audio: Reworked audio device disconnect management.

- No more tapdance to either join the audio device thread or have it detach
itself. Significant simplication of and fixes to the locking code to prevent
deadlocks.
- Physical devices now keep a refcount. Each logical device increments it,
as does the existence of a device thread, etc. Last unref destroys the
device and takes it out of the device_hash. Since there's a lot of moving
parts that might be holding a reference to a physical device, this seemed
like a safer way to protect the object.
- Disconnected devices now continue to function as zombie devices. Playback
devices will still consume data (and just throw it away), and capture devices
will continue to produce data (which always be silence). This helps apps
that don't handle disconnect events; the device still stops playing/capturing,
but bound audio streams will still consume data so they don't allocate more
data infinitely, and apps that depend on an audio callback firing regularly
to make progress won't hang.

Please note that disconnected audio devices must now be explicitly closed!
They always _should_ have been, but before this commit, SDL3 would destroy the
disconnected device for you (and manually closing afterwards was a safe no-op).

Reference Issue #8331.
Fixes #8386.

(and probably others).
main
Ryan C. Gordon 2023-10-16 09:46:34 -04:00
parent 6ddd96a4d0
commit a17f3ba916
No known key found for this signature in database
GPG Key ID: FA148B892AB48044
2 changed files with 197 additions and 149 deletions

View File

@ -220,6 +220,42 @@ static void UpdateAudioStreamFormatsPhysical(SDL_AudioDevice *device)
}
// Zombie device implementation...
// These get used when a device is disconnected or fails, so audiostreams don't overflow with data that isn't being
// consumed and apps relying on audio callbacks don't stop making progress.
static int ZombieWaitDevice(SDL_AudioDevice *device)
{
if (!SDL_AtomicGet(&device->shutdown)) {
const int frames = device->buffer_size / SDL_AUDIO_FRAMESIZE(device->spec);
SDL_Delay((frames * 1000) / device->spec.freq);
}
return 0;
}
static int ZombiePlayDevice(SDL_AudioDevice *device, const Uint8 *buffer, int buflen)
{
return 0; // no-op, just throw the audio away.
}
static Uint8 *ZombieGetDeviceBuf(SDL_AudioDevice *device, int *buffer_size)
{
return device->work_buffer;
}
static int ZombieCaptureFromDevice(SDL_AudioDevice *device, void *buffer, int buflen)
{
// return a full buffer of silence every time.
SDL_memset(buffer, device->silence_value, buflen);
return buflen;
}
static void ZombieFlushCapture(SDL_AudioDevice *device)
{
// no-op, this is all imaginary.
}
// device management and hotplug...
@ -254,6 +290,7 @@ static SDL_AudioDeviceID AssignAudioDeviceInstanceId(SDL_bool iscapture, SDL_boo
}
// this assumes you hold the _physical_ device lock for this logical device! This will not unlock the lock or close the physical device!
// It also will not unref the physical device, since we might be shutting down; SDL_CloseAudioDevice handles the unref.
static void DestroyLogicalAudioDevice(SDL_LogicalAudioDevice *logdev)
{
// Remove ourselves from the device_hash hashtable.
@ -289,7 +326,7 @@ static void DestroyLogicalAudioDevice(SDL_LogicalAudioDevice *logdev)
SDL_free(logdev);
}
// this must not be called while `device` is still in a device list, or while a device's audio thread is still running (except if the thread calls this while shutting down). */
// this must not be called while `device` is still in a device list, or while a device's audio thread is still running.
static void DestroyPhysicalAudioDevice(SDL_AudioDevice *device)
{
if (!device) {
@ -314,6 +351,25 @@ static void DestroyPhysicalAudioDevice(SDL_AudioDevice *device)
SDL_free(device);
}
// Don't hold the device lock when calling this, as we may destroy the device!
static void UnrefPhysicalAudioDevice(SDL_AudioDevice *device)
{
if (SDL_AtomicDecRef(&device->refcount)) {
// take it out of the device list.
