ControllerInterface: Fix Windows deadlock
Remove the redundant s_populate_mutex and only use ControllerInterface::m_devices_population_mutex instead to prevent a deadlock caused by locking them in opposite orders. The device population functions in the win32 InputBackend previously locked s_populate_mutex first before calling various functions that locked m_devices_population_mutex. This normally worked but ControllerInterface::RefreshDevices locks m_devices_population_mutex first and then calls HandleWindowChange which then locked s_populate_mutex, potentially causing the deadlock. Fix this by using PlatformPopulateDevices to lock m_devices_population_mutex before running the code that was previously protected by s_populate_mutex. The functions in question lock m_devices_population_mutex anyway, so this shouldn't meaningfully increase contention on the lock. Reproduction steps: * Let Dolphin finish startup. * In Win32.cpp::OnDevicesChanged set a breakpoint on the call to PlatformPopulateDevices. When the breakpoint is triggered the function will have locked s_populate_mutex, but since PlatformPopulateDevices won't have run yet m_devices_population_mutex will still be unlocked. * Unplug a device from your computer. * Wait for the breakpoint to trigger. (At this point you can plug the device back in). * Freeze the ntdll.dll!TppWorkerThread() that triggered the breakpoint. * Resume Dolphin and start a game. * Core::EmuThread will call ControllerInterface::ChangeWindow which calls RefreshDevices. It locks m_devices_population_mutex, then calls InputBackend::HandleWindowChange, which tries to lock s_populate_mutex. * Unfreeze ntdll.dll!TppWorkerThread(). At this point EmuThread and TppWorkerThread are deadlocked. The UI is still responsive since the Host thread is unaffected, but trying to stop the game or close Dolphin normally will fail since EmuThread is unable to stop.
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@ -10,8 +10,6 @@
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#include <hidclass.h>
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#include <mutex>
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#include "Common/Flag.h"
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#include "Common/Logging/Log.h"
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#include "InputCommon/ControllerInterface/DInput/DInput.h"
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@ -20,7 +18,6 @@
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#pragma comment(lib, "OneCoreUAP.Lib")
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static std::mutex s_populate_mutex;
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// TODO is this really needed?
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static Common::Flag s_first_populate_devices_asked;
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static HCMNOTIFICATION s_notify_handle;
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@ -52,7 +49,6 @@ _Pre_satisfies_(EventDataSize >= sizeof(CM_NOTIFY_EVENT_DATA)) static DWORD CALL
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// listen for it.
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if (s_first_populate_devices_asked.IsSet())
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{
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std::lock_guard lk_population(s_populate_mutex);
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// TODO: we could easily use the message passed alongside this event, which tells
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// whether a device was added or removed, to avoid removing old, still connected, devices
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g_controller_interface.PlatformPopulateDevices([&] {
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@ -96,17 +92,18 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
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void InputBackend::PopulateDevices()
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{
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std::lock_guard lk_population(s_populate_mutex);
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s_first_populate_devices_asked.Set();
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ciface::DInput::PopulateDevices(GetHWND());
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ciface::XInput::PopulateDevices();
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ciface::WGInput::PopulateDevices();
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g_controller_interface.PlatformPopulateDevices([this] {
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s_first_populate_devices_asked.Set();
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ciface::DInput::PopulateDevices(GetHWND());
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ciface::XInput::PopulateDevices();
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ciface::WGInput::PopulateDevices();
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});
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}
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void InputBackend::HandleWindowChange()
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{
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std::lock_guard lk_population(s_populate_mutex);
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ciface::DInput::ChangeWindow(GetHWND());
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g_controller_interface.PlatformPopulateDevices(
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[this] { ciface::DInput::ChangeWindow(GetHWND()); });
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}
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InputBackend::~InputBackend()
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