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CrashIfClientProvidedBogusAudioBufferList: reference #17494 #18948

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guilhemvors opened this issue Jul 19, 2018 · 8 comments
Closed

CrashIfClientProvidedBogusAudioBufferList: reference #17494 #18948

guilhemvors opened this issue Jul 19, 2018 · 8 comments

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@guilhemvors
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guilhemvors commented Jul 19, 2018

  • cocos2d-x version: 3.17
  • devices test on: iphone 8
  • Xcode version: 9.4.1

Steps to Reproduce:

  1. Just create a cpp-empty-test with this code:
auto startButton = ui::Button::create();
startButton->setTitleText("START");
startButton->setPosition(visibleSize * 0.5f + Size(-100, 0));
this->addChild(startButton);
startButton->addTouchEventListener([=](Ref* sender, ui::Widget::TouchEventType type)
                                  {
                                      if (type == ui::Widget::TouchEventType::ENDED)
                                      {
                                          auto testBogusAudio = [this](float dt) {
                                              AudioEngine::play2d("iphone/combo_1.mp3", false, 1.0f);
                                              AudioEngine::play2d("iphone/combo_2.mp3", false, 1.0f);
                                          };
                                          cocos2d::Director::getInstance()->getScheduler()->schedule(testBogusAudio, this, 0.f, false, "AudioSwitchStateTest");
                                      }
                                  });
    
auto stopButton = ui::Button::create();
stopButton->setTitleText("STOP");
stopButton->setPosition(visibleSize * 0.5f + Size(100, 0));
this->addChild(stopButton);
stopButton->addTouchEventListener([=](Ref* sender, ui::Widget::TouchEventType type)
                                       {
                                           if (type == ui::Widget::TouchEventType::ENDED)
                                           {
                                               AudioEngine::uncacheAll();
                                               cocos2d::Director::getInstance()->getScheduler()->unschedule("AudioSwitchStateTest", this);
                                           }
                                       });
  1. Launch the test and click on the start/stop button several times: the crash is kind of elusive and doesn't occurs everytime, it may take a few minutes to have it.

Log: https://textuploader.com/dz77q
Stack of the crash: https://textuploader.com/dz77l
Link to the combo_1.mp3 & combo_2.mp3:
https://www.dropbox.com/s/jp60anbxhgjyi17/combo_1.mp3?dl=0
https://www.dropbox.com/s/2n9uvr39nvx12hp/combo_2.mp3?dl=0

Primary analysis:
The commit that *may fix the bug by delaying the destruction of the _pcmData in the audio crash doesn't solve the problem (see this issue: #17494).

From what I have gathered:

1°) if you comment the free(_pcmData) (which cause memory leak obviously), the crash doesn't occur. Which means that it's really the deletion of the _pcmData that causes the problem.
2°) having more than 2 sounds (tested with 10 sounds) doesn't seems to increase the appearance of the crash, I think it's due to the fact that even with 2 sound, as we are scheduling them at a 0ms schedule, we are already hitting the max played sound instance hard cap.
3°) Calling free(_pcmData) just after the decoder.read in the readDataTask method doesn't produce the crash. From the API specification apple says that ExtAudioFileRead is synchronous.

The only conclusion I can come up with is that destroying the pcmData buffer in the main thread, while the URemoteIO thread is still performing tasks leads to the crash. The question now is when exactly does the free(pcmData) needs to occur to cause the crahs.

I don't really know what would be the preferred way to handle it, as adding more time to the delay before free (as we have seen) doesn't seem to be a robust solution, plus it has the negative effect of effectively freeing the resource at a later time than what we would expect, which is a problem in a state-based game, audio resources from the previous scene might not be released immediately during destroy object operation, leading to potentially spike in RAM usage when the assets of the new scene are loaded up in memory while the old audioBuffer are still in memory too.

I see three potential way of dealing with it:

  • having a way to stop the DoRender method of the AURemoteIO at the moment we destroy the pcmData, but I am not familiar enough with Core audio to know if it's possible.
  • delay the destruction of the buffer until the AudioRenderTask is done (which is not ideal, as described above)
  • locking the main thread (and the destruction of the AudioCache) until the AURemoteIO thread has finished its tasks?

