Merge pull request #10435 from AdmiralCurtiss/savestate-crash

Core/State: Add some multithreading protections.
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JMC47 2022-02-11 06:28:46 -05:00 committed by GitHub
commit 9214174bb3
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1 changed files with 18 additions and 15 deletions

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@ -64,12 +64,13 @@ static AfterLoadCallbackFunc s_on_after_load_callback;
// Temporary undo state buffer
static std::vector<u8> g_undo_load_buffer;
static std::vector<u8> g_current_buffer;
static bool s_load_or_save_in_progress;
static std::mutex s_load_or_save_in_progress_mutex;
static std::mutex g_cs_undo_load_buffer;
static std::mutex g_cs_current_buffer;
static Common::Event g_compressAndDumpStateSyncEvent;
static std::recursive_mutex g_save_thread_mutex;
static std::thread g_save_thread;
// Don't forget to increase this after doing changes on the savestate system
@ -403,11 +404,10 @@ static void CompressAndDumpState(CompressAndDumpState_args save_args)
void SaveAs(const std::string& filename, bool wait)
{
if (s_load_or_save_in_progress)
std::unique_lock lk(s_load_or_save_in_progress_mutex, std::try_to_lock);
if (!lk)
return;
s_load_or_save_in_progress = true;
Core::RunOnCPUThread(
[&] {
// Measure the size of the buffer.
@ -435,8 +435,12 @@ void SaveAs(const std::string& filename, bool wait)
save_args.filename = filename;
save_args.wait = wait;
Flush();
g_save_thread = std::thread(CompressAndDumpState, save_args);
{
std::lock_guard lk(g_save_thread_mutex);
Flush();
g_save_thread = std::thread(CompressAndDumpState, save_args);
}
g_compressAndDumpStateSyncEvent.Wait();
}
else
@ -446,8 +450,6 @@ void SaveAs(const std::string& filename, bool wait)
}
},
true);
s_load_or_save_in_progress = false;
}
bool ReadHeader(const std::string& filename, StateHeader& header)
@ -550,17 +552,18 @@ static void LoadFileStateData(const std::string& filename, std::vector<u8>& ret_
void LoadAs(const std::string& filename)
{
if (!Core::IsRunning() || s_load_or_save_in_progress)
{
if (!Core::IsRunning())
return;
}
else if (NetPlay::IsNetPlayRunning())
if (NetPlay::IsNetPlayRunning())
{
OSD::AddMessage("Loading savestates is disabled in Netplay to prevent desyncs");
return;
}
s_load_or_save_in_progress = true;
std::unique_lock lk(s_load_or_save_in_progress_mutex, std::try_to_lock);
if (!lk)
return;
Core::RunOnCPUThread(
[&] {
@ -617,8 +620,6 @@ void LoadAs(const std::string& filename)
s_on_after_load_callback();
},
true);
s_load_or_save_in_progress = false;
}
void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback)
@ -699,6 +700,8 @@ void SaveFirstSaved()
void Flush()
{
std::lock_guard lk(g_save_thread_mutex);
// If already saving state, wait for it to finish
if (g_save_thread.joinable())
g_save_thread.join();