Fix concurrency in texture source (#13150)

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x2048 2023-01-19 21:44:27 +01:00 committed by GitHub
parent e21d5613a6
commit ca13c51024
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1 changed files with 9 additions and 9 deletions

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@ -405,7 +405,7 @@ private:
std::mutex m_textureinfo_cache_mutex; std::mutex m_textureinfo_cache_mutex;
// Queued texture fetches (to be processed by the main thread) // Queued texture fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_texture_queue; RequestQueue<std::string, u32, std::thread::id, u8> m_get_texture_queue;
// Textures that have been overwritten with other ones // Textures that have been overwritten with other ones
// but can't be deleted because the ITexture* might still be used // but can't be deleted because the ITexture* might still be used
@ -491,16 +491,16 @@ u32 TextureSource::getTextureId(const std::string &name)
infostream<<"getTextureId(): Queued: name=\""<<name<<"\""<<std::endl; infostream<<"getTextureId(): Queued: name=\""<<name<<"\""<<std::endl;
// We're gonna ask the result to be put into here // We're gonna ask the result to be put into here
static thread_local ResultQueue<std::string, u32, u8, u8> result_queue; static thread_local ResultQueue<std::string, u32, std::thread::id, u8> result_queue;
// Throw a request in // Throw a request in
m_get_texture_queue.add(name, 0, 0, &result_queue); m_get_texture_queue.add(name, std::this_thread::get_id(), 0, &result_queue);
try { try {
while(true) { while(true) {
// Wait for result for up to 4 seconds (empirical value) // Wait for result for up to 1 seconds (empirical value)
GetResult<std::string, u32, u8, u8> GetResult<std::string, u32, std::thread::id, u8>
result = result_queue.pop_front(4000); result = result_queue.pop_front(1000);
if (result.key == name) { if (result.key == name) {
return result.item; return result.item;
@ -726,10 +726,10 @@ void TextureSource::processQueue()
/* /*
Fetch textures Fetch textures
*/ */
//NOTE this is only thread safe for ONE consumer thread! // NOTE: process outstanding requests from all mesh generation threads
if (!m_get_texture_queue.empty()) while (!m_get_texture_queue.empty())
{ {
GetRequest<std::string, u32, u8, u8> GetRequest<std::string, u32, std::thread::id, u8>
request = m_get_texture_queue.pop(); request = m_get_texture_queue.pop();
/*infostream<<"TextureSource::processQueue(): " /*infostream<<"TextureSource::processQueue(): "