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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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Techjar committed Apr 6, 2019
1 parent 23986d4 commit dc552f2cbb204b4ad53bdcdc324bf1ab7baf410a
Showing with 6 additions and 13 deletions.
  1. +3 −10 Source/Core/UICommon/NetPlayIndex.cpp
  2. +3 −3 Source/Core/UICommon/NetPlayIndex.h
@@ -4,6 +4,7 @@

#include "UICommon/NetPlayIndex.h"

#include <chrono>
#include <numeric>
#include <string>

@@ -121,7 +122,7 @@ NetPlayIndex::List(const std::map<std::string, std::string>& filters)

void NetPlayIndex::NotificationLoop()
{
while (m_running.IsSet())
while (!m_session_thread_exit_event.WaitFor(std::chrono::seconds(5)))
{
Common::HttpRequest request;
auto response = request.Get(
@@ -138,7 +139,6 @@ void NetPlayIndex::NotificationLoop()
if (!json)
{
m_last_error = "BAD_JSON";
m_running.Set(false);
return;
}

@@ -147,18 +147,13 @@ void NetPlayIndex::NotificationLoop()
if (status != "OK")
{
m_last_error = std::move(status);
m_running.Set(false);
return;
}

Common::SleepCurrentThread(1000 * 5);
}
}

bool NetPlayIndex::Add(NetPlaySession session)
{
m_running.Set(true);

Common::HttpRequest request;
auto response = request.Get(Config::Get(Config::NETPLAY_INDEX_URL) +
"/v0/session/add?name=" + request.EscapeComponent(session.name) +
@@ -201,8 +196,6 @@ bool NetPlayIndex::Add(NetPlaySession session)

m_session_thread = std::thread([this] { NotificationLoop(); });

m_session_thread.detach();

return true;
}

@@ -226,7 +219,7 @@ void NetPlayIndex::Remove()
if (m_secret.empty())
return;

m_running.Set(false);
m_session_thread_exit_event.Set();

if (m_session_thread.joinable())
m_session_thread.join();
@@ -11,7 +11,7 @@
#include <utility>
#include <vector>

#include "Common/Flag.h"
#include "Common/Event.h"

struct NetPlaySession
{
@@ -54,13 +54,13 @@ class NetPlayIndex
private:
void NotificationLoop();

Common::Flag m_running;

std::string m_secret;
std::string m_game;
int m_player_count = 0;
bool m_in_game = false;

std::string m_last_error;
std::thread m_session_thread;

Common::Event m_session_thread_exit_event;
};

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