ControllerInterface: fix UpdateReferences() deadlock
Removed useless locks to DeviceContainer::m_devices_mutex, as they were all already protected by m_devices_population_mutex. We have no interest in blocking other threads that were potentially reading devices at the same time so this seems fine. This simplifies the code, and I've adjusted a few comments which mentioned possible deadlock that should now be totally gone. The deadlock could have happen if a thread directly called EmulatedController::UpdateReferences(), while another another thread also reached EmulatedController::UpdateReferences() within a call to ControllerInterface::UpdateDevices(), as the mentioned function locked both the DeviceContainer::m_devices_mutex and s_get_state_mutex at the same time. The deadlock was frequent on game emulation startup on Android, due to the UpdateReferences() call in InputConfig::LoadConfig() and the UI thread triggering calls to ControllerInterface::UpdateDevices(). It could also have happened on Desktop if a user pressed "Refresh Devices" manually in the UI while the input config was loading. Also brought some UpdateReferences() comments and thread safety fixes from https://github.com/dolphin-emu/dolphin/pull/9489
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@ -80,8 +80,7 @@ Settings::Settings()
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// they'd continue living until the queued event has run, but some devices can't be recreated
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// until they are destroyed.
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// This is safe from any thread. Devices will be refreshed and re-acquired and in
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// DevicesChanged(). Waiting on QueueOnObject() to have finished running was not feasible as
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// it would cause deadlocks without heavy workarounds.
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// DevicesChanged(). Calling it without queueing shouldn't cause any deadlocks but is slow.
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emit ReleaseDevices();
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QueueOnObject(this, [this] { emit DevicesChanged(); });
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@ -18,6 +18,8 @@
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namespace ControllerEmu
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{
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// This should theoretically be per EmulatedController instance,
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// though no EmulatedController usually run in parallel, so it makes little difference
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static std::recursive_mutex s_get_state_mutex;
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std::string EmulatedController::GetDisplayName() const
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@ -77,6 +79,7 @@ void EmulatedController::UpdateSingleControlReference(const ControllerInterface&
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{
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ciface::ExpressionParser::ControlEnvironment env(devi, GetDefaultDevice(), m_expression_vars);
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const auto lock = GetStateLock();
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ref->UpdateReference(env);
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env.CleanUnusedVariables();
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@ -54,8 +54,6 @@ void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
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m_populating_devices_counter = 1;
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m_devices_mutex.lock();
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#ifdef CIFACE_USE_WIN32
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ciface::Win32::Init(wsi.render_window);
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#endif
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@ -87,8 +85,9 @@ void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
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RefreshDevices();
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// Devices writes are already protected by m_devices_population_mutex but this won't hurt
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m_devices_mutex.lock();
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const bool devices_empty = m_devices.empty();
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m_devices_mutex.unlock();
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if (m_populating_devices_counter.fetch_sub(1) == 1 && !devices_empty)
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@ -121,17 +120,17 @@ void ControllerInterface::RefreshDevices(RefreshReason reason)
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std::lock_guard lk_pre_population(m_pre_population_mutex);
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// This is needed to stop its threads before locking our mutexes, to avoid deadlocks
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// (in case it tried to add a device after we had locked m_devices_population_mutex).
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// There doesn't seem to be an easy to way to repopulate OSX devices without restarting
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// its hotplug thread. This will not release its devices, that's still done below.
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// There doesn't seem to be an easy to way to repopulate OSX devices without restarting its
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// hotplug thread. This should not remove its devices, and if it did, calls should be ignored.
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ciface::OSX::DeInit();
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}
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#endif
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// This lock has two main functions:
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// -Avoid a deadlock between m_devices_mutex and ControllerEmu::s_state_mutex when
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// InvokeDevicesChangedCallbacks() is called concurrently by two different threads.
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// -Avoid devices being destroyed while others of the same type are being created.
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// This wasn't thread safe in multiple device sources.
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// We lock m_devices_population_mutex here to make everything simpler.
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// Multiple devices classes have their own "hotplug" thread, and can add/remove devices at any
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// time, while actual writes to "m_devices" are safe, the order in which they happen is not. That
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// means a thread could be adding devices while we are removing them, or removing them as we are
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// populating them (causing missing or duplicate devices).
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std::lock_guard lk_population(m_devices_population_mutex);
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#if defined(CIFACE_USE_WIN32) && !defined(CIFACE_USE_XLIB) && !defined(CIFACE_USE_OSX)
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@ -141,12 +140,9 @@ void ControllerInterface::RefreshDevices(RefreshReason reason)
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{
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m_populating_devices_counter.fetch_add(1);
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{
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std::lock_guard lk(m_devices_mutex);
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// No need to do anything else in this case.
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// Only (Win32) DInput needs the window handle to be updated.
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ciface::Win32::ChangeWindow(m_wsi.render_window);
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}
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// No need to do anything else in this case.
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// Only (Win32) DInput needs the window handle to be updated.
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ciface::Win32::ChangeWindow(m_wsi.render_window);
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if (m_populating_devices_counter.fetch_sub(1) == 1)
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InvokeDevicesChangedCallbacks();
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@ -156,13 +152,6 @@ void ControllerInterface::RefreshDevices(RefreshReason reason)
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m_populating_devices_counter.fetch_add(1);
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// We lock m_devices_mutex here to make everything simpler.
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// Multiple devices classes have their own "hotplug" thread, and can add/remove devices at any
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// time, while actual writes to "m_devices" are safe, the order in which they happen is not. That
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// means a thread could be adding devices while we are removing them, or removing them as we are
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// populating them (causing missing or duplicate devices).
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m_devices_mutex.lock();
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// Make sure shared_ptr<Device> objects are released before repopulating.
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ClearDevices();
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@ -206,8 +195,6 @@ void ControllerInterface::RefreshDevices(RefreshReason reason)
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WiimoteReal::PopulateDevices();
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m_devices_mutex.unlock();
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if (m_populating_devices_counter.fetch_sub(1) == 1)
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InvokeDevicesChangedCallbacks();
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}
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@ -221,11 +208,7 @@ void ControllerInterface::PlatformPopulateDevices(std::function<void()> callback
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m_populating_devices_counter.fetch_add(1);
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{
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std::lock_guard lk(m_devices_mutex);
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callback();
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}
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callback();
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if (m_populating_devices_counter.fetch_sub(1) == 1)
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InvokeDevicesChangedCallbacks();
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@ -270,8 +253,8 @@ void ControllerInterface::Shutdown()
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// Make sure no devices had been added within Shutdown() in the time
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// between checking they checked atomic m_is_init bool and we changed it.
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// We couldn't have locked m_devices_mutex nor m_devices_population_mutex for the whole Shutdown()
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// as they could cause deadlocks. Note that this is still not 100% safe as some backends are
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// We couldn't have locked m_devices_population_mutex for the whole Shutdown()
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// as it could cause deadlocks. Note that this is still not 100% safe as some backends are
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// shut down in other places, possibly adding devices after we have shut down, but the chances of
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// that happening are basically zero.
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ClearDevices();
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@ -294,8 +277,8 @@ void ControllerInterface::ClearDevices()
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o->SetState(0);
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}
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// Devices will still be alive after this: there are shared ptrs around the code holding them,
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// but InvokeDevicesChangedCallbacks() will clean all of them.
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// Devices could still be alive after this as there might be shared ptrs around holding them.
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// The InvokeDevicesChangedCallbacks() underneath should always clean all of them (it needs to).
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m_devices.clear();
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}
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