SDL_LockRWLockForWriting(current_audio.device_hash_lock);
if (SDL_RemoveFromHashTable(current_audio.device_hash, (const void *) (uintptr_t) device->instance_id)) {
SDL_AtomicAdd(device->iscapture ? &current_audio.capture_device_count : &current_audio.output_device_count, -1);
}
SDL_UnlockRWLock(current_audio.device_hash_lock);
DestroyPhysicalAudioDevice(device); // ...and nuke it.
}
}
static void RefPhysicalAudioDevice(SDL_AudioDevice *device)
{
SDL_AtomicIncRef(&device->refcount);
}
static SDL_AudioDevice *CreatePhysicalAudioDevice(const char *name, SDL_bool iscapture, const SDL_AudioSpec *spec, void *handle, SDL_AtomicInt *device_count)
{
SDL_assert(name != NULL);
@ -346,7 +402,6 @@ static SDL_AudioDevice *CreatePhysicalAudioDevice(const char *name, SDL_bool isc
}
SDL_AtomicSet(&device->shutdown, 0);
SDL_AtomicSet(&device->condemned, 0);
SDL_AtomicSet(&device->zombie, 0);
device->iscapture = iscapture;
SDL_copyp(&device->spec, spec);
@ -367,6 +422,7 @@ static SDL_AudioDevice *CreatePhysicalAudioDevice(const char *name, SDL_bool isc
}
SDL_UnlockRWLock(current_audio.device_hash_lock);
RefPhysicalAudioDevice(device); // deref'd on device disconnect.
return device;
}
@ -415,25 +471,6 @@ SDL_AudioDevice *SDL_AddAudioDevice(const SDL_bool iscapture, const char *name,
return device;
}
// this _also_ destroys the logical device!
static void DisconnectLogicalAudioDevice(SDL_LogicalAudioDevice *logdev)
{
SDL_assert(logdev != NULL); // currently, this is always true.
const SDL_AudioDeviceID instance_id = logdev->instance_id;
const SDL_bool iscapture = logdev->physical_device->iscapture;
DestroyLogicalAudioDevice(logdev);
if (SDL_EventEnabled(SDL_EVENT_AUDIO_DEVICE_REMOVED)) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_EVENT_AUDIO_DEVICE_REMOVED;
event.adevice.which = instance_id;
event.adevice.iscapture = iscapture ? 1 : 0;
SDL_PushEvent(&event);
}
}
// Called when a device is removed from the system, or it fails unexpectedly, from any thread, possibly even the audio device's thread.
void SDL_AudioDeviceDisconnected(SDL_AudioDevice *device)
{
@ -441,72 +478,86 @@ void SDL_AudioDeviceDisconnected(SDL_AudioDevice *device)
return;
}
// if the current default device is going down, mark it as dead but keep it around until a replacement is decided upon, so we can migrate logical devices to it.
if ((device->instance_id == current_audio.default_output_device_id) || (device->instance_id == current_audio.default_capture_device_id)) {
SDL_LockMutex(device->lock); // make sure nothing else is messing with the device before continuing.
SDL_AtomicSet(&device->zombie, 1);
SDL_AtomicSet(&device->shutdown, 1); // tell audio thread to terminate, but don't mark it condemned, so the thread won't destroy the device. We'll join on the audio thread later.
SDL_LockMutex(device->lock);
// dump any logical devices that explicitly opened this device. Things that opened the system default can stay.
SDL_LogicalAudioDevice *next = NULL;
for (SDL_LogicalAudioDevice *logdev = device->logical_devices; logdev != NULL; logdev = next) {
next = logdev->next;
if (!logdev->opened_as_default) { // if opened as a default, leave it on the zombie device for later migration.
DisconnectLogicalAudioDevice(logdev);
}
}
if (!SDL_AtomicCAS(&device->zombie, 0, 1)) {
SDL_UnlockMutex(device->lock);
return; // done for now. Come back when a new default device is chosen!
return; // already disconnected this device, don't do it twice.
}
SDL_bool was_live = SDL_FALSE;
// Swap in "Zombie" versions of the usual platform interfaces, so the device will keep
// making progress until the app closes it. Otherwise, streams might continue to
// accumulate waste data that never drains, apps that depend on audio callbacks to
// progress will freeze, etc.
device->WaitDevice = ZombieWaitDevice;
device->GetDeviceBuf = ZombieGetDeviceBuf;
device->PlayDevice = ZombiePlayDevice;
device->WaitCaptureDevice = ZombieWaitDevice;
device->CaptureFromDevice = ZombieCaptureFromDevice;
device->FlushCapture = ZombieFlushCapture;
SDL_LockMutex(device->lock); // make sure nothing else is messing with the device before continuing.