@dumganhar @drelaptop could you please look into it? It is easy to reproduce and we are several to report this issue.

Sorry for the wall of text and thank you very much.

@guilhemvors
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@dumganhar
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dumganhar commented Jul 19, 2018 via email

@guilhemvors
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guilhemvors commented Jul 23, 2018

Further notes:

  • the console logs between the crashing and non-crashing execution doesn't differs.
  • There is a hipcut in our usage of ExtFileAudioRead in the AudioDecoder. From the standard it is said that it must only be used for reading audio file from the SAME THREAD (https://developer.apple.com/documentation/audiotoolbox/1486821-extaudiofileread?language=objc). So the implementation needs to be rewrote using AudioFileService instead, because we are calling the readDataTask method from different threads. HOWEVER, when tested with using readDataTask only from the main thread, the crash still occurs. Which means that even if our usage is not standard compliant, it doesn't seems to be the cause of the crash.
  • There is another hipcut in our usage of the alBufferDataStaticProc in the destructor of the AudioCache:
if (_pcmData)
    {
        if (_state == State::READY)
        {
            if (_alBufferId != INVALID_AL_BUFFER_ID && alIsBuffer(_alBufferId))
            {
                ALOGV("~AudioCache(id=%u), delete buffer: %u", _id, _alBufferId);
                alDeleteBuffers(1, &_alBufferId);
                _alBufferId = INVALID_AL_BUFFER_ID;
            }
        }
        else
        {
            ALOGW("AudioCache (%p), id=%u, buffer isn't ready, state=%d", this, _id, _state);
        }

        // fixed #17494: CrashIfClientProvidedBogusAudioBufferList
        // We're using 'alBufferDataStaticProc' for speeding up
        // the performance of playing audio without preload, but we need to manage the memory by ourself carefully.
        // It's probably that '_pcmData' is freed before OpenAL finishes the audio render task,
        // then 'CrashIfClientProvidedBogusAudioBufferList' may be triggered.
        // 'cpp-tests/NewAudioEngineTest/AudioSwitchStateTest' can reproduce this issue without the following fix.
        // The workaround is delaying 200ms to free pcm data.
        char* data = _pcmData;
         setTimeout(0.2, [data]() { free(data); });
    }

As per the standard (https://opensource.apple.com/source/OpenAL/OpenAL-61/Source/OpenAL/READ_ME.auto.html), in AL_EXT_STATIC_BUFFER, it is said that the deletion of the buffers should always happen after a SUCCESSFULL call to alDeleteBuffer, but in the destructor we don't check if the call to alDeleteBuffer returned without error. HOWEVER when tested with the error checking code, when the crash occurs, it appears that there is no error in openAL, which means that this hipcut is not the cause of the crash either.

  • Finally, when I ran the code in the simulator with thread sanitizer ON, there were a LOT of data races on multiple variables, for example on _isDestroyed, _isLaodingFinished, _isSkipReadDataTask etc etc, both in the AudioCaches and in the AudioEngineImpl. HOWEVER, even after correcting theses data races using C++ atomics were needed, the crash still occured, which means that those data races are not the cause of the bug.

@guilhemvors
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After a deeper investigation, I know exactly what is happening:

When looking in the convertFile project from the Audio Core apple example (https://developer.apple.com/library/archive/samplecode/ConvertFile/Introduction/Intro.html then download sample code), in the useAC-AF.cpp file, we have the actual implementation of the method used internally to convert non linear pcm data to linear pcm data.

While it is said that the call to ExtFileAudioRead is synchronous, when used with a non pcm data format, the ExtFileAudioRead method will actually call its internal AudioConverter object to convert the compressed audio data into linear pcm.

The problem is that the convertion is done in an update, inside the AURemoteIO::performIO, which is in its own thread (AURemoteIO::IOThread), and not on the thread we are performing our readDataTask.

What this means is that if we are freeing the pcm data from our thread, while the IOThread is converting it, it leads to memory corruption.

