annotate docs/html/guidetimeexamples.html @ 3069:caefe2344f65

Date: Thu, 27 Dec 2007 07:38:25 +0000 From: John Bartholomew Subject: [SDL] SDL Semaphore implementation broken on Windows? Hi, Over the past couple of days, I've been battling with SDL, SDL_Mixer and SMPEG to try to find an audio hang bug. I believe I've found the problem, which I think is a race condition inside SDL's semaphore implementation (at least the Windows implementation). The semaphore code uses Windows' built in semaphore functions, but it also maintains a separate count value. This count value is updated with bare increment and decrement operations in SemPost and SemWaitTimeout - no locking primitives to protect them. In tracking down the apparent audio bug, I found that at some point a semaphore's count value was being decremented to -1, which is clearly not a valid value for it to take. I'm still not certain exactly what sequence of operations is occuring for this to happen, but I believe that overall it's a race condition between a thread calling SemPost (which increments the count) and the thread on the other end calling SemWait (which decrements it). I will try to make a test case to verify this, but I'm not sure if I'll be able to (threading errors being difficult to reproduce even in the best circumstances). However, assuming this is the cause of my problems, there is a very simple fix: Windows provides InterlockedIncrement() and InterlockedDecrement() functions to perform increments and decrements which are guaranteed to be atomic. So the fix is in thread/win32/SDL_syssem.c: replace occurrences of --sem->count with InterlockedDecrement(&sem->count); and replace occurrences of ++sem->count with InterlockedIncrement(&sem->count); This is using SDL v1.2.12, built with VC++ 2008 Express, running on a Core 2 duo processor.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 17 Feb 2009 05:39:18 +0000
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9 REL="HOME"
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39 ALIGN="center"
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40 >SDL Library Documentation</TH
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41 ></TR
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50 >Prev</A
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51 ></TD
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52 ><TD
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55 VALIGN="bottom"
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56 >Chapter 4. Examples</TD
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57 ><TD
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65 ></TD
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76 NAME="GUIDETIMEEXAMPLES"
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77 ></A
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78 >Time Examples</H1
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88 >Time based game loop</H2
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91 CLASS="PROGRAMLISTING"
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92 >#define TICK_INTERVAL 30
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94 static Uint32 next_time;
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96 Uint32 time_left(void)
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97 {
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98 Uint32 now;
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100 now = SDL_GetTicks();
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101 if(next_time &#60;= now)
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102 return 0;
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103 else
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104 return next_time - now;
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105 }
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108 /* main game loop */
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110 next_time = SDL_GetTicks() + TICK_INTERVAL;
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111 while ( game_running ) {
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112 update_game_state();
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113 SDL_Delay(time_left());
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114 next_time += TICK_INTERVAL;
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115 }&#13;</PRE
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116 ></P
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133 VALIGN="top"
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134 ><A
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135 HREF="guidecdromexamples.html"
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137 >Prev</A
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138 ></TD
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143 ><A
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144 HREF="index.html"
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145 ACCESSKEY="H"
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146 >Home</A
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147 ></TD
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151 VALIGN="top"
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152 ><A
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153 HREF="reference.html"
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155 >Next</A
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156 ></TD
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163 >CDROM Examples</TD
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164 ><TD
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165 WIDTH="34%"
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166 ALIGN="center"
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167 VALIGN="top"
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168 ><A
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169 HREF="guideexamples.html"
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170 ACCESSKEY="U"
0
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171 >Up</A
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172 ></TD
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173 ><TD
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174 WIDTH="33%"
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175 ALIGN="right"
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176 VALIGN="top"
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177 >SDL Reference</TD
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178 ></TR
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179 ></TABLE
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180 ></DIV
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181 ></BODY
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182 ></HTML
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183 >