Mercurial > sdl-ios-xcode
view src/events/SDL_mouse.c @ 4105:84882a89ca50 SDL-1.2
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 | Fri, 28 Dec 2007 22:05:17 +0000 |
parents | 23a347cfbed8 |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* General mouse handling code for SDL */ #include "SDL_events.h" #include "SDL_events_c.h" #include "../video/SDL_cursor_c.h" #include "../video/SDL_sysvideo.h" /* These are static for our mouse handling code */ static Sint16 SDL_MouseX = 0; static Sint16 SDL_MouseY = 0; static Sint16 SDL_DeltaX = 0; static Sint16 SDL_DeltaY = 0; static Uint8 SDL_ButtonState = 0; /* Public functions */ int SDL_MouseInit(void) { /* The mouse is at (0,0) */ SDL_MouseX = 0; SDL_MouseY = 0; SDL_DeltaX = 0; SDL_DeltaY = 0; SDL_ButtonState = 0; /* That's it! */ return(0); } void SDL_MouseQuit(void) { } /* We lost the mouse, so post button up messages for all pressed buttons */ void SDL_ResetMouse(void) { Uint8 i; for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) { if ( SDL_ButtonState & SDL_BUTTON(i) ) { SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0); } } } Uint8 SDL_GetMouseState (int *x, int *y) { if ( x ) { *x = SDL_MouseX; } if ( y ) { *y = SDL_MouseY; } return(SDL_ButtonState); } Uint8 SDL_GetRelativeMouseState (int *x, int *y) { if ( x ) *x = SDL_DeltaX; if ( y ) *y = SDL_DeltaY; SDL_DeltaX = 0; SDL_DeltaY = 0; return(SDL_ButtonState); } static void ClipOffset(Sint16 *x, Sint16 *y) { /* This clips absolute mouse coordinates when the apparent display surface is smaller than the real display surface. */ if ( SDL_VideoSurface->offset ) { *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch; *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/ SDL_VideoSurface->format->BytesPerPixel; } } /* These are global for SDL_eventloop.c */ int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y) { int posted; Uint16 X, Y; Sint16 Xrel; Sint16 Yrel; /* Don't handle mouse motion if there's no cursor surface */ if ( SDL_VideoSurface == NULL ) { return(0); } /* Default buttonstate is the current one */ if ( ! buttonstate ) { buttonstate = SDL_ButtonState; } Xrel = x; Yrel = y; if ( relative ) { /* Push the cursor around */ x = (SDL_MouseX+x); y = (SDL_MouseY+y); } else { /* Do we need to clip {x,y} ? */ ClipOffset(&x, &y); } /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */ if ( x < 0 ) X = 0; else if ( x >= SDL_VideoSurface->w ) X = SDL_VideoSurface->w-1; else X = (Uint16)x; if ( y < 0 ) Y = 0; else if ( y >= SDL_VideoSurface->h ) Y = SDL_VideoSurface->h-1; else Y = (Uint16)y; /* If not relative mode, generate relative motion from clamped X/Y. This prevents lots of extraneous large delta relative motion when the screen is windowed mode and the mouse is outside the window. */ if ( ! relative ) { Xrel = X-SDL_MouseX; Yrel = Y-SDL_MouseY; } /* Drop events that don't change state */ if ( ! Xrel && ! Yrel ) { #if 0 printf("Mouse event didn't change state - dropped!\n"); #endif return(0); } /* Update internal mouse state */ SDL_ButtonState = buttonstate; SDL_MouseX = X; SDL_MouseY = Y; SDL_DeltaX += Xrel; SDL_DeltaY += Yrel; SDL_MoveCursor(SDL_MouseX, SDL_MouseY); /* Post the event, if desired */ posted = 0; if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) { SDL_Event event; SDL_memset(&event, 0, sizeof(event)); event.type = SDL_MOUSEMOTION; event.motion.state = buttonstate; event.motion.x = X; event.motion.y = Y; event.motion.xrel = Xrel; event.motion.yrel = Yrel; if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { posted = 1; SDL_PushEvent(&event); } } return(posted); } int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y) { SDL_Event event; int posted; int move_mouse; Uint8 buttonstate; SDL_memset(&event, 0, sizeof(event)); /* Check parameters */ if ( x || y ) { ClipOffset(&x, &y); move_mouse = 1; /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */ if ( x < 0 ) x = 0; else if ( x >= SDL_VideoSurface->w ) x = SDL_VideoSurface->w-1; if ( y < 0 ) y = 0; else if ( y >= SDL_VideoSurface->h ) y = SDL_VideoSurface->h-1; } else { move_mouse = 0; } if ( ! x ) x = SDL_MouseX; if ( ! y ) y = SDL_MouseY; /* Figure out which event to perform */ buttonstate = SDL_ButtonState; switch ( state ) { case SDL_PRESSED: event.type = SDL_MOUSEBUTTONDOWN; buttonstate |= SDL_BUTTON(button); break; case SDL_RELEASED: event.type = SDL_MOUSEBUTTONUP; buttonstate &= ~SDL_BUTTON(button); break; default: /* Invalid state -- bail */ return(0); } /* Update internal mouse state */ SDL_ButtonState = buttonstate; if ( move_mouse ) { SDL_MouseX = x; SDL_MouseY = y; SDL_MoveCursor(SDL_MouseX, SDL_MouseY); } /* Post the event, if desired */ posted = 0; if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) { event.button.state = state; event.button.button = button; event.button.x = x; event.button.y = y; if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { posted = 1; SDL_PushEvent(&event); } } return(posted); }