The only way I can see to solve this problem is actually to:

  • don't use alBufferDataStaticProc, so we let openAL perform a copy of the audio data, and let him handle the memory of this datas, while we clean our pcmData immediately
  • change the implementation of the decoder so that we are always giving the ExtFileAudioRead linear pcm data so that there is no need to convert it.

tell me what you think about it @drelaptop @minggo

@pablorealini
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We are experience this same issue, we still didn´t find a way to reproduce it.

cigumo added a commit to ironhidegames/cocos2d-x that referenced this issue Nov 24, 2018
(also makes test 19 faster to trigger openal bugs faster)

The original problem: CrashIfClientProvidedBogusAudioBufferList
cocos2d#18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList

It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).

I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html

They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.

I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.

I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
@cigumo
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cigumo commented Nov 24, 2018

I've changed AudioCache.mm to use alBufferData instead of alBuffer and I got rid of the CrashIfClientProvidedBogusAudioBufferList crash, but another crash appeared, this time involving OpenAL's CleanUpDeadBufferList() calls.

As the _pcmData buffer is copied by OpenAL after alBufferData() is called, I removed the scary setTimeout() in ~AudioCache and changed _pcmData to be used just inside the readDataTask call (not in a very elegant way, but didn't want to change the code too much).

I understand that we're making an extra copy of the uncompressed audio in memory, but as the recommended use for non streaming sounds is for them to be small, it should not be a problem in modern hardware (it was a big issue on the original iPhone! :))

I also extended the coverage of _readDataTaskMutex in ~AudioCache to include the alDeleteBuffers() call, and this reduced the the CleanUpDeadBufferList() crashes a lot.

Here's the pull request in our fork for reference:
ironhidegames#2

It's very hard to reproduce with the change. To improve the odds I changed cpp-test 19 to trigger once every 10ms instead of the 100ms (also in the pull request)

The odds seem to improve if the device is "cold", which means after half an hour or more not using it and locked, but I cannot confirm.

The crash seems to be related to threading obviously, but I'm not experienced enough with the Cocos2D engine to be able to pinpoint exactly what is happening.

I include three sshots of the crash below, as reference (iOS 12 on iPhone 6S)

    1. after 47 minutes
    1. after 2 minutes
    1. after 28 minutes

1-47min
2-2min
3-28min

drelaptop pushed a commit to drelaptop/cocos2d-x that referenced this issue Dec 3, 2018
(also makes test 19 faster to trigger openal bugs faster)

The original problem: CrashIfClientProvidedBogusAudioBufferList
cocos2d#18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList

It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).

I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html

They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.

I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.

I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
drelaptop pushed a commit to drelaptop/cocos2d-x that referenced this issue Dec 3, 2018
(also makes test 19 faster to trigger openal bugs faster)

The original problem: CrashIfClientProvidedBogusAudioBufferList
cocos2d#18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList

It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).

I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html

They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.

I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.

I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
@drelaptop
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Contributor

thanks to @guilhemvors @cigumo , #19227 comes, so developers can fix it.

I won't close this issue until some developers feedback that works.

drelaptop added a commit that referenced this issue Dec 10, 2018
…ple (#19227)

* changes AudioCache to use alBufferData instead of alBufferDataStatic

(also makes test 19 faster to trigger openal bugs faster)

The original problem: CrashIfClientProvidedBogusAudioBufferList
#18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList

It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).

I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html

They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.

I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.

I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.

* remove hack method "setTimeout" on audio
@drelaptop
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Contributor

more than one tested, that patch is good, so merge it and close this.

drelaptop added a commit to drelaptop/cocos2d-x that referenced this issue Jan 17, 2019
…ple (cocos2d#19227)

* changes AudioCache to use alBufferData instead of alBufferDataStatic

(also makes test 19 faster to trigger openal bugs faster)

The original problem: CrashIfClientProvidedBogusAudioBufferList
cocos2d#18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList

It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).

I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html

They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.

I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.

I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.

