fixed race condition (i hope). also created thread.h and .c for global access

This commit is contained in:
KingOfSpadesJFK 2024-04-12 17:28:11 -07:00
parent 89fa332a1f
commit edf5b4ffc1
8 changed files with 120 additions and 80 deletions

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@ -13,6 +13,7 @@
#include "seq_ids.h"
#include "dialog_ids.h"
#include "level_table.h"
#include "pc/thread.h"
#ifdef VERSION_EU
#define EU_FLOAT(x) x ## f
@ -770,16 +771,18 @@ struct SPTask *create_next_audio_frame_task(void) {
void create_next_audio_buffer(s16 *samples, u32 num_samples) {
gAudioFrameCount++;
// From sm64 decomp since that also uses a separate thread for audio
if (gAudioLoadLock != AUDIO_LOCK_NOT_LOADING) {
printf("Audio Thread: Lost 1 Frame.\n");
return;
}
if (sGameLoopTicked != 0) {
update_game_sound();
sGameLoopTicked = 0;
}
// If the game thread is resetting the sound, don't process any audio commands
pcthread_mutex_lock(&pcthread_game_mutex); bool reseting_sound = pcthread_game_reset_sound; pcthread_mutex_unlock(&pcthread_game_mutex);
if (reseting_sound) {
printf("Audio thread: Dropped 1 frame\n");
return;
}
s32 writtenCmds;
synthesis_execute(gAudioCmdBuffers[0], &writtenCmds, samples, num_samples);
gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount);
@ -2354,6 +2357,11 @@ void sound_reset(u8 presetId) {
sUnused8033323C = 0;
}
#endif
// Wait for audio thread to finish rendering
pcthread_mutex_lock(&pcthread_game_mutex); pcthread_game_reset_sound = true; pcthread_mutex_unlock(&pcthread_game_mutex);
pcthread_mutex_lock(&pcthread_audio_mutex); bool rendering = pcthread_audio_rendering; pcthread_mutex_unlock(&pcthread_audio_mutex);
if (rendering) pcthread_semaphore_wait(&pcthread_audio_sema);
sGameLoopTicked = 0;
disable_all_sequence_players();
sound_init();

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@ -8,6 +8,7 @@
#include "pc/platform.h"
#include "pc/fs/fs.h"
#include "pc/thread.h"
#define ALIGN16(val) (((val) + 0xF) & ~0xF)

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@ -4,6 +4,7 @@
#include "data.h"
#include "seqplayer.h"
#include "synthesis.h"
#include "pc/thread.h"
#ifdef VERSION_EU
@ -54,6 +55,13 @@ void create_next_audio_buffer(s16 *samples, u32 num_samples) {
if (osRecvMesg(OSMesgQueues[1], &msg, OS_MESG_NOBLOCK) != -1) {
func_802ad7ec((u32) msg);
}
// If the game thread is resetting the sound, don't process any audio commands
pcthread_mutex_lock(&pcthread_game_mutex); bool reseting_sound = pcthread_game_reset_sound; pcthread_mutex_unlock(&pcthread_game_mutex);
if (reseting_sound) {
printf("Audio thread: Dropped 1 frame\n");
return;
}
synthesis_execute(gAudioCmdBuffers[0], &writtenCmds, samples, num_samples);
gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount);
gAudioRandom = gAudioRandom + writtenCmds / 8;

