audio: Another attempt to make device add/remove work vs event watchers.

This patch reverts the previous reversion, and then adds code to queue up
events to be sent the next time SDL pumps the event queue. This guarantees
that the event watcher/filter _never_ runs from an SDL audio device thread
or some other backend-specific internal thread.
main
Ryan C. Gordon 2023-10-23 00:38:41 -04:00
parent 9abc692156
commit 43d41c9dcb
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GPG Key ID: FA148B892AB48044
6 changed files with 113 additions and 78 deletions

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@ -455,15 +455,20 @@ SDL_AudioDevice *SDL_AddAudioDevice(const SDL_bool iscapture, const char *name,
}
SDL_AudioDevice *device = iscapture ? CreateAudioCaptureDevice(name, &spec, handle) : CreateAudioOutputDevice(name, &spec, handle);
// Add a device add event to the pending list, to be pushed when the event queue is pumped (away from any of our internal threads).
if (device) {
// Post the event, if desired
if (SDL_EventEnabled(SDL_EVENT_AUDIO_DEVICE_ADDED)) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_EVENT_AUDIO_DEVICE_ADDED;
event.adevice.which = device->instance_id;
event.adevice.iscapture = iscapture;
SDL_PushEvent(&event);
SDL_PendingAudioDeviceEvent *p = (SDL_PendingAudioDeviceEvent *) SDL_malloc(sizeof (SDL_PendingAudioDeviceEvent));
if (p) { // if allocation fails, you won't get an event, but we can't help that.
p->type = SDL_EVENT_AUDIO_DEVICE_ADDED;
p->devid = device->instance_id;
p->next = NULL;
SDL_LockRWLockForWriting(current_audio.device_hash_lock);
SDL_assert(current_audio.pending_events_tail != NULL);
SDL_assert(current_audio.pending_events_tail->next == NULL);
current_audio.pending_events_tail->next = p;
current_audio.pending_events_tail = p;
SDL_UnlockRWLock(current_audio.device_hash_lock);
}
}
@ -498,59 +503,47 @@ void SDL_AudioDeviceDisconnected(SDL_AudioDevice *device)
const SDL_AudioDeviceID devid = device->instance_id;
const SDL_bool is_default_device = ((devid == current_audio.default_output_device_id) || (devid == current_audio.default_capture_device_id)) ? SDL_TRUE : SDL_FALSE;
// get a count of all devices currently attached. Save these off in an array so we can
// send events for each after we're done with the device lock, in case something tries
// to close a device from an event filter, as this would deadlock waiting on the device
// thread to join, which will be waiting for the device lock, too.
int total_devices = 0;
SDL_bool isstack = SDL_FALSE;
SDL_AudioDeviceID *devices = NULL;
if (SDL_EventEnabled(SDL_EVENT_AUDIO_DEVICE_REMOVED)) {
total_devices++; // count the physical device.
// Save off removal info in a list so we can send events for each, next
// time the event queue pumps, in case something tries to close a device
// from an event filter, as this would risk deadlocks and other disasters
// if done from the device thread.
SDL_PendingAudioDeviceEvent pending;
pending.next = NULL;
SDL_PendingAudioDeviceEvent *pending_tail = &pending;
// on default devices, dump any logical devices that explicitly opened this device. Things that opened the system default can stay.
// on non-default devices, dump everything.
for (SDL_LogicalAudioDevice *logdev = device->logical_devices; logdev != NULL; logdev = logdev->next) {
total_devices++;
if (!is_default_device || !logdev->opened_as_default) { // if opened as a default, leave it on the zombie device for later migration.
SDL_PendingAudioDeviceEvent *p = (SDL_PendingAudioDeviceEvent *) SDL_malloc(sizeof (SDL_PendingAudioDeviceEvent));
if (p) { // if this failed, no event for you, but you have deeper problems anyhow.
p->type = SDL_EVENT_AUDIO_DEVICE_REMOVED;
p->devid = logdev->instance_id;
p->next = NULL;
pending_tail->next = p;
pending_tail = p;
}
devices = SDL_small_alloc(SDL_AudioDeviceID, total_devices, &isstack);
int deviceidx = 0;
if (devices) { // if we ran out of memory, we won't send disconnect events, but you probably have deeper problems anyhow.
if (is_default_device) {
// dump any logical devices that explicitly opened this device. Things that opened the system default can stay.
for (SDL_LogicalAudioDevice *logdev = device->logical_devices; logdev != NULL; logdev = logdev->next) {
if (!logdev->opened_as_default) { // if opened as a default, leave it on the zombie device for later migration.
SDL_assert(deviceidx < total_devices);
devices[deviceidx++] = logdev->instance_id;
}
}
} else {
// report _all_ logical devices as disconnected.
for (SDL_LogicalAudioDevice *logdev = device->logical_devices; logdev != NULL; logdev = logdev->next) {
SDL_assert(deviceidx < total_devices);
devices[deviceidx++] = logdev->instance_id;
}
}
SDL_assert(deviceidx < total_devices);
devices[deviceidx++] = device->instance_id;
total_devices = deviceidx;
}
SDL_PendingAudioDeviceEvent *p = (SDL_PendingAudioDeviceEvent *) SDL_malloc(sizeof (SDL_PendingAudioDeviceEvent));
if (p) { // if this failed, no event for you, but you have deeper problems anyhow.
p->type = SDL_EVENT_AUDIO_DEVICE_REMOVED;
p->devid = device->instance_id;
p->next = NULL;
pending_tail->next = p;
pending_tail = p;
}
// Let go of the lock before sending events, so an event filter trying to close a device won't deadlock with the device thread.
SDL_UnlockMutex(device->lock);
if (devices) { // NULL if event is disabled or disaster struck.
const Uint8 iscapture = device->iscapture ? 1 : 0;
for (int i = 0; i < total_devices; i++) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_EVENT_AUDIO_DEVICE_REMOVED;
event.adevice.which = devices[i];
event.adevice.iscapture = iscapture;
SDL_PushEvent(&event);
}
SDL_small_free(devices, isstack);
if (pending.next) { // NULL if event is disabled or disaster struck.
SDL_LockRWLockForWriting(current_audio.device_hash_lock);
SDL_assert(current_audio.pending_events_tail != NULL);
SDL_assert(current_audio.pending_events_tail->next == NULL);
current_audio.pending_events_tail->next = pending.next;
current_audio.pending_events_tail = pending_tail;
SDL_UnlockRWLock(current_audio.device_hash_lock);
}
// Is this a non-default device? We can unref it now.
@ -688,7 +681,6 @@ int SDL_InitAudio(const char *driver_name)
return -1;
}
// Select the proper audio driver
if (driver_name == NULL) {
driver_name = SDL_GetHint(SDL_HINT_AUDIO_DRIVER);
@ -724,6 +716,7 @@ int SDL_InitAudio(const char *driver_name)
if (SDL_strcasecmp(bootstrap[i]->name, driver_attempt) == 0) {