* remove hack method "setTimeout" on audio
minggo pushed a commit to minggo/cocos2d-x that referenced this issue Jan 18, 2019
* review cpp-tests, and fix part issues on start auto test

* sync png format fix: Node:Particle3D abnormal texture effects cocos2d#19204

* fix cpp-tests SpritePolygon crash, wrong png format (cocos2d#19170)

* fix wrong png convert format from sRGB to Gray

* erase plist index if all frames was erased

* test_A8.png have I8 format, fix it

* [CCSpriteCache] allow re-add plist & add testcase (cocos2d#19175)

* allow re-add plist & add testcase

* remove comments/rename method/update testcase

* fix isSpriteFramesWithFileLoaded & add testcase

* remove used variable

* remove unused variable

* fix double free issues when js/lua-tests exit on iOS (cocos2d#19236)

* disable part cases, AutoTest works without crash on mac

* update cocos2dx files json, to test cocos new next

* fix spritecache plist parsing issue (cocos2d#19269)

* [linux] Fix FileUtils::getContents with folder (cocos2d#19157)

* fix FileUtils::getContents on linux/mac

* use stat.st_mode

* simplify

* [CCFileUtils] win32 getFileSize (cocos2d#19176)

* win32 getFileSize

* fix stat

* [cpp test-Android]20:FileUtils/2 change title (cocos2d#19197)

* sync cocos2d#19200

* sync cocos2d#19231

* [android lua] improve performance of lua loader (cocos2d#19234)

* [lua] improve performance of lua loader

* remove cache fix

* Revert "fix spritecache plist parsing issue (cocos2d#19269)"

This reverts commit f3a85ec.

* remove win32 project files ref in template.json

* add metal framework lnk ref into cpp template

* test on iOS, and disable part cases

* alBufferData instead of alBufferDataStatic for small audio file on Apple (cocos2d#19227)

* changes AudioCache to use alBufferData instead of alBufferDataStatic

(also makes test 19 faster to trigger openal bugs faster)

The original problem: CrashIfClientProvidedBogusAudioBufferList
cocos2d#18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList

It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).

I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html

They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.

I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.

I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.

* remove hack method "setTimeout" on audio

* AutoTest works on iOS

* support set ios deployment target for root project

* enable all texture2d cases, since Jiang have fixed
minggo added a commit that referenced this issue Jan 18, 2019
* remove deprecated files

* remove some deprecated codes

* remove more deprecated codes

* remove ui deprecated codes

* remove more deprecated codes

* remove deprecated codes in ccmenuitem

* remove more deprecated codes in ui

* remove more deprecated codes in ui

* remove more deprecated codes in ui

* remove more deprecated codes

* remove more deprecated codes

* remove more deprecated codes

* remove vr related codes and ignore some modules

* remove allocator

* remove some config

* 【Feature】add back-end project file

* [Feature] add back-end file

* add pipeline descriptor and shader cache

* [Feature] support sprite for backend

* [Feature] remove unneeded code

* [Feature] according to es2.0 spec, you must use clamp-to-edge as  texture wrap mode, and no mipmapping for non-power-of-two texture

* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture

* [Feature] remove macro define to .cpp file

* [Feature] add log info

* [Feature] add PipelineDescriptor for TriangleCommand

* [Feature] add PipelineDescriptor object as member of TriangleCommand

* [Feature] add getPipelineDescriptor method

* add renderbackend

* complete pipeline descriptor

* [Feature] add viewport in RenderCommand

* set viewport when rendrering

* [Feature] occur error when using RendererBackend, to be fixed.

* a workaround to fix black screen on macOS 10.14 (#19090)

* add rendererbackend init function

* fix typo

* [Feature] modify testFile

* [BugFix] modify shader path

* [Feature] set default viewport

* fix projection

* [Feature] modify log info

* [BugFix] change viewport data type to int

* [BugFix] add BindGroup to PipelienDescriptor

* [BugFix] change a_position to vec3 in sprite.vert

* [BugFix] set vertexLayout according to V3F_C4B_T2F structure

* [Feature] revert a_position to vec4

* [Feature] renderer should not use gl codes directly

* [Feature] it's better not use default value parameter

* fix depth test setting

* rendererbackend -> renderer

* clear color and depth at begin

* add metal backend

* metal support normalized attribute

* simplify codes

* update external

* add render pass desctriptor in pipeline descriptor

* fix warnings

* fix crash and memeory leak

* refactor Texture2D

* put pipeline descriptor into render command

* simplify codes

* [Feature] update Sprite

* fix crash when closing app

* [Feature] update SpriteBatchNode and TextureAtlas

* support render texture(not finish)

