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Fix an infinite loop in S_StopEnvSound() that could occur if the audio thread happened to finish playing a voice in between checking if g_sounds[].voices[].id > FX_Ok and calling FX_StopSound(), exacerbated by improper std::atomic usage
git-svn-id: https://svn.eduke32.com/eduke32@7305 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 12 additions and 9 deletions
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@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "renderlayer.h" // for win_gethwnd()
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#include <atomic>
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#define DQSIZE 128
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#define DQSIZE 256
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int32_t g_numEnvSoundsPlaying, g_highestSoundIdx = 0;
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@ -79,7 +79,7 @@ void S_SoundStartup(void)
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FX_SetReverseStereo(ud.config.ReverseStereo);
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FX_SetCallBack(S_Callback);
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FX_SetPrintf(initprintf);
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FX_SetPrintf(OSD_Printf);
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}
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void S_SoundShutdown(void)
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@ -377,9 +377,8 @@ void S_StopMusic(void)
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void S_Cleanup(void)
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{
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static uint32_t ldnum;
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uint32_t const odnum = dnum;
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while (ldnum < odnum)
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while (ldnum < dnum)
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{
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uint32_t num = dq[ldnum++ & (DQSIZE - 1)];
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@ -816,6 +815,8 @@ void S_StopEnvSound(int32_t num, int32_t i)
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{
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for (j=0; j<MAXSOUNDINSTANCES; ++j)
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{
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S_Cleanup();
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if ((i == -1 && g_sounds[num].voices[j].id > FX_Ok) || (i != -1 && g_sounds[num].voices[j].owner == i))
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{
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#ifdef DEBUGGINGAIDS
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@ -825,8 +826,8 @@ void S_StopEnvSound(int32_t num, int32_t i)
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#endif
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if (g_sounds[num].voices[j].id > FX_Ok)
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{
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if (FX_SoundActive(g_sounds[num].voices[j].id))
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FX_StopSound(g_sounds[num].voices[j].id);
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S_Cleanup();
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break;
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}
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}
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@ -861,8 +862,6 @@ void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
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void S_Update(void)
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{
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S_Cleanup();
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if ((g_player[myconnectindex].ps->gm & (MODE_GAME|MODE_DEMO)) == 0)
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return;
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@ -892,6 +891,8 @@ void S_Update(void)
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if (g_sounds[sndnum].num == 0)
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continue;
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S_Cleanup();
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for (auto &voice : g_sounds[sndnum].voices)
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{
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int const spriteNum = voice.owner;
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@ -919,7 +920,9 @@ void S_Callback(uint32_t num)
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if ((int32_t)num == MUSIC_ID)
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return;
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dq[dnum++ & (DQSIZE - 1)] = num;
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int const ldnum = dnum;
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dq[ldnum & (DQSIZE - 1)] = num;
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dnum++;
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}
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void S_ClearSoundLocks(void)
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