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@ -1,8 +1,6 @@
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h> //Header file for sleep(). man 3 sleep for details.
#include <pthread.h>
#include <semaphore.h>
#include <unistd.h> //Header file for sleep(). man 3 sleep for details.
#include <time.h>
#include <errno.h>
@ -30,6 +28,7 @@
#include "audio/audio_null.h"
#include "pc_main.h"
#include "thread.h"
#include "cliopts.h"
#include "configfile.h"
#include "controller/controller_api.h"
@ -61,14 +60,16 @@ static struct AudioAPI *audio_api;
static struct GfxWindowManagerAPI *wm_api;
static struct GfxRenderingAPI *rendering_api;
pthread_t audio_thread_id;
pthread_mutex_t audio_mutex = PTHREAD_MUTEX_INITIALIZER;
bool audio_thread_running = false;
sem_t audio_sem;
pthread_t pcthread_audio_id;
pthread_mutex_t pcthread_audio_mutex = PTHREAD_MUTEX_INITIALIZER;
bool pcthread_audio_init = false;
bool pcthread_audio_rendering = false;
sem_t pcthread_audio_sema;
pthread_mutex_t game_mutex = PTHREAD_MUTEX_INITIALIZER;
bool game_loop_iterating = false;
sem_t game_sem;
pthread_mutex_t pcthread_game_mutex = PTHREAD_MUTEX_INITIALIZER;
bool pcthread_game_loop_iterating = false;
bool pcthread_game_reset_sound = false;
sem_t pcthread_game_sema;
extern void gfx_run(Gfx *commands);
extern void thread5_game_loop(void *arg);
@ -100,49 +101,46 @@ void send_display_list(struct SPTask *spTask) {
#endif
void lock_game_loop(bool unlock) {
sys_mutex_lock(&game_mutex);
game_loop_iterating = unlock;
sys_mutex_unlock(&game_mutex);
pcthread_mutex_lock(&pcthread_game_mutex);
pcthread_game_loop_iterating = unlock;
pcthread_mutex_unlock(&pcthread_game_mutex);
}
bool game_loop_locked() {
sys_mutex_lock(&game_mutex);
bool locked = game_loop_iterating;
sys_mutex_unlock(&game_mutex);
pcthread_mutex_lock(&pcthread_game_mutex);
bool locked = pcthread_game_loop_iterating;
pcthread_mutex_unlock(&pcthread_game_mutex);
return locked;
}
void produce_one_frame(void) {
gfx_start_frame();
sys_semaphore_wait(&audio_sem);
game_loop_one_iteration();
sys_semaphore_post(&game_sem);
// Post the game thread semaphore if the game requested a sound reset
pcthread_mutex_lock(&pcthread_game_mutex);
if (pcthread_game_reset_sound) {
pcthread_semaphore_post(&pcthread_game_sema);
pcthread_game_reset_sound = false;
}
pcthread_mutex_unlock(&pcthread_game_mutex);
thread6_rumble_loop(NULL);
gfx_end_frame();
}
// Seperate the audio thread from the main thread so that your ears won't bleed at a low framerate
// BUG: Race condition between loading zones when the game logic runs faster than its intended speed.
// What I think happens is that the game thread finishes loading new music before the audio thread finishes rendering the audio.
// This won't happen in normal gameplay at all unless you were to uncap the framerate, which you can only do by modifying the source code.
// RACE CONDITION:
void* audio_thread() {
// Keep track of the time in microseconds
const f64 frametime_micro = 16666.666; // 16.666666 ms = 60Hz; run this thread 60 times a second like the original game
f64 start_time;
f64 end_time;
sys_semaphore_wait(&game_sem);
while(1) {
// Check if the audio thread should be stopped
sys_mutex_lock(&audio_mutex);
if (!audio_thread_running) {
sys_mutex_unlock(&audio_mutex);
break;
}
sys_mutex_unlock(&audio_mutex);
bool doloop = true;
pcthread_semaphore_wait(&pcthread_game_sema);
while(doloop) {
start_time = sys_profile_time();
const f32 master_mod = (f32)configMasterVolume / 127.0f;
set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * master_mod);
@ -157,7 +155,11 @@ void* audio_thread() {
audio_cnt = 2;
}
u32 num_audio_samples = audio_cnt < 2 ? 528 : 544;*/
create_next_audio_buffer(audio_buffer, num_audio_samples);
pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_rendering = true; pcthread_mutex_unlock(&pcthread_audio_mutex);
create_next_audio_buffer(audio_buffer, num_audio_samples);
pcthread_semaphore_post(&pcthread_audio_sema);
pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_rendering = false; pcthread_mutex_unlock(&pcthread_audio_mutex);
// printf("Audio samples before submitting: %d\n", audio_api->buffered());
audio_api->play((u8 *)audio_buffer, num_audio_samples * 4);
@ -168,25 +170,25 @@ void* audio_thread() {
f64 nap_time = frametime_micro - (end_time - start_time);
// printf("Audio thread nap time: %f\n", nap_time);
if (nap_time > 0.0) sys_sleep(nap_time);
sys_semaphore_post(&audio_sem);
// Check if the game thread is still running
pcthread_mutex_lock(&pcthread_audio_mutex); doloop = pcthread_audio_init; pcthread_mutex_unlock(&pcthread_audio_mutex);
}
return NULL;
}
void audio_thread_init() {
audio_thread_running = true;
sys_semaphore_init(&audio_sem, 0, 1);
pthread_create(&audio_thread_id, NULL, audio_thread, NULL);
pcthread_audio_init = true;
pcthread_semaphore_init(&pcthread_audio_sema, 0, 1);
pthread_create(&pcthread_audio_id, NULL, audio_thread, NULL);
}
void audio_shutdown(void) {
// Tell the audio thread to stop
sys_mutex_lock(&audio_mutex);
audio_thread_running = false;
sys_mutex_unlock(&audio_mutex);
sys_semaphore_wait(&audio_sem); // Wait for the audio thread to finish rendering audio, then destroy it all
pthread_join(audio_thread_id, NULL);
sys_semaphore_destroy(&audio_sem);
pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_init = false; pcthread_mutex_unlock(&pcthread_audio_mutex);
pcthread_semaphore_wait(&pcthread_audio_sema); // Wait for the audio thread to finish rendering audio, then destroy it all
pthread_join(pcthread_audio_id, NULL);
pcthread_semaphore_destroy(&pcthread_audio_sema);
if (audio_api) {
if (audio_api->shutdown) audio_api->shutdown();
@ -202,7 +204,7 @@ void game_deinit(void) {
controller_shutdown();
audio_shutdown();
gfx_shutdown();
sys_semaphore_destroy(&game_sem);
pcthread_semaphore_destroy(&pcthread_game_sema);
inited = false;
}
@ -334,7 +336,7 @@ void main_func(void) {
request_anim_frame(on_anim_frame);
#else
// initialize multithreading
sys_semaphore_init(&game_sem, 0, 0);
pcthread_semaphore_init(&pcthread_game_sema, 0, 0);
audio_thread_init();
while (true) {