* [Feature] remove unused code

* make tests work on mac

* fix download-deps path error

* make tests work on iOS

* [Feature] support ttf under normal label effect

* refactor triangle command processing

* let renderer handle more common commands

* refactor backend

* make render texture work

* [Feature] refactor backend for GL

* [Feature]Renaming to make it easy to understand

* [Feature] change warp mode to CLAMP_TO_EDGE

* fix ghost

* simplify visit render queue logic

* support progress timer without rial mode

* support partcile system

* Feature/update label (#149)

* [BugFix] fix compile error

* [Feature] support outline effect in ios

* [Feature] add shader file

* [BugFix] fix begin and end RenderPass

* [Feature] update CustomCommand

* [Feature] revert project.pbxproj

* [Feature] simplify codes

* [BugFix] pack AI88 to RGBA8888 only when outline enable

* [Feature] support shadow effect in Label

* [Feature] support BMFont

* [Feature] support glow effect

* [Feature] simplify shader files

* LabelAtlas work

* handle blend function correctly

* support tile map

* don't share buffer in metal

* alloc buffer size as needed

* support more tilemap

* Merge branch 'minggo/metal-support' into feature/updateLabel

* minggo/metal-support:
  support tile map
  handle blend function correctly
  LabelAtlas work
  Feature/update label (#149)
  support partcile system

# Conflicts:
#	cocos/2d/CCLabel.cpp
#	cocos/2d/CCSprite.cpp
#	cocos/2d/CCSpriteBatchNode.cpp
#	cocos/renderer/CCQuadCommand.cpp
#	cocos/renderer/CCQuadCommand.h

* render texture work without saving file

* use global viewport

* grid3d works

* remove grabber

* tiled3d works

* [BugFix] fix label bug

* [Feature] add updateSubData for buffer

* [Feature] remove setVertexCount

* support depth test

* add callback command

* [Feature] add UITest

* [Feature] update UITest

* [Feature] remove unneeded codes

* fix custom command issue

* fix layer color blend issue

* [BugFix] fix iOS compile error

* [Feature] remove unneeded codes

* [Feature] fix updateVertexBuffer

* layerradial works

* add draw test back

* fix batch issue

* fix compiling error

* [BugFix] support ETC1

* [BugFix] get the correct pipelineDescriptor

* [BugFix]  skip draw when backendTexture nullptr

* clipping node support

* [Feature] add shader files

* fix stencil issue in metal

* [Feature] update UILayoutTest

* [BugFix] skip drawing when vertexCount is zero

* refactor renderer

* add set global z order for stencil manager commands

* fix warnings caused by type

* remove viewport in render command

* [Feature] fix warnings caused by type

* [BugFix] clear vertexCount and indexCount for CustomComand when needed

* [Feature] update clear for CustomCommand

* ios use metal

* fix viewport issue

* fix LayerColorGradient crash

* [cmake] transport to android and windows (#160)

* save point 1

* compile on windows

* run on android

* revert useless change

* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1

* add initGlew

* fix android crash

* add TODO new-renderer

* review update

* revert onGLFWWindowPosCallback

* fix android compiling error

* Impl progress radial (#162)

* progresstimer add radial impl

* default drawType to element

* dec invoke times of createVertexBuffer (#163)

* support depth/stencil format for gl backend

* simplify progress timer codes

* support motionstreak, effect is wrong

* fix motionstreak issue

* [Feature] update Scissor Test (#161)

* [Feature] update Scissor Test

* [Feature] update ScissorTest

* [Feature] rename function

* [Feature] get constant reference if needed

* [Feature] show render status (#164)

* improve performance

* fix depth state

* fill error that triangle vertex/index number bigger than buffer

* fix compiline error in release mode

* fix buffer conflict between CPU and GPU on iOS/macOS

* Renderer refactor (#165)