tried_to_init = SDL_TRUE;
SDL_zero(current_audio);
current_audio.pending_events_tail = &current_audio.pending_events;
SDL_AtomicSet(&current_audio.last_device_instance_id, 2); // start past 1 because of SDL2's legacy interface.
current_audio.device_hash_lock = device_hash_lock;
current_audio.device_hash = device_hash;
@ -748,6 +741,7 @@ int SDL_InitAudio(const char *driver_name)
tried_to_init = SDL_TRUE;
SDL_zero(current_audio);
current_audio.pending_events_tail = &current_audio.pending_events;
SDL_AtomicSet(&current_audio.last_device_instance_id, 2); // start past 1 because of SDL2's legacy interface.
current_audio.device_hash_lock = device_hash_lock;
current_audio.device_hash = device_hash;
@ -769,11 +763,9 @@ int SDL_InitAudio(const char *driver_name)
}
}
SDL_zero(current_audio);
SDL_DestroyRWLock(device_hash_lock);
SDL_DestroyHashTable(device_hash);
current_audio.device_hash_lock = NULL;
current_audio.device_hash = NULL;
SDL_zero(current_audio);
return -1; // No driver was available, so fail.
}
@ -820,10 +812,18 @@ void SDL_QuitAudio(void)
SDL_AtomicSet(&current_audio.shutting_down, 1);
SDL_HashTable *device_hash = current_audio.device_hash;
current_audio.device_hash = NULL;
SDL_PendingAudioDeviceEvent *pending_events = current_audio.pending_events.next;
current_audio.pending_events.next = NULL;
SDL_AtomicSet(&current_audio.output_device_count, 0);
SDL_AtomicSet(&current_audio.capture_device_count, 0);
SDL_UnlockRWLock(current_audio.device_hash_lock);
SDL_PendingAudioDeviceEvent *pending_next = NULL;
for (SDL_PendingAudioDeviceEvent *i = pending_events; i != NULL; i = pending_next) {
pending_next = i->next;
SDL_free(i);
}
const void *key;
const void *value;
void *iter = NULL;
@ -848,7 +848,6 @@ void SDL_QuitAudio(void)
void SDL_AudioThreadFinalize(SDL_AudioDevice *device)
{
UnrefPhysicalAudioDevice(device);
}
static void MixFloat32Audio(float *dst, const float *src, const int buffer_size)
@ -864,7 +863,6 @@ static void MixFloat32Audio(float *dst, const float *src, const int buffer_size)
void SDL_OutputAudioThreadSetup(SDL_AudioDevice *device)
{
SDL_assert(!device->iscapture);
RefPhysicalAudioDevice(device); // unref'd when the audio thread terminates (ProvidesOwnCallbackThread implementations should call SDL_AudioThreadFinalize appropriately).
current_audio.impl.ThreadInit(device);
}
@ -1014,7 +1012,6 @@ static int SDLCALL OutputAudioThread(void *devicep) // thread entry point
void SDL_CaptureAudioThreadSetup(SDL_AudioDevice *device)
{
SDL_assert(device->iscapture);
RefPhysicalAudioDevice(device); // unref'd when the audio thread terminates (ProvidesOwnCallbackThread implementations should call SDL_AudioThreadFinalize appropriately).
current_audio.impl.ThreadInit(device);
}
@ -1321,14 +1318,9 @@ int SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *
// this expects the device lock to be held. !!! FIXME: no it doesn't...?
static void ClosePhysicalAudioDevice(SDL_AudioDevice *device)
{
SDL_AtomicSet(&device->shutdown, 1); // alert device thread that it should terminate.
SDL_AtomicSet(&device->shutdown, 1);
if (device->thread != NULL) {
if (SDL_GetThreadID(device->thread) == SDL_ThreadID()) {
SDL_DetachThread(device->thread); // we _are_ the device thread, just drift off into the ether when finished, nothing is waiting for us.
} else {
SDL_WaitThread(device->thread, NULL); // we're not the device thread, wait for it to terminate.
}
SDL_WaitThread(device->thread, NULL);
device->thread = NULL;
}
@ -1350,6 +1342,7 @@ static void ClosePhysicalAudioDevice(SDL_AudioDevice *device)
SDL_copyp(&device->spec, &device->default_spec);
device->sample_frames = 0;
device->silence_value = SDL_GetSilenceValueForFormat(device->spec.format);
SDL_AtomicSet(&device->shutdown, 0); // ready to go again.
}
void SDL_CloseAudioDevice(SDL_AudioDeviceID devid)
@ -1358,13 +1351,14 @@ void SDL_CloseAudioDevice(SDL_AudioDeviceID devid)
if (logdev) {
SDL_AudioDevice *device = logdev->physical_device;
DestroyLogicalAudioDevice(logdev);
UnrefPhysicalAudioDevice(device); // one reference for each logical device.
// !!! FIXME: we _need_ to release this lock, but doing so can cause a race condition if someone opens a device while we're closing it.
SDL_UnlockMutex(device->lock); // can't hold the lock or the audio thread will deadlock while we WaitThread it. If not closing, we're done anyhow.
if (device->logical_devices == NULL) { // no more logical devices? Close the physical device, too.
ClosePhysicalAudioDevice(device);
}
UnrefPhysicalAudioDevice(device); // one reference for each logical device.
}
}
@ -1446,8 +1440,6 @@ static int OpenPhysicalAudioDevice(SDL_AudioDevice *device, const SDL_AudioSpec
return 0; // Braaaaaaaaains.
}
SDL_AtomicSet(&device->shutdown, 0); // make sure we don't kill the new thread immediately.
// These start with the backend's implementation, but we might swap them out with zombie versions later.
device->WaitDevice = current_audio.impl.WaitDevice;
device->PlayDevice = current_audio.impl.PlayDevice;
@ -2098,3 +2090,37 @@ int SDL_AudioDeviceFormatChanged(SDL_AudioDevice *device, const SDL_AudioSpec *n
return retval;
}
// This is an internal function, so SDL_PumpEvents() can check for pending audio device events.
// ("UpdateSubsystem" is the same naming that the other things that hook into PumpEvents use.)
void SDL_UpdateAudio(void)
{
SDL_LockRWLockForReading(current_audio.device_hash_lock);
SDL_PendingAudioDeviceEvent *pending_events = current_audio.pending_events.next;
SDL_UnlockRWLock(current_audio.device_hash_lock);
if (!pending_events) {
return; // nothing to do, check next time.
}
// okay, let's take this whole list of events so we can dump the lock, and new ones can queue up for a later update.
SDL_LockRWLockForWriting(current_audio.device_hash_lock);
pending_events = current_audio.pending_events.next; // in case this changed...
current_audio.pending_events.next = NULL;
current_audio.pending_events_tail = &current_audio.pending_events;
SDL_UnlockRWLock(current_audio.device_hash_lock);
SDL_PendingAudioDeviceEvent *pending_next = NULL;
for (SDL_PendingAudioDeviceEvent *i = pending_events; i != NULL; i = pending_next) {
pending_next = i->next;
if (SDL_EventEnabled(i->type)) {
SDL_Event event;
SDL_zero(event);
event.type = i->type;
event.adevice.which = (Uint32) i->devid;
event.adevice.iscapture = (i->devid & (1<<0)) ? 0 : 1; // bit #0 of devid is set for output devices and unset for capture.
SDL_PushEvent(&event);
}
SDL_free(i);
}
}

