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https://github.com/Lime3DS/Lime3DS
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input/sdl: lock map mutex after SDL call
Any SDL invocation can call the even callback on the same thread, which can call GetSDLJoystickBySDLID and eventually cause double lock on joystick_map_mutex. To avoid this, lock guard should be placed as closer as possible to the object accessing code, so that any SDL invocation is with the mutex unlocked
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1 changed files with 17 additions and 11 deletions
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@ -159,9 +159,9 @@ std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickByGUID(const std::string& g
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* it to a SDLJoystick with the same guid and that port
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*/
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std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickBySDLID(SDL_JoystickID sdl_id) {
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std::lock_guard<std::mutex> lock(joystick_map_mutex);
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auto sdl_joystick = SDL_JoystickFromInstanceID(sdl_id);
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const std::string guid = GetGUID(sdl_joystick);
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std::lock_guard<std::mutex> lock(joystick_map_mutex);
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auto map_it = joystick_map.find(guid);
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if (map_it != joystick_map.end()) {
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auto vec_it = std::find_if(map_it->second.begin(), map_it->second.end(),
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@ -193,13 +193,13 @@ std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickBySDLID(SDL_JoystickID sdl_
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}
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void SDLState::InitJoystick(int joystick_index) {
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std::lock_guard<std::mutex> lock(joystick_map_mutex);
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SDL_Joystick* sdl_joystick = SDL_JoystickOpen(joystick_index);
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if (!sdl_joystick) {
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LOG_ERROR(Input, "failed to open joystick {}", joystick_index);
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return;
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}
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std::string guid = GetGUID(sdl_joystick);
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std::lock_guard<std::mutex> lock(joystick_map_mutex);
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if (joystick_map.find(guid) == joystick_map.end()) {
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auto joystick = std::make_shared<SDLJoystick>(guid, 0, sdl_joystick);
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joystick_map[guid].emplace_back(std::move(joystick));
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@ -218,16 +218,22 @@ void SDLState::InitJoystick(int joystick_index) {
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}
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void SDLState::CloseJoystick(SDL_Joystick* sdl_joystick) {
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std::lock_guard<std::mutex> lock(joystick_map_mutex);
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std::string guid = GetGUID(sdl_joystick);
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// This call to guid is safe since the joystick is guaranteed to be in the map
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auto& joystick_guid_list = joystick_map[guid];
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const auto joystick_it =
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std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
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[&sdl_joystick](const std::shared_ptr<SDLJoystick>& joystick) {
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return joystick->GetSDLJoystick() == sdl_joystick;
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});
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(*joystick_it)->SetSDLJoystick(nullptr, [](SDL_Joystick*) {});
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std::shared_ptr<SDLJoystick> joystick;
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{
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std::lock_guard<std::mutex> lock(joystick_map_mutex);
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// This call to guid is safe since the joystick is guaranteed to be in the map
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auto& joystick_guid_list = joystick_map[guid];
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const auto joystick_it =
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std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
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[&sdl_joystick](const std::shared_ptr<SDLJoystick>& joystick) {
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return joystick->GetSDLJoystick() == sdl_joystick;
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});
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joystick = *joystick_it;
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}
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// Destruct SDL_Joystick outside the lock guard because SDL can internally call event calback
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// which locks the mutex again
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joystick->SetSDLJoystick(nullptr, [](SDL_Joystick*) {});
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}
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void SDLState::HandleGameControllerEvent(const SDL_Event& event) {
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