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authoroldmud0 <oldmud0@users.noreply.github.com>2022-01-05 21:39:23 -0600
committeroldmud0 <oldmud0@users.noreply.github.com>2022-01-05 21:39:23 -0600
commit77b017a0830410bc06fc4747d559b75e306dcdcc (patch)
treeb252effb50e450ec192555314391c25ad4e66caf
parent593bd54000be14c9a1455914285c1b2549b0fa51 (diff)
Fix MSVC builds freezing due to AOLayer concurrency issue
Variables accessed across threads should be atomic. Also gave AOLayer its own thread pool and switched some lock calls to use QMutexLocker semantics.
-rw-r--r--CMakeLists.txt4
-rw-r--r--include/aolayer.h2
-rw-r--r--src/aolayer.cpp25
3 files changed, 19 insertions, 12 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index b6b02106..31559add 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -31,9 +31,9 @@ endif()
target_include_directories(Attorney_Online PRIVATE include)
# Target Lib
-find_package(Qt5 COMPONENTS Core Gui Network Widgets REQUIRED)
+find_package(Qt5 COMPONENTS Core Gui Network Widgets Concurrent REQUIRED)
target_link_directories(Attorney_Online PRIVATE lib)
-target_link_libraries(Attorney_Online PRIVATE Qt5::Core Qt5::Gui Qt5::Network Qt5::Widgets
+target_link_libraries(Attorney_Online PRIVATE Qt5::Core Qt5::Gui Qt5::Network Qt5::Widgets Qt5::Concurrent
bass bassopus discord-rpc)
target_compile_definitions(Attorney_Online PRIVATE DISCORD)
diff --git a/include/aolayer.h b/include/aolayer.h
index b8907152..4d2629b8 100644
--- a/include/aolayer.h
+++ b/include/aolayer.h
@@ -148,7 +148,7 @@ private:
// used in populate_vectors
void load_next_frame();
- bool exit_loop; //awful solution but i'm not fucking using QThread
+ std::atomic_bool exit_loop; //awful solution but i'm not fucking using QThread
QFuture<void> frame_loader;
QMutex mutex;
QWaitCondition frameAdded;
diff --git a/src/aolayer.cpp b/src/aolayer.cpp
index 1587d289..08ee392d 100644
--- a/src/aolayer.cpp
+++ b/src/aolayer.cpp
@@ -4,6 +4,8 @@
#include "file_functions.h"
#include "misc_functions.h"
+static QThreadPool *thread_pool;
+
AOLayer::AOLayer(QWidget *p_parent, AOApplication *p_ao_app) : QLabel(p_parent)
{
ao_app = p_ao_app;
@@ -22,6 +24,11 @@ AOLayer::AOLayer(QWidget *p_parent, AOApplication *p_ao_app) : QLabel(p_parent)
preanim_timer = new QTimer(this);
preanim_timer->setSingleShot(true);
connect(preanim_timer, &QTimer::timeout, this, &AOLayer::preanim_done);
+
+ if (!thread_pool) {
+ thread_pool = new QThreadPool(p_ao_app);
+ thread_pool->setMaxThreadCount(8);
+ }
}
BackgroundLayer::BackgroundLayer(QWidget *p_parent, AOApplication *p_ao_app)
@@ -319,7 +326,7 @@ void AOLayer::start_playback(QString p_image)
frame = 0;
continuous = false;
}
- frame_loader = QtConcurrent::run(this, &AOLayer::populate_vectors);
+ frame_loader = QtConcurrent::run(thread_pool, this, &AOLayer::populate_vectors);
last_path = p_image;
while (movie_frames.size() <= frame) // if we haven't loaded the frame we need yet
frameAdded.wait(&mutex); // wait for the frame loader to add another frame, then check again
@@ -538,11 +545,11 @@ void AOLayer::movie_ticker()
else
frame = 0;
}
- mutex.lock();
- while (frame >= movie_frames.size() && frame < max_frames) { // oops! our frame isn't ready yet
+ {
+ QMutexLocker locker(&mutex);
+ while (frame >= movie_frames.size() && frame < max_frames) // oops! our frame isn't ready yet
frameAdded.wait(&mutex); // wait for a new frame to be added, then check again
}
- mutex.unlock();
#ifdef DEBUG_MOVIE
qDebug() << "[AOLayer::movie_ticker] Frame:" << frame << "Delay:" << movie_delays[frame]
<< "Actual time taken from last frame:" << actual_time.restart();
@@ -552,7 +559,7 @@ void AOLayer::movie_ticker()
}
void AOLayer::populate_vectors() {
- while (movie_frames.size() < max_frames && !exit_loop) {
+ while (!exit_loop && movie_frames.size() < max_frames) {
load_next_frame();
#ifdef DEBUG_MOVIE
qDebug() << "[AOLayer::populate_vectors] Loaded frame" << movie_frames.size();
@@ -562,12 +569,12 @@ void AOLayer::populate_vectors() {
}
void AOLayer::load_next_frame() {
- //QMutexLocker locker(&mutex);
- mutex.lock();
+ {
+ QMutexLocker locker(&mutex);
movie_frames.append(this->get_pixmap(m_reader.read()));
movie_delays.append(m_reader.nextImageDelay());
- mutex.unlock();
- frameAdded.wakeAll();
+ }
+ frameAdded.wakeAll();
}
void CharLayer::preanim_done()