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UICommon/NetPlayIndex: Fix random segfaults after quitting NetPlay
We can't join a detached thread, so NetPlayIndex gets deleted before the notification thread exits, creating a race condition. We switch to using Common::Event because just sleeping leaves the UI hung on the thread join for a few seconds.
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23986d48f7
commit
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@ -4,6 +4,7 @@
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#include "UICommon/NetPlayIndex.h"
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#include <chrono>
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#include <numeric>
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#include <string>
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@ -121,7 +122,7 @@ NetPlayIndex::List(const std::map<std::string, std::string>& filters)
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void NetPlayIndex::NotificationLoop()
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{
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while (m_running.IsSet())
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while (!m_session_thread_exit_event.WaitFor(std::chrono::seconds(5)))
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{
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Common::HttpRequest request;
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auto response = request.Get(
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@ -138,7 +139,6 @@ void NetPlayIndex::NotificationLoop()
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if (!json)
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{
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m_last_error = "BAD_JSON";
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m_running.Set(false);
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return;
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}
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@ -147,18 +147,13 @@ void NetPlayIndex::NotificationLoop()
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if (status != "OK")
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{
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m_last_error = std::move(status);
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m_running.Set(false);
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return;
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}
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Common::SleepCurrentThread(1000 * 5);
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}
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}
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bool NetPlayIndex::Add(NetPlaySession session)
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{
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m_running.Set(true);
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Common::HttpRequest request;
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auto response = request.Get(Config::Get(Config::NETPLAY_INDEX_URL) +
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"/v0/session/add?name=" + request.EscapeComponent(session.name) +
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@ -201,8 +196,6 @@ bool NetPlayIndex::Add(NetPlaySession session)
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m_session_thread = std::thread([this] { NotificationLoop(); });
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m_session_thread.detach();
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return true;
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}
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@ -226,7 +219,7 @@ void NetPlayIndex::Remove()
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if (m_secret.empty())
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return;
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m_running.Set(false);
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m_session_thread_exit_event.Set();
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if (m_session_thread.joinable())
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m_session_thread.join();
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@ -11,7 +11,7 @@
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#include <utility>
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#include <vector>
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#include "Common/Flag.h"
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#include "Common/Event.h"
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struct NetPlaySession
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{
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@ -54,8 +54,6 @@ public:
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private:
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void NotificationLoop();
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Common::Flag m_running;
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std::string m_secret;
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std::string m_game;
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int m_player_count = 0;
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@ -63,4 +61,6 @@ private:
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std::string m_last_error;
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std::thread m_session_thread;
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Common::Event m_session_thread_exit_event;
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};
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