* use one vertes/index buffer with opengl

* fix error on windows

* custom command support index format config

* CCLayer: compact vertex data structure

* update comment

* fix doc

* support fast tilemap

* pass index format instead

* fix some wrong effect

* fix render texture error

* fix texture per-element size

* fix texture format error

* BlendFunc type refactor, GLenum -> backend::BlendFactor  (#167)

* BlendFunc use backend::BlendFactor as inner field

* update comments

* use int to replace GLenum

* update xcode project fiel

* rename to GLBlendConst

* add ccConstants.h

* update xcode project file

* update copyright

* remove primitive command

* remove CCPrimitive.cpp/.h

* remove deprecated files

* remove unneeded files

* remove multiple view support

* remove multiple view support

* remove the usage of frame buffer in camera

* director don't use frame buffer

* remove FrameBuffer

* remove BatchCommand

* add some api reference

* add physics2d back

* fix crash when close app on mac

* improve render texture

* fix rendertexture issue

* fix rendertexture issue

* simplify codes

* CMake support for mac & ios (#169)

* update cmake

* fix compile error

* update 3rd libs version

* remove CCThread.h/.cpp

* remove ccthread

* use audio engine to implement simple audio engine

* remove unneeded codes

* remove deprecated codes

* remove winrt macro

* remove CC_USE_WIC

* set partcile blend function in more elegant way

* remove unneeded codes

* remove unneeded codes

* cmake works on windows

* update project setting

* improve performance

* GLFloat -> float

* sync v3 cmake improvements into metal-support (#172)

* pick: modern cmake, compile definitions improvement (#19139)

* modern cmake, use target_compile_definitions partly

* simplify macro define, remove USE_*

* modern cmake, macro define

* add physics 2d macro define into ccConfig.h

* remove USE_CHIPMUNK macro in build.gradle

* remove CocosSelectModule.cmake

* shrink useless define

* simplify compile options config, re-add if necessary

* update external for tmp CI test

* un-quote target_compile_options value

* add "-g" parameter only when debug mode

* keep single build type when generator Xcode & VS projecy

* update external for tmp CI tes

* add static_cast<char>(-1), fix -Wc++11-narrowing

* simplify win32 compile define

* not modify code, only improve compile options

# Conflicts:
#	.gitignore
#	cmake/Modules/CocosConfigDepend.cmake
#	cocos/CMakeLists.txt
#	external/config.json
#	tests/cpp-tests/CMakeLists.txt

* modern cmake, improve cmake_compiler_flags (#19145)

* cmake_compiler_flags

* Fix typo

* Fix typo2

* Remove chanages from Android.mk

*  correct lua template cmake build (#19149)

* don't add -Wno-deprecated into jsb target

* correct lua template cmake build

* fix win32 lua template compile error

* prevent cmake in-source-build friendly (#19151)

* pick: Copy resources to "Resources/" on win32 like in linux configuration

* add "/Z7" for cpp-tests on windows

* [cmake] fix iOS xcode property setting failed (#19208)

* fix iOS xcode property setting failed

* use search_depend_libs_recursive at dlls collect

* fix typo

* [cmake] add find_host_library into iOS toolchain file (#19230)

* pick: [lua android] use luajit & template cmake update (#19239)

* increase cmake stability ,  remove tests/CMakeLists.txt (#19261)

* cmake win32 Precompiled header (#19273)

* Precompiled header

* Fix

* Precompiled header for cocos

* Precompiled header jscocos2d

* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)

Related #19289

* little build fix, tests cpp-tests works on mac

* sync v3 build related codes into metal-support (#173)

* strict initialization for std::array

* remove proj.win32 project configs

* modern cmake, cmake_cleanup_remove_unused_variables (#19146)

* Switch travis CI to xenial (#19207)

* Switch travis CI to xenial

* Remove language: android

* Set language: cpp

* Fix java problem

* Update sdkmanager

* Fix sdkmanger

* next sdkmanager fix

* Remove xenial from android

* revert to sdk-tools-{system}-3859397

* Remove linux cmake install

* Update before-install.sh

* Update .travis.yml

* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)