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@ -151,6 +151,14 @@ typedef struct SDL_AudioDriverImpl
SDL_bool OnlyHasDefaultCaptureDevice; // !!! FIXME: is there ever a time where you'd have a default output and not a default capture (or vice versa)?
} SDL_AudioDriverImpl;
typedef struct SDL_PendingAudioDeviceEvent
{
Uint32 type;
SDL_AudioDeviceID devid;
struct SDL_PendingAudioDeviceEvent *next;
} SDL_PendingAudioDeviceEvent;
typedef struct SDL_AudioDriver
{
const char *name; // The name of this audio driver
@ -161,6 +169,8 @@ typedef struct SDL_AudioDriver
SDL_AudioStream *existing_streams; // a list of all existing SDL_AudioStreams.
SDL_AudioDeviceID default_output_device_id;
SDL_AudioDeviceID default_capture_device_id;
SDL_PendingAudioDeviceEvent pending_events;
SDL_PendingAudioDeviceEvent *pending_events_tail;
// !!! FIXME: most (all?) of these don't have to be atomic.
SDL_AtomicInt output_device_count;
@ -284,7 +294,7 @@ struct SDL_AudioDevice
// non-zero if we are signaling the audio thread to end.
SDL_AtomicInt shutdown;
// non-zero if this was a disconnected default device and we're waiting for its replacement.
// non-zero if this was a disconnected device and we're waiting for it to be decommissioned.
SDL_AtomicInt zombie;
// SDL_TRUE if this is a capture device instead of an output device