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;
// take it out of the device list.
SDL_LockRWLockForWriting(current_audio.device_hash_lock);
was_live = SDL_RemoveFromHashTable(current_audio.device_hash, (const void *) (uintptr_t) device->instance_id);
// 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.
for (SDL_LogicalAudioDevice *logdev = device->logical_devices; logdev != NULL; logdev = logdev->next) {
total_devices++;
}
if (was_live) {
SDL_AtomicAdd(device->iscapture ? &current_audio.capture_device_count : &current_audio.output_device_count, -1);
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;
}
}
// Mark device as condemned now that it's not in the device list.
SDL_AtomicSet(&device->condemned, 1);
SDL_UnlockRWLock(current_audio.device_hash_lock);
// now device is not in the list, and we own it, so no one should be able to find it again, except the audio thread, which holds a pointer!
SDL_AtomicSet(&device->shutdown, 1); // tell audio thread to terminate.
// disconnect each attached logical device, so apps won't find their streams still bound if they get the REMOVED event before the device thread cleans up.
SDL_LogicalAudioDevice *next;
for (SDL_LogicalAudioDevice *logdev = device->logical_devices; logdev != NULL; logdev = next) {
next = logdev->next;
DisconnectLogicalAudioDevice(logdev);
}
// if there's an audio thread, don't free until thread is terminating, otherwise free stuff now.
const SDL_bool should_destroy = SDL_AtomicGet(&device->thread_alive) ? SDL_FALSE : SDL_TRUE;
const SDL_AudioDeviceID instance_id = device->instance_id;
const SDL_bool iscapture = device->iscapture;
// 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 (should_destroy) {
DestroyPhysicalAudioDevice(device);
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);
}
// Post the event, if we haven't tried to before and if it's desired
if (was_live && SDL_EventEnabled(SDL_EVENT_AUDIO_DEVICE_REMOVED)) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_EVENT_AUDIO_DEVICE_REMOVED;
event.common.timestamp = 0;
event.adevice.which = instance_id;
event.adevice.iscapture = iscapture ? 1 : 0;
SDL_PushEvent(&event);
// Is this a non-default device? We can unref it now.
// Otherwise, we'll unref it when a new default device is chosen.
if (!is_default_device) {
UnrefPhysicalAudioDevice(device);
}
}
@ -762,7 +813,6 @@ void SDL_QuitAudio(void)
SDL_DestroyAudioStream(current_audio.existing_streams);
}
// merge device lists so we don't have to duplicate work below.
SDL_LockRWLockForWriting(current_audio.device_hash_lock);
SDL_AtomicSet(&current_audio.shutting_down, 1);
SDL_HashTable *device_hash = current_audio.device_hash;
@ -771,7 +821,6 @@ void SDL_QuitAudio(void)
SDL_AtomicSet(&current_audio.capture_device_count, 0);
SDL_UnlockRWLock(current_audio.device_hash_lock);
// mark all devices for shutdown so all threads can begin to terminate.
const void *key;
const void *value;
void *iter = NULL;
@ -780,9 +829,7 @@ void SDL_QuitAudio(void)
const SDL_AudioDeviceID devid = (SDL_AudioDeviceID) (uintptr_t) key;
const SDL_bool isphysical = (devid & (1<<1)) ? SDL_TRUE : SDL_FALSE;
if (isphysical) {
SDL_AudioDevice *device = (SDL_AudioDevice *) value;
SDL_AtomicSet(&device->shutdown, 1);
DestroyPhysicalAudioDevice(device);
DestroyPhysicalAudioDevice((SDL_AudioDevice *) value);
}
}
@ -798,20 +845,7 @@ void SDL_QuitAudio(void)
void SDL_AudioThreadFinalize(SDL_AudioDevice *device)
{
const SDL_bool condemned = SDL_AtomicGet(&device->condemned) ? SDL_TRUE : SDL_FALSE;
if (condemned) {
if (device->thread) {
SDL_DetachThread(device->thread); // no one is waiting for us, just detach ourselves.
device->thread = NULL;
}
}
// tell the world we're done touching this object (except if condemned, when we're the only thing that _can_ touch it).
