Revert recently added approach to cross-thread lambda survival
Commits reverted: -1ed6919148
-271511726b
This commit is contained in:
parent
c2f8fb3015
commit
f26328e9a3
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@ -1392,17 +1392,14 @@ String GDScript::debug_get_script_name(const Ref<Script> &p_script) {
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#endif
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thread_local GDScript::UpdatableFuncPtr GDScript::func_ptrs_to_update_thread_local;
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GDScript::UpdatableFuncPtr *GDScript::func_ptrs_to_update_main_thread = &func_ptrs_to_update_thread_local;
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List<GDScript::UpdatableFuncPtrElement>::Element *GDScript::_add_func_ptr_to_update(GDScriptFunction **p_func_ptr_ptr) {
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MutexLock lock(func_ptrs_to_update_mutex);
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List<UpdatableFuncPtrElement>::Element *result = func_ptrs_to_update_elems.push_back(UpdatableFuncPtrElement());
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GDScript::UpdatableFuncPtrElement GDScript::_add_func_ptr_to_update(GDScriptFunction **p_func_ptr_ptr) {
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UpdatableFuncPtrElement result = {};
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{
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MutexLock lock2(func_ptrs_to_update_thread_local.mutex);
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result->get().element = func_ptrs_to_update_thread_local.ptrs.push_back(p_func_ptr_ptr);
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result->get().mutex = &func_ptrs_to_update_thread_local.mutex;
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MutexLock lock(func_ptrs_to_update_thread_local.mutex);
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result.element = func_ptrs_to_update_thread_local.ptrs.push_back(p_func_ptr_ptr);
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result.mutex = &func_ptrs_to_update_thread_local.mutex;
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if (likely(func_ptrs_to_update_thread_local.initialized)) {
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return result;
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@ -1411,89 +1408,17 @@ List<GDScript::UpdatableFuncPtrElement>::Element *GDScript::_add_func_ptr_to_upd
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func_ptrs_to_update_thread_local.initialized = true;
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}
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MutexLock lock(func_ptrs_to_update_mutex);
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func_ptrs_to_update.push_back(&func_ptrs_to_update_thread_local);
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return result;
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}
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void GDScript::_remove_func_ptr_to_update(List<UpdatableFuncPtrElement>::Element *p_func_ptr_element) {
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// None of these checks should ever fail, unless there's a bug.
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// They can be removed once we are sure they never catch anything.
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// Left here now due to extra safety needs late in the release cycle.
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ERR_FAIL_NULL(p_func_ptr_element);
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MutexLock lock(func_ptrs_to_update_thread_local.mutex);
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ERR_FAIL_NULL(p_func_ptr_element->get().element);
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ERR_FAIL_NULL(p_func_ptr_element->get().mutex);
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MutexLock lock2(*p_func_ptr_element->get().mutex);
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p_func_ptr_element->get().element->erase();
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p_func_ptr_element->erase();
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}
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void GDScript::_fixup_thread_function_bookkeeping() {
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// Transfer the ownership of these update items to the main thread,
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// because the current one is dying, leaving theirs orphan, dangling.
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HashSet<GDScript *> scripts;
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DEV_ASSERT(!Thread::is_main_thread());
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MutexLock lock(func_ptrs_to_update_main_thread->mutex);
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{
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MutexLock lock2(func_ptrs_to_update_thread_local.mutex);
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while (!func_ptrs_to_update_thread_local.ptrs.is_empty()) {
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// Transfer the thread-to-script records from the dying thread to the main one.
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List<GDScriptFunction **>::Element *E = func_ptrs_to_update_thread_local.ptrs.front();
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List<GDScriptFunction **>::Element *new_E = func_ptrs_to_update_main_thread->ptrs.push_front(E->get());
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GDScript *script = (*E->get())->get_script();
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if (!scripts.has(script)) {
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scripts.insert(script);
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// Replace dying thread by the main thread in the script-to-thread records.
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MutexLock lock3(script->func_ptrs_to_update_mutex);
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DEV_ASSERT(script->func_ptrs_to_update.find(&func_ptrs_to_update_thread_local));
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{
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for (List<UpdatableFuncPtrElement>::Element *F = script->func_ptrs_to_update_elems.front(); F; F = F->next()) {
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bool is_dying_thread_entry = F->get().mutex == &func_ptrs_to_update_thread_local.mutex;
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if (is_dying_thread_entry) {
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// This may lead to multiple main-thread entries, but that's not a problem
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// and allows to reuse the element, which is needed, since it's tracked by pointer.
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F->get().element = new_E;
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F->get().mutex = &func_ptrs_to_update_main_thread->mutex;
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}
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}
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}
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}
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E->erase();
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}
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}
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func_ptrs_to_update_main_thread->initialized = true;
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{
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// Remove orphan thread-to-script entries from every script.
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// FIXME: This involves iterating through every script whenever a thread dies.
