dinput: Wait for the hook thread to exit when stopping it.

FlatOut2 demo calls FreeLibrary on the dinput8 module more times than
it has loaded it, and the module reference that the internal thread has
is getting decremented before its exit.

Having an internal window to destroy also makes it more likely to crash
as it takes more time to exit calls the window procedure function.

Waiting for the thread to complete when all the dinput instances are
destroyed ensures that the thread isn't alive when the game frees the
DLL, and prevents the thread from crashing.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=50673
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
(cherry picked from commit b71cea76ed)
Signed-off-by: Michael Stefaniuc <mstefani@winehq.org>
This commit is contained in:
Rémi Bernon 2021-03-26 18:36:01 +01:00 committed by Michael Stefaniuc
parent 158c49ca48
commit 4dc5606c35
1 changed files with 8 additions and 1 deletions

View File

@ -1861,6 +1861,7 @@ static BOOL check_hook_thread(void)
{
static HANDLE hook_thread;
HMODULE module;
HANDLE wait_handle = NULL;
EnterCriticalSection(&dinput_hook_crit);
@ -1884,11 +1885,17 @@ static BOOL check_hook_thread(void)
hook_thread_id = 0;
PostThreadMessageW(tid, WM_USER+0x10, 0, 0);
CloseHandle(hook_thread);
wait_handle = hook_thread;
hook_thread = NULL;
}
LeaveCriticalSection(&dinput_hook_crit);
if (wait_handle)
{
WaitForSingleObject(wait_handle, INFINITE);
CloseHandle(wait_handle);
}
return hook_thread_id != 0;
}