SDL_AtomicSet(&device->thread_alive, 0);
if (condemned) { // nothing is coming to destroy this object, we have to do it as we exit.
DestroyPhysicalAudioDevice(device);
}
UnrefPhysicalAudioDevice(device);
}
static void MixFloat32Audio(float *dst, const float *src, const int buffer_size)
@ -841,13 +875,13 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
return SDL_FALSE; // we're done, shut it down.
}
SDL_bool retval = SDL_TRUE;
SDL_bool failed = SDL_FALSE;
int buffer_size = device->buffer_size;
Uint8 *device_buffer = current_audio.impl.GetDeviceBuf(device, &buffer_size);
Uint8 *device_buffer = device->GetDeviceBuf(device, &buffer_size);
if (buffer_size == 0) {
// WASAPI (maybe others, later) does this to say "just abandon this iteration and try again next time."
} else if (!device_buffer) {
retval = SDL_FALSE;
failed = SDL_TRUE;
} else {
SDL_assert(buffer_size <= device->buffer_size); // you can ask for less, but not more.
SDL_assert(AudioDeviceCanUseSimpleCopy(device) == device->simple_copy); // make sure this hasn't gotten out of sync.
@ -862,7 +896,7 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
const int br = SDL_AtomicGet(&logdev->paused) ? 0 : SDL_GetAudioStreamData(stream, device_buffer, buffer_size);
if (br < 0) { // Probably OOM. Kill the audio device; the whole thing is likely dying soon anyhow.
retval = SDL_FALSE;
failed = SDL_TRUE;
SDL_memset(device_buffer, device->silence_value, buffer_size); // just supply silence to the device before we die.
} else if (br < buffer_size) {
SDL_memset(device_buffer + br, device->silence_value, buffer_size - br); // silence whatever we didn't write to.
@ -903,7 +937,7 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
the same stream to different devices at the same time, though.) */
const int br = SDL_GetAudioStreamData(stream, device->work_buffer, work_buffer_size);
if (br < 0) { // Probably OOM. Kill the audio device; the whole thing is likely dying soon anyhow.
retval = SDL_FALSE;
failed = SDL_TRUE;
break;
} else if (br > 0) { // it's okay if we get less than requested, we mix what we have.
MixFloat32Audio(mix_buffer, (float *) device->work_buffer, br);
@ -926,26 +960,28 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
}
// PlayDevice SHOULD NOT BLOCK, as we are holding a lock right now. Block in WaitDevice instead!
if (current_audio.impl.PlayDevice(device, device_buffer, buffer_size) < 0) {
retval = SDL_FALSE;
if (device->PlayDevice(device, device_buffer, buffer_size) < 0) {
failed = SDL_TRUE;
}
}
SDL_UnlockMutex(device->lock);
if (!retval) {
if (failed) {
SDL_AudioDeviceDisconnected(device); // doh.
}
return retval;
return SDL_TRUE; // always go on if not shutting down, even if device failed.
}
void SDL_OutputAudioThreadShutdown(SDL_AudioDevice *device)
{
SDL_assert(!device->iscapture);
const int frames = device->buffer_size / SDL_AUDIO_FRAMESIZE(device->spec);
// Wait for the audio to drain. !!! FIXME: don't bother waiting if device is lost.
SDL_Delay(((frames * 1000) / device->spec.freq) * 2);
// Wait for the audio to drain if device didn't die.
if (!SDL_AtomicGet(&device->zombie)) {
SDL_Delay(((frames * 1000) / device->spec.freq) * 2);
}
current_audio.impl.ThreadDeinit(device);
SDL_AudioThreadFinalize(device);
}
@ -956,10 +992,10 @@ static int SDLCALL OutputAudioThread(void *devicep) // thread entry point
SDL_assert(device != NULL);
SDL_assert(!device->iscapture);
SDL_OutputAudioThreadSetup(device);
do {
if (current_audio.impl.WaitDevice(device) < 0) {
SDL_AudioDeviceDisconnected(device); // doh.
break;
if (device->WaitDevice(device) < 0) {
SDL_AudioDeviceDisconnected(device); // doh. (but don't break out of the loop, just be a zombie for now!)
