Fixed an occasional startup crash caused by the game running before the events thread was finished initializing

This commit is contained in:
Mr-Wiseguy 2023-02-15 23:41:46 -05:00
parent 38f6304d44
commit 5c5f6a51ad

View file

@ -243,7 +243,7 @@ void run_rsp_microcode(uint8_t* rdram, const OSTask* task, RspUcodeFunc* ucode_f
sp_complete();
}
void event_thread_func(uint8_t* rdram, uint8_t* rom) {
void event_thread_func(uint8_t* rdram, uint8_t* rom, std::atomic_flag* events_thread_ready) {
using namespace std::chrono_literals;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
fprintf(stderr, "Failed to initialize SDL2: %s\n", SDL_GetError());
@ -258,6 +258,10 @@ void event_thread_func(uint8_t* rdram, uint8_t* rom) {
rsp_constants_init();
// Notify the caller thread that this thread is ready.
events_thread_ready->test_and_set();
events_thread_ready->notify_all();
while (true) {
// Try to pull an action from the queue
Action action;
@ -319,7 +323,13 @@ void Multilibultra::send_si_message() {
}
void Multilibultra::init_events(uint8_t* rdram, uint8_t* rom) {
std::atomic_flag events_thread_ready;
events_context.rdram = rdram;
events_context.sp.thread = std::thread{ event_thread_func, rdram, rom, &events_thread_ready };
// Wait for the event thread to be ready before continuing to prevent the game from
// running before we're able to handle RSP tasks.
events_thread_ready.wait(false);
events_context.vi.thread = std::thread{ vi_thread_func };
events_context.sp.thread = std::thread{ event_thread_func, rdram, rom };
}