Fix synchronization between shutdown and player threads
shutdwn() sets the EOF indicator, aborts the running command, if any, forbids sleeping on I/O and wakes up the player thread, for all player threads in state PS_PLAYING. It takes play_lock to prevent new commands from running. It then waits up to 3s for player threads to terminate, by polling player_next(), to let output buffers drain. Issues: 1. Polling is lame. 2. New player threads can still enter state PS_PLAYING. They'll block as soon as they try to run a command. Somehwat unclean. 3. We can exit before all player threads left state PS_PLAYING, losing a treasury update, play time update, and log entries. Could happen when player threads blocked on output until commit 90b3abc5 fixed that; its commit message describes the bug's impact in more detail. Since then, the bug shouldn't bite in practice, because player threads should leave state PS_PLAYING quickly. Fix by introducing shutdown_lock: player threads in state PS_PLAYING hold it shared, shutdwn() takes it exclusive, instead of play_lock. Takes care of the issues as follows: 3. shutdwn() waits until all player threads left state PS_PLAYING, no matter how long it takes them. 2. New player threads block before entering state PS_PLAYING. 1. shutdwn() still polls up to 3s for player threads to terminate. Still lame. Left for another day.
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86f0294573
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3 changed files with 21 additions and 6 deletions
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@ -75,10 +75,16 @@ static void loc_NTInit(void);
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#endif
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/*
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* Lock to synchronize player threads with update and shutdown.
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* Update and shutdown takes it exclusive, commands take it shared.
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* Lock to synchronize player threads with update.
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* Update holds it exclusive, commands hold it shared.
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*/
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empth_rwlock_t *play_lock;
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/*
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* Lock to synchronize player threads with shutdown.
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* Shutdown holds it exclusive, player threads in state PS_PLAYING
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* hold it shared.
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*/
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empth_rwlock_t *shutdown_lock;
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static char pidfname[] = "server.pid";
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@ -374,6 +380,10 @@ start_server(int flags)
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if (journal_startup() < 0)
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exit(1);
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shutdown_lock = empth_rwlock_create("Shutdown");
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if (!shutdown_lock)
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exit_nomem();
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market_init();
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update_init();
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empth_create(player_accept, 50 * 1024, flags, "AcceptPlayers", NULL);
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@ -423,9 +433,10 @@ shutdwn(int sig)
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}
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empth_wakeup(p->proc);
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}
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empth_rwlock_wrlock(play_lock);
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empth_rwlock_wrlock(shutdown_lock);
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empth_yield();
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for (i = 1; i <= 3 && player_next(NULL); i++) {
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logerror("Waiting for player threads to terminate\n");
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empth_sleep(now + i);
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