}
} while (SDL_OutputAudioThreadIterate(device));
@ -983,17 +1019,20 @@ SDL_bool SDL_CaptureAudioThreadIterate(SDL_AudioDevice *device)
SDL_LockMutex(device->lock);
SDL_bool retval = SDL_TRUE;
if (SDL_AtomicGet(&device->shutdown)) {
retval = SDL_FALSE; // we're done, shut it down.
} else if (device->logical_devices == NULL) {
current_audio.impl.FlushCapture(device); // nothing wants data, dump anything pending.
SDL_UnlockMutex(device->lock);
return SDL_FALSE; // we're done, shut it down.
}
SDL_bool failed = SDL_FALSE;
if (device->logical_devices == NULL) {
device->FlushCapture(device); // nothing wants data, dump anything pending.
} else {
// this SHOULD NOT BLOCK, as we are holding a lock right now. Block in WaitCaptureDevice!
int br = current_audio.impl.CaptureFromDevice(device, device->work_buffer, device->buffer_size);
int br = device->CaptureFromDevice(device, device->work_buffer, device->buffer_size);
if (br < 0) { // uhoh, device failed for some reason!
retval = SDL_FALSE;
failed = SDL_TRUE;
} else if (br > 0) { // queue the new data to each bound stream.
for (SDL_LogicalAudioDevice *logdev = device->logical_devices; logdev != NULL; logdev = logdev->next) {
if (SDL_AtomicGet(&logdev->paused)) {
@ -1028,7 +1067,7 @@ SDL_bool SDL_CaptureAudioThreadIterate(SDL_AudioDevice *device)
the same stream to different devices at the same time, though.) */
if (SDL_PutAudioStreamData(stream, output_buffer, br) < 0) {
// oh crud, we probably ran out of memory. This is possibly an overreaction to kill the audio device, but it's likely the whole thing is going down in a moment anyhow.
retval = SDL_FALSE;
failed = SDL_TRUE;
break;
}
}
@ -1038,17 +1077,17 @@ SDL_bool SDL_CaptureAudioThreadIterate(SDL_AudioDevice *device)
SDL_UnlockMutex(device->lock);
if (!retval) {
if (failed) {
SDL_AudioDeviceDisconnected(device); // doh.
}
return retval;
return SDL_TRUE; // always go on if not shutting down, even if device failed.
}
void SDL_CaptureAudioThreadShutdown(SDL_AudioDevice *device)
{
SDL_assert(device->iscapture);
current_audio.impl.FlushCapture(device);
device->FlushCapture(device);
current_audio.impl.ThreadDeinit(device);
SDL_AudioThreadFinalize(device);
}
@ -1061,9 +1100,8 @@ static int SDLCALL CaptureAudioThread(void *devicep) // thread entry point
SDL_CaptureAudioThreadSetup(device);
do {
if (current_audio.impl.WaitCaptureDevice(device) < 0) {
SDL_AudioDeviceDisconnected(device); // doh.
break;
if (device->WaitCaptureDevice(device) < 0) {
SDL_AudioDeviceDisconnected(device); // doh. (but don't break out of the loop, just be a zombie for now!)
}
} while (SDL_CaptureAudioThreadIterate(device));
@ -1173,7 +1211,6 @@ static SDL_AudioDevice *ObtainPhysicalAudioDevice(SDL_AudioDeviceID devid)
} else {
SDL_LockRWLockForReading(current_audio.device_hash_lock);
SDL_FindInHashTable(current_audio.device_hash, (const void *) (uintptr_t) devid, (const void **) &device);
SDL_assert(!device || !SDL_AtomicGet(&device->condemned)); // shouldn't be in the list if pending deletion.