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@ -81,29 +81,6 @@ double sys_profile_time(void) {
return (double)(tv.tv_nsec) / 1000.0 + (double)(tv.tv_sec) * 1000000.0;
}
void sys_mutex_lock(pthread_mutex_t *mutex) {
pthread_mutex_lock(mutex);
}
void sys_mutex_unlock(pthread_mutex_t *mutex) {
pthread_mutex_unlock(mutex);
}
void sys_semaphore_init(sem_t *sem, int pshared, unsigned int value) {
sem_init(sem, pshared, value);
}
void sys_semaphore_wait(sem_t *sem) {
sem_wait(sem);
}
void sys_semaphore_post(sem_t *sem) {
sem_post(sem);
}
void sys_semaphore_destroy(sem_t *sem) {
sem_destroy(sem);
}
/* this calls a platform-specific impl function after forming the error message */
static void sys_fatal_impl(const char *msg) __attribute__ ((noreturn));

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@ -22,12 +22,6 @@ char *sys_strlwr(char *src);
int sys_strcasecmp(const char *s1, const char *s2);
void sys_sleep(const uint64_t us);
double sys_profile_time(void);
void sys_mutex_lock(pthread_mutex_t *mutex);
void sys_mutex_unlock(pthread_mutex_t *mutex);
void sys_semaphore_init(sem_t *sem, int pshared, unsigned int value);
void sys_semaphore_wait(sem_t *sem);
void sys_semaphore_post(sem_t *sem);
void sys_semaphore_destroy(sem_t *sem);
// path stuff
const char *sys_user_path(void);

24
src/pc/thread.c Normal file
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@ -0,0 +1,24 @@
#include "thread.h"
void pcthread_mutex_lock(pthread_mutex_t *mutex) {
pthread_mutex_lock(mutex);
}
void pcthread_mutex_unlock(pthread_mutex_t *mutex) {
pthread_mutex_unlock(mutex);
}
void pcthread_semaphore_init(sem_t *sem, int pshared, unsigned int value) {
sem_init(sem, pshared, value);
}
void pcthread_semaphore_wait(sem_t *sem) {
sem_wait(sem);
}
void pcthread_semaphore_post(sem_t *sem) {
sem_post(sem);
}
void pcthread_semaphore_destroy(sem_t *sem) {
sem_destroy(sem);
}

26
src/pc/thread.h Normal file
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@ -0,0 +1,26 @@
#ifndef _PC_THREAD_H
#define _PC_THREAD_H
#include <pthread.h>
#include <semaphore.h>
#include <stdbool.h>
extern pthread_t pcthread_audio_id;
extern pthread_mutex_t pcthread_audio_mutex;
extern sem_t pcthread_audio_sema;
extern bool pcthread_audio_init;
extern bool pcthread_audio_rendering;
extern pthread_mutex_t pcthread_game_mutex;
extern sem_t pcthread_game_sema;
extern bool pcthread_game_loop_iterating;
extern bool pcthread_game_reset_sound;
void pcthread_mutex_lock(pthread_mutex_t *mutex);
void pcthread_mutex_unlock(pthread_mutex_t *mutex);
void pcthread_semaphore_init(sem_t *sem, int pshared, unsigned int value);
void pcthread_semaphore_wait(sem_t *sem);
void pcthread_semaphore_post(sem_t *sem);
void pcthread_semaphore_destroy(sem_t *sem);
#endif // _PC_THREAD_H