Core and Common Threads Stop and Start: Added timeout to the thread waiting loops. If we have waited more than five seconds we can be pretty sure that the thread is deadlocked. So then we can just as well continue and hope for the best.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2383 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -91,7 +91,7 @@ void Thread::WaitForDeath()
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{
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if (m_hThread)
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{
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WaitForSingleObject(m_hThread, INFINITE);
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WaitForSingleObject(m_hThread, THREAD_WAIT_TIMEOUT);
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CloseHandle(m_hThread);
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m_hThread = NULL;
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}
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@ -140,7 +140,7 @@ void Event::Set()
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void Event::Wait()
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{
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WaitForSingleObject(m_hEvent, INFINITE);
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WaitForSingleObject(m_hEvent, THREAD_WAIT_TIMEOUT);
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}
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inline HRESULT MsgWaitForSingleObject(HANDLE handle, DWORD timeout)
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@ -168,7 +168,7 @@ void Event::MsgWait()
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// Wait for any message sent or posted to this queue
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// or for one of the passed handles be set to signaled.
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result = MsgWaitForSingleObject(m_hEvent, INFINITE);
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result = MsgWaitForSingleObject(m_hEvent, THREAD_WAIT_TIMEOUT);
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// The result tells us the type of event we have.
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if (result == (WAIT_OBJECT_0 + 1))
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@ -81,6 +81,7 @@ private:
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#ifdef _WIN32
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HANDLE m_hThread;
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DWORD m_threadId;
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static const int THREAD_WAIT_TIMEOUT = 5000;
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#else
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pthread_t thread_id;
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#endif
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@ -121,6 +122,12 @@ public:
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private:
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#ifdef _WIN32
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HANDLE m_hEvent;
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/* If we have waited more than five seconds we can be pretty sure that the thread is deadlocked.
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So then we can just as well continue and hope for the best. I could try several times that
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this works after a five second timeout (with works meaning that the game stopped and I could
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start another game without any noticable problems). But several times it failed to, and ended
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with a crash. But it's better than an infinite deadlock. */
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static const int THREAD_WAIT_TIMEOUT = 5000; // INFINITE or 5000 for example
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#else
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bool is_set_;
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pthread_cond_t event_;
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@ -522,8 +522,14 @@ void CFrame::DoStop()
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Core::Stop();
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/* This is needed together with the option to not "delete g_EmuThread" in Core.cpp, because then
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we have to wait a moment before GetState() == CORE_UNINITIALIZED so that UpdateGUI() works */
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#ifdef SETUP_AVOID_CHILD_WINDOW_RENDERING_HANG
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we have to wait a moment before GetState() == CORE_UNINITIALIZED so that UpdateGUI() works.
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It's also needed when a WaitForSingleObject() has timed out so that the ShutDown() process
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has continued without all threads having come to a rest. It's not compatible with the
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SETUP_TIMER_WAITING option (because the Stop returns before it's finished).
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Without this we just see the gray CPanel background because the ISO list will not be displayed.
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*/
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#ifndef SETUP_TIMER_WAITING
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if (bRenderToMain)
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while(Core::GetState() != Core::CORE_UNINITIALIZED) Sleep(10);
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#endif
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