SDL_UnlockRWLock(current_audio.device_hash_lock);
if (!device) {
@ -1204,7 +1241,6 @@ SDL_AudioDevice *SDL_FindPhysicalAudioDeviceByCallback(SDL_bool (*callback)(SDL_
const SDL_bool isphysical = (devid & (1<<1)) ? SDL_TRUE : SDL_FALSE;
if (isphysical) {
SDL_AudioDevice *device = (SDL_AudioDevice *) value;
SDL_assert(!SDL_AtomicGet(&device->condemned)); // shouldn't be in the list if pending deletion.
if (callback(device, userdata)) { // found it?
SDL_UnlockRWLock(current_audio.device_hash_lock);
return device;
@ -1280,15 +1316,10 @@ 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_assert(current_audio.impl.ProvidesOwnCallbackThread || ((device->thread == NULL) == (SDL_AtomicGet(&device->thread_alive) == 0)));
if (SDL_AtomicGet(&device->thread_alive)) {
SDL_AtomicSet(&device->shutdown, 1);
if (device->thread != NULL) {
SDL_WaitThread(device->thread, NULL);
device->thread = NULL;
}
SDL_AtomicSet(&device->thread_alive, 0);
SDL_AtomicSet(&device->shutdown, 1);
if (device->thread != NULL) {
SDL_WaitThread(device->thread, NULL);
device->thread = NULL;
}
if (device->currently_opened) {
@ -1315,16 +1346,15 @@ static void ClosePhysicalAudioDevice(SDL_AudioDevice *device)
void SDL_CloseAudioDevice(SDL_AudioDeviceID devid)
{
SDL_LogicalAudioDevice *logdev = ObtainLogicalAudioDevice(devid);
if (logdev) { // if NULL, maybe it was already lost?
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.
// !!! 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.
ClosePhysicalAudioDevice(device);
} else {
SDL_UnlockMutex(device->lock); // we're set, let everything go again.
}
}
}
@ -1402,11 +1432,19 @@ static int OpenPhysicalAudioDevice(SDL_AudioDevice *device, const SDL_AudioSpec
SDL_assert(!device->currently_opened);
SDL_assert(device->logical_devices == NULL);
// Just pretend to open a zombie device. It can still collect logical devices on the assumption they will all migrate when the default device is officially changed.
// Just pretend to open a zombie device. It can still collect logical devices on a default device under the assumption they will all migrate when the default device is officially changed.
if (SDL_AtomicGet(&device->zombie)) {
return 0; // Braaaaaaaaains.
}
// 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;
device->GetDeviceBuf = current_audio.impl.GetDeviceBuf;
device->WaitCaptureDevice = current_audio.impl.WaitCaptureDevice;
device->CaptureFromDevice = current_audio.impl.CaptureFromDevice;
device->FlushCapture = current_audio.impl.FlushCapture;
SDL_AudioSpec spec;
SDL_copyp(&spec, inspec ? inspec : &device->default_spec);
PrepareAudioFormat(device->iscapture, &spec);
@ -1445,7 +1483,6 @@ static int OpenPhysicalAudioDevice(SDL_AudioDevice *device, const SDL_AudioSpec
}
// Start the audio thread if necessary
SDL_AtomicSet(&device->thread_alive, 1);
if (!current_audio.impl.ProvidesOwnCallbackThread) {
const size_t stacksize = 0; // just take the system default, since audio streams might have callbacks.
char threadname[64];
@ -1453,12 +1490,13 @@ static int OpenPhysicalAudioDevice(SDL_AudioDevice *device, const SDL_AudioSpec
device->thread = SDL_CreateThreadInternal(device->iscapture ? CaptureAudioThread : OutputAudioThread, threadname, stacksize, device);
if (device->thread == NULL) {
SDL_AtomicSet(&device->thread_alive, 0);
ClosePhysicalAudioDevice(device);
return SDL_SetError("Couldn't create audio thread");
}
}
RefPhysicalAudioDevice(device); // deref'd when the audio thread terminates (ProvidesOwnCallbackThread implementations should call SDL_AudioThreadFinalize appropriately).
return 0;
}
@ -1501,13 +1539,14 @@ SDL_AudioDeviceID SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSp
if (device) {
SDL_LogicalAudioDevice *logdev = NULL;
if (!wants_default && SDL_AtomicGet(&device->zombie)) {
// uhoh, this device is undead, and just waiting for a new default device to be declared so it can hand off to it. Refuse explicit opens.