* Simplify install-deps-linux.sh

* Cleanup

* pick: install ninja

* update cocos2d-console submodule

* for metal-support alpha release, we only test cpp

* add HelloCpp into project(Cocos2d-x) for tmp test

* update extenal metal-support-4

* update uniform setting

* [Feature] update BindGroup

* [Feature] empty-test

* [Feature] cpp-test

* [Feature] fix GL compiler error

* [Feature] fix GL crash

* [Feature] empty-test

* [Feature] cpp-tests

* [feature] improve frameRate

* [feature] fix opengl compile error

* [feature] fix opengl compile error

* [BugFix] fix compute maxLocation error

* [Feature] update setting unifrom

* [Feature] fix namespace

* [Feature] remove unneeded code

* [Bugfix] fix project file

* [Feature] update review

* [texture2d] impl texture format support  (#175)

* texture update

* update

* update texture

* commit

* compile on windows

* ddd

* rename

* rename methods

* no crash

* save gl

* save

* save

* rename

* move out pixel format convert functions

* metal crash

* update

* update android

* support gles compressed texture format

* support more compress format

* add more conversion methods

* ss

* save

* update conversion methods

* add PVRTC format support

* reformat

* add marco linux

* fix GL marcro

* pvrtc supported only by ios 8.0+

* remove unused cmake

* revert change

* refactor Texture2D::initWithData

* fix conversion log

* refactor Texture2D::initWithData

* remove some OpenGL constants for PVRTC

* add todo

* fix typo

* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)

* review cpp-tests, and fix part issues on start auto test

* sync png format fix: Node:Particle3D abnormal texture effects #19204

* fix cpp-tests SpritePolygon crash, wrong png format (#19170)

* fix wrong png convert format from sRGB to Gray

* erase plist index if all frames was erased

* test_A8.png have I8 format, fix it

* [CCSpriteCache] allow re-add plist & add testcase (#19175)

* allow re-add plist & add testcase

* remove comments/rename method/update testcase

* fix isSpriteFramesWithFileLoaded & add testcase

* remove used variable

* remove unused variable

* fix double free issues when js/lua-tests exit on iOS (#19236)

* disable part cases, AutoTest works without crash on mac

* update cocos2dx files json, to test cocos new next

* fix spritecache plist parsing issue (#19269)

* [linux] Fix FileUtils::getContents with folder (#19157)

* fix FileUtils::getContents on linux/mac

* use stat.st_mode

* simplify

* [CCFileUtils] win32 getFileSize (#19176)

* win32 getFileSize

* fix stat

* [cpp test-Android]20:FileUtils/2 change title (#19197)

* sync #19200

* sync #19231

* [android lua] improve performance of lua loader (#19234)

* [lua] improve performance of lua loader

* remove cache fix

* Revert "fix spritecache plist parsing issue (#19269)"

This reverts commit f3a85ec.

* remove win32 project files ref in template.json

* add metal framework lnk ref into cpp template

* test on iOS, and disable part cases

* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)

* changes AudioCache to use alBufferData instead of alBufferDataStatic

(also makes test 19 faster to trigger openal bugs faster)

The original problem: CrashIfClientProvidedBogusAudioBufferList
#18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList

It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).

I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html

They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.

I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.

I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.

* remove hack method "setTimeout" on audio

* AutoTest works on iOS

* support set ios deployment target for root project

* enable all texture2d cases, since Jiang have fixed

* add CCTextureUtils to xcode project file (#176)

* add leak cases for SpriteFrameCache (#177)

* re-add SpriteFrameCache cases

* update template file json

* Update SpriteFrameCacheTest.cpp

* fix compiling error
huangwei1024 pushed a commit to huangwei1024/cocos2d-x that referenced this issue Jun 20, 2019
…ple (cocos2d#19227)

* changes AudioCache to use alBufferData instead of alBufferDataStatic

(also makes test 19 faster to trigger openal bugs faster)

The original problem: CrashIfClientProvidedBogusAudioBufferList
cocos2d#18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList

It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).

I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html

They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.

I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.

I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.

* remove hack method "setTimeout" on audio
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