Fix MSVC builds freezing due to AOLayer concurrency issue
Variables accessed across threads should be atomic. Also gave AOLayer its own thread pool and switched some lock calls to use QMutexLocker semantics.
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@ -31,9 +31,9 @@ endif()
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target_include_directories(Attorney_Online PRIVATE include)
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# Target Lib
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find_package(Qt5 COMPONENTS Core Gui Network Widgets REQUIRED)
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find_package(Qt5 COMPONENTS Core Gui Network Widgets Concurrent REQUIRED)
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target_link_directories(Attorney_Online PRIVATE lib)
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target_link_libraries(Attorney_Online PRIVATE Qt5::Core Qt5::Gui Qt5::Network Qt5::Widgets
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target_link_libraries(Attorney_Online PRIVATE Qt5::Core Qt5::Gui Qt5::Network Qt5::Widgets Qt5::Concurrent
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bass bassopus discord-rpc)
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target_compile_definitions(Attorney_Online PRIVATE DISCORD)
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@ -148,7 +148,7 @@ private:
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// used in populate_vectors
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void load_next_frame();
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bool exit_loop; //awful solution but i'm not fucking using QThread
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std::atomic_bool exit_loop; //awful solution but i'm not fucking using QThread
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QFuture<void> frame_loader;
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QMutex mutex;
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QWaitCondition frameAdded;
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@ -4,6 +4,8 @@
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#include "file_functions.h"
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#include "misc_functions.h"
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static QThreadPool *thread_pool;
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AOLayer::AOLayer(QWidget *p_parent, AOApplication *p_ao_app) : QLabel(p_parent)
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{
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ao_app = p_ao_app;
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@ -22,6 +24,11 @@ AOLayer::AOLayer(QWidget *p_parent, AOApplication *p_ao_app) : QLabel(p_parent)
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preanim_timer = new QTimer(this);
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preanim_timer->setSingleShot(true);
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connect(preanim_timer, &QTimer::timeout, this, &AOLayer::preanim_done);
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if (!thread_pool) {
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thread_pool = new QThreadPool(p_ao_app);
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thread_pool->setMaxThreadCount(8);
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}
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}
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BackgroundLayer::BackgroundLayer(QWidget *p_parent, AOApplication *p_ao_app)
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@ -319,7 +326,7 @@ void AOLayer::start_playback(QString p_image)
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frame = 0;
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continuous = false;
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}
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frame_loader = QtConcurrent::run(this, &AOLayer::populate_vectors);
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frame_loader = QtConcurrent::run(thread_pool, this, &AOLayer::populate_vectors);
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last_path = p_image;
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while (movie_frames.size() <= frame) // if we haven't loaded the frame we need yet
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frameAdded.wait(&mutex); // wait for the frame loader to add another frame, then check again
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@ -538,11 +545,11 @@ void AOLayer::movie_ticker()
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else
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frame = 0;
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}
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mutex.lock();
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while (frame >= movie_frames.size() && frame < max_frames) { // oops! our frame isn't ready yet
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{
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QMutexLocker locker(&mutex);
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while (frame >= movie_frames.size() && frame < max_frames) // oops! our frame isn't ready yet
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frameAdded.wait(&mutex); // wait for a new frame to be added, then check again
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}
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mutex.unlock();
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#ifdef DEBUG_MOVIE
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qDebug() << "[AOLayer::movie_ticker] Frame:" << frame << "Delay:" << movie_delays[frame]
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<< "Actual time taken from last frame:" << actual_time.restart();
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@ -552,7 +559,7 @@ void AOLayer::movie_ticker()
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}
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void AOLayer::populate_vectors() {
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while (movie_frames.size() < max_frames && !exit_loop) {
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while (!exit_loop && movie_frames.size() < max_frames) {
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load_next_frame();
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#ifdef DEBUG_MOVIE
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qDebug() << "[AOLayer::populate_vectors] Loaded frame" << movie_frames.size();
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@ -562,12 +569,12 @@ void AOLayer::populate_vectors() {
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}
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void AOLayer::load_next_frame() {
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//QMutexLocker locker(&mutex);
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mutex.lock();
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{
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QMutexLocker locker(&mutex);
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movie_frames.append(this->get_pixmap(m_reader.read()));
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movie_delays.append(m_reader.nextImageDelay());
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mutex.unlock();
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frameAdded.wakeAll();
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}
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frameAdded.wakeAll();
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}
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void CharLayer::preanim_done()
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