annotate test/testerror.c @ 852:2651b6b43840

Quartz fix: ut2004 makes a 2D window for the splash screen, which sets the screen surface's pixels field. Then we tear down that video mode and create a GL context, and the Quartz target isn't resetting the pixels field to NULL. When you just create a GL window, the structure is memset'd to zero the first time through, so unless you hit ut2004's codepath, you won't see the bug. :) Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a warning about a bogus free() to stderr, but it doesn't actually crash. All we need to do is explicitly initialize the current->pixels field.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 24 Feb 2004 06:53:22 +0000
parents 74212992fb08
children be9c9c8f6d53
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1
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2 /* Simple test of the SDL threading code and error handling */
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3
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4 #include <stdio.h>
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5 #include <stdlib.h>
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6 #include <signal.h>
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7
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8 #include "SDL.h"
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9 #include "SDL_thread.h"
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10
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11 static int alive = 0;
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12
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13 int ThreadFunc(void *data)
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14 {
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15 /* Set the child thread error string */
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16 SDL_SetError("Thread %s (%d) had a problem: %s",
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17 (char *)data, SDL_ThreadID(), "nevermind");
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18 while ( alive ) {
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19 printf("Thread '%s' is alive!\n", (char *)data);
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20 SDL_Delay(1*1000);
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21 }
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22 printf("Child thread error string: %s\n", SDL_GetError());
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23 return(0);
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24 }
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25
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26 int main(int argc, char *argv[])
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27 {
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28 SDL_Thread *thread;
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29
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30 /* Load the SDL library */
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31 if ( SDL_Init(0) < 0 ) {
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32 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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33 exit(1);
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34 }
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35 atexit(SDL_Quit);
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36
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37 /* Set the error value for the main thread */
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38 SDL_SetError("No worries");
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39
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40 alive = 1;
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41 thread = SDL_CreateThread(ThreadFunc, "#1");
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42 if ( thread == NULL ) {
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43 fprintf(stderr, "Couldn't create thread: %s\n", SDL_GetError());
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44 exit(1);
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45 }
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46 SDL_Delay(5*1000);
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47 printf("Waiting for thread #1\n");
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48 alive = 0;
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49 SDL_WaitThread(thread, NULL);
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50
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51 printf("Main thread error string: %s\n", SDL_GetError());
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52
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53 return(0);
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54 }