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@ -181,8 +181,6 @@ static int EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
return SDL_OutOfMemory();
}
RefPhysicalAudioDevice(device); // CloseDevice will always unref this through SDL_AudioThreadFinalize, even if we failed to start the thread.
// limit to native freq
device->spec.freq = EM_ASM_INT({ return Module['SDL3'].audioContext.sampleRate; });

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@ -111,8 +111,6 @@ static int HAIKUAUDIO_OpenDevice(SDL_AudioDevice *device)
}
SDL_zerop(device->hidden);
RefPhysicalAudioDevice(device); // CloseDevice will always unref this through SDL_AudioThreadFinalize, even if we failed to start the thread.
// Parse the audio format and fill the Be raw audio format
media_raw_audio_format format;
SDL_zero(format);

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@ -300,8 +300,6 @@ static int JACK_OpenDevice(SDL_AudioDevice *device)
return SDL_OutOfMemory();
}
RefPhysicalAudioDevice(device); // CloseDevice will always unref this through SDL_AudioThreadFinalize, even if we failed to start the thread.
client = JACK_jack_client_open(GetJackAppName(), JackNoStartServer, &status, NULL);
device->hidden->client = client;
if (client == NULL) {

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@ -861,6 +861,11 @@ static void SDL_PumpEventsInternal(SDL_bool push_sentinel)
_this->PumpEvents(_this);
}
#ifndef SDL_AUDIO_DISABLED
extern void SDL_UpdateAudio(void); // this is internal-only, so it doesn't have a hint and is not a public API.
SDL_UpdateAudio();
#endif
#ifndef SDL_SENSOR_DISABLED
/* Check for sensor state change */
if (SDL_update_sensors) {