
};
enum Priority { enum Priority {
PRIORITY_LOW, PRIORITY_LOW,
PRIORITY_NORMAL, PRIORITY_NORMAL,
@ -74,11 +79,8 @@ public:
private: private:
friend class Main; friend class Main;
static ID main_thread_id; ID id = UNASSIGNED_ID;
static SafeNumeric<uint64_t> id_counter;
static uint64_t _thread_id_hash(const std::thread::id &p_t);
ID id = _thread_id_hash(std::thread::id());
static thread_local ID caller_id; static thread_local ID caller_id;
std::thread thread; std::thread thread;
@ -86,14 +88,22 @@ private:
static PlatformFunctions platform_functions; static PlatformFunctions platform_functions;
static void make_main_thread() { caller_id = MAIN_ID; }
static void release_main_thread() { caller_id = UNASSIGNED_ID; }
public: public:
static void _set_platform_functions(const PlatformFunctions &p_functions); static void _set_platform_functions(const PlatformFunctions &p_functions);
_FORCE_INLINE_ ID get_id() const { return id; } _FORCE_INLINE_ ID get_id() const { return id; }
// get the ID of the caller thread // get the ID of the caller thread
_FORCE_INLINE_ static ID get_caller_id() { return caller_id; } _FORCE_INLINE_ static ID get_caller_id() {
if (unlikely(caller_id == UNASSIGNED_ID)) {
caller_id = id_counter.increment();
}
return caller_id;
}
// get the ID of the main thread // get the ID of the main thread
_FORCE_INLINE_ static ID get_main_id() { return main_thread_id; } _FORCE_INLINE_ static ID get_main_id() { return MAIN_ID; }
static Error set_name(const String &p_name); static Error set_name(const String &p_name);

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@ -471,6 +471,8 @@ void Main::print_help(const char *p_binary) {
// The order is the same as in `Main::setup()`, only core and some editor types // The order is the same as in `Main::setup()`, only core and some editor types
// are initialized here. This also combines `Main::setup2()` initialization. // are initialized here. This also combines `Main::setup2()` initialization.
Error Main::test_setup() { Error Main::test_setup() {
Thread::make_main_thread();
OS::get_singleton()->initialize(); OS::get_singleton()->initialize();
engine = memnew(Engine); engine = memnew(Engine);
@ -680,6 +682,8 @@ int Main::test_entrypoint(int argc, char *argv[], bool &tests_need_run) {
*/ */
Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_phase) { Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_phase) {
Thread::make_main_thread();
OS::get_singleton()->initialize(); OS::get_singleton()->initialize();
engine = memnew(Engine); engine = memnew(Engine);
@ -1876,6 +1880,8 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
engine->startup_benchmark_end_measure(); // core engine->startup_benchmark_end_measure(); // core
Thread::release_main_thread(); // If setup2() is called from another thread, that one will become main thread, so preventively release this one.
if (p_second_phase) { if (p_second_phase) {
return setup2(); return setup2();
} }
@ -1941,7 +1947,9 @@ error:
return exit_code; return exit_code;
} }
Error Main::setup2(Thread::ID p_main_tid_override) { Error Main::setup2() {
Thread::make_main_thread(); // Make whatever thread call this the main thread.
// Print engine name and version // Print engine name and version
print_line(String(VERSION_NAME) + " v" + get_full_version_string() + " - " + String(VERSION_WEBSITE)); print_line(String(VERSION_NAME) + " v" + get_full_version_string() + " - " + String(VERSION_WEBSITE));
@ -1962,10 +1970,6 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
initialize_modules(MODULE_INITIALIZATION_LEVEL_SERVERS); initialize_modules(MODULE_INITIALIZATION_LEVEL_SERVERS);
GDExtensionManager::get_singleton()->initialize_extensions(GDExtension::INITIALIZATION_LEVEL_SERVERS); GDExtensionManager::get_singleton()->initialize_extensions(GDExtension::INITIALIZATION_LEVEL_SERVERS);
if (p_main_tid_override) {
Thread::main_thread_id = p_main_tid_override;
}
#ifdef TOOLS_ENABLED #ifdef TOOLS_ENABLED
if (editor || project_manager || cmdline_tool) { if (editor || project_manager || cmdline_tool) {
EditorPaths::create(); EditorPaths::create();

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@ -60,7 +60,7 @@ public:
static int test_entrypoint(int argc, char *argv[], bool &tests_need_run); static int test_entrypoint(int argc, char *argv[], bool &tests_need_run);
static Error setup(const char *execpath, int argc, char *argv[], bool p_second_phase = true); static Error setup(const char *execpath, int argc, char *argv[], bool p_second_phase = true);
static Error setup2(Thread::ID p_main_tid_override = 0); static Error setup2(); // The thread calling setup2() will effectively become the main thread.
static String get_rendering_driver_name(); static String get_rendering_driver_name();
#ifdef TESTS_ENABLED #ifdef TESTS_ENABLED
static Error test_setup(); static Error test_setup();

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@ -3306,6 +3306,8 @@ EditorExportPlatformAndroid::EditorExportPlatformAndroid() {
EditorExportPlatformAndroid::~EditorExportPlatformAndroid() { EditorExportPlatformAndroid::~EditorExportPlatformAndroid() {
#ifndef ANDROID_ENABLED #ifndef ANDROID_ENABLED
quit_request.set(); quit_request.set();
check_for_changes_thread.wait_to_finish(); if (check_for_changes_thread.is_started()) {
check_for_changes_thread.wait_to_finish();
}
#endif #endif
} }

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@ -244,7 +244,7 @@ JNIEXPORT jboolean JNICALL Java_org_godotengine_godot_GodotLib_step(JNIEnv *env,
if (step.get() == 0) { if (step.get() == 0) {
// Since Godot is initialized on the UI thread, main_thread_id was set to that thread's id, // Since Godot is initialized on the UI thread, main_thread_id was set to that thread's id,
// but for Godot purposes, the main thread is the one running the game loop // but for Godot purposes, the main thread is the one running the game loop
Main::setup2(Thread::get_caller_id()); Main::setup2();
input_handler = new AndroidInputHandler(); input_handler = new AndroidInputHandler();
step.increment(); step.increment();
return true; return true;