// uhoh, this device is undead, and just waiting to be cleaned up. Refuse explicit opens.
SDL_SetError("Device was already lost and can't accept new opens");
} else if ((logdev = (SDL_LogicalAudioDevice *) SDL_calloc(1, sizeof (SDL_LogicalAudioDevice))) == NULL) {
SDL_OutOfMemory();
} else if (!device->currently_opened && OpenPhysicalAudioDevice(device, spec) == -1) { // first thing using this physical device? Open at the OS level...
SDL_free(logdev);
} else {
RefPhysicalAudioDevice(device); // deref'd on successful SDL_CloseAudioDevice
SDL_AtomicSet(&logdev->paused, 0);
retval = logdev->instance_id = AssignAudioDeviceInstanceId(device->iscapture, /*islogical=*/SDL_TRUE);
logdev->physical_device = device;
@ -1909,7 +1948,7 @@ void SDL_DefaultAudioDeviceChanged(SDL_AudioDevice *new_default_device)
}
if (needs_migration) {
if (new_default_device->logical_devices == NULL) { // New default physical device not been opened yet? Open at the OS level...
if (!new_default_device->currently_opened) { // New default physical device not been opened yet? Open at the OS level...
if (OpenPhysicalAudioDevice(new_default_device, &spec) == -1) {
needs_migration = SDL_FALSE; // uhoh, just leave everything on the old default, nothing to be done.
}
@ -1943,6 +1982,10 @@ void SDL_DefaultAudioDeviceChanged(SDL_AudioDevice *new_default_device)
logdev->next = new_default_device->logical_devices;
new_default_device->logical_devices = logdev;
SDL_assert(SDL_AtomicGet(&current_default_device->refcount) > 1); // we should hold at least one extra reference to this device, beyond logical devices, during this phase...
RefPhysicalAudioDevice(new_default_device);
UnrefPhysicalAudioDevice(current_default_device);
// Post an event for each logical device we moved.
if (post_fmt_event) {
SDL_Event event;
@ -1973,7 +2016,7 @@ void SDL_DefaultAudioDeviceChanged(SDL_AudioDevice *new_default_device)
// was current device already dead and just kept around to migrate to a new default device? Now we can kill it. Aim for the brain.
if (current_default_device && SDL_AtomicGet(&current_default_device->zombie)) {
SDL_AudioDeviceDisconnected(current_default_device); // Call again, now that we're not the default; this will remove from device list, send removal events, and destroy the SDL_AudioDevice.
UnrefPhysicalAudioDevice(current_default_device);
}
}

View File

@ -244,6 +244,17 @@ struct SDL_AudioDevice
// A mutex for locking access to this struct
SDL_Mutex *lock;
// Reference count of the device; logical devices, device threads, etc, add to this.
SDL_AtomicInt refcount;
// These are, initially, set from current_audio, but we might swap them out with Zombie versions on disconnect/failure.
int (*WaitDevice)(SDL_AudioDevice *device);
int (*PlayDevice)(SDL_AudioDevice *device, const Uint8 *buffer, int buflen);
Uint8 *(*GetDeviceBuf)(SDL_AudioDevice *device, int *buffer_size);
int (*WaitCaptureDevice)(SDL_AudioDevice *device);
int (*CaptureFromDevice)(SDL_AudioDevice *device, void *buffer, int buflen);
void (*FlushCapture)(SDL_AudioDevice *device);
// human-readable name of the device. ("SoundBlaster Pro 16")
char *name;
@ -269,15 +280,9 @@ struct SDL_AudioDevice
// non-zero if we are signaling the audio thread to end.
SDL_AtomicInt shutdown;
// non-zero if we want the device to be destroyed (so audio thread knows to do it on termination).
SDL_AtomicInt condemned;
// non-zero if this was a disconnected default device and we're waiting for its replacement.
SDL_AtomicInt zombie;
// non-zero if this has a thread running (which might be `thread` or something provided by the backend!)
SDL_AtomicInt thread_alive;
// SDL_TRUE if this is a capture device instead of an output device
SDL_bool iscapture;