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// While it's OK that thread creation/destruction are heavy operations,
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// additional bookkeeping can be used to outperform this brute-force approach.
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GDScriptLanguage *gd_lang = GDScriptLanguage::get_singleton();
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MutexLock lock2(gd_lang->mutex);
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for (SelfList<GDScript> *s = gd_lang->script_list.first(); s; s = s->next()) {
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GDScript *script = s->self();
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for (List<UpdatableFuncPtr *>::Element *E = script->func_ptrs_to_update.front(); E; E = E->next()) {
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bool is_dying_thread_entry = &E->get()->mutex == &func_ptrs_to_update_thread_local.mutex;
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if (is_dying_thread_entry) {
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E->erase();
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break;
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}
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}
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}
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}
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void GDScript::_remove_func_ptr_to_update(const UpdatableFuncPtrElement p_func_ptr_element) {
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ERR_FAIL_NULL(p_func_ptr_element.element);
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ERR_FAIL_NULL(p_func_ptr_element.mutex);
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MutexLock lock(*p_func_ptr_element.mutex);
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p_func_ptr_element.element->erase();
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}
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void GDScript::clear(ClearData *p_clear_data) {
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@ -1521,7 +1446,6 @@ void GDScript::clear(ClearData *p_clear_data) {
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*func_ptr_ptr = nullptr;
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}
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}
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func_ptrs_to_update_elems.clear();
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}
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RBSet<GDScript *> must_clear_dependencies = get_must_clear_dependencies();
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@ -2141,10 +2065,6 @@ void GDScriptLanguage::remove_named_global_constant(const StringName &p_name) {
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named_globals.erase(p_name);
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}
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void GDScriptLanguage::thread_exit() {
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GDScript::_fixup_thread_function_bookkeeping();
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}
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void GDScriptLanguage::init() {
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//populate global constants
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int gcc = CoreConstants::get_global_constant_count();
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@ -128,16 +128,11 @@ class GDScript : public Script {
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Mutex *mutex = nullptr;
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};
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static thread_local UpdatableFuncPtr func_ptrs_to_update_thread_local;
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static thread_local LocalVector<List<UpdatableFuncPtr *>::Element> func_ptrs_to_update_entries_thread_local;
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static UpdatableFuncPtr *func_ptrs_to_update_main_thread;
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List<UpdatableFuncPtr *> func_ptrs_to_update;
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List<UpdatableFuncPtrElement> func_ptrs_to_update_elems;
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Mutex func_ptrs_to_update_mutex;
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List<UpdatableFuncPtrElement>::Element *_add_func_ptr_to_update(GDScriptFunction **p_func_ptr_ptr);
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static void _remove_func_ptr_to_update(List<UpdatableFuncPtrElement>::Element *p_func_ptr_element);
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static void _fixup_thread_function_bookkeeping();
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UpdatableFuncPtrElement _add_func_ptr_to_update(GDScriptFunction **p_func_ptr_ptr);
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static void _remove_func_ptr_to_update(const UpdatableFuncPtrElement p_func_ptr_element);
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#ifdef TOOLS_ENABLED
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// For static data storage during hot-reloading.
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@ -559,10 +554,6 @@ public:
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virtual void add_named_global_constant(const StringName &p_name, const Variant &p_value) override;
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virtual void remove_named_global_constant(const StringName &p_name) override;
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/* MULTITHREAD FUNCTIONS */
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virtual void thread_exit() override;
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/* DEBUGGER FUNCTIONS */
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virtual String debug_get_error() const override;
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@ -296,7 +296,5 @@ GDScriptLambdaSelfCallable::GDScriptLambdaSelfCallable(Object *p_self, GDScriptF
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}
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GDScriptLambdaSelfCallable::~GDScriptLambdaSelfCallable() {
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if (updatable_func_ptr_element) {
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GDScript::_remove_func_ptr_to_update(updatable_func_ptr_element);
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}
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GDScript::_remove_func_ptr_to_update(updatable_func_ptr_element);
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}
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@ -45,7 +45,7 @@ class GDScriptLambdaCallable : public CallableCustom {
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GDScriptFunction *function = nullptr;
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Ref<GDScript> script;
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uint32_t h;
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List<GDScript::UpdatableFuncPtrElement>::Element *updatable_func_ptr_element = nullptr;
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GDScript::UpdatableFuncPtrElement updatable_func_ptr_element;
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Vector<Variant> captures;
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@ -72,7 +72,7 @@ class GDScriptLambdaSelfCallable : public CallableCustom {
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Ref<RefCounted> reference; // For objects that are RefCounted, keep a reference.
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Object *object = nullptr; // For non RefCounted objects, use a direct pointer.
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uint32_t h;
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List<GDScript::UpdatableFuncPtrElement>::Element *updatable_func_ptr_element = nullptr;
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GDScript::UpdatableFuncPtrElement updatable_func_ptr_element;
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Vector<Variant> captures;
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