Adjust how thread exit is handled for anime controller

This commit is contained in:
Luke D. Jones
2022-06-20 22:43:12 +12:00
parent 2ee7fc9910
commit 13a90b00f3
11 changed files with 109 additions and 89 deletions

View File

@@ -141,6 +141,7 @@ impl CtrlAnime {
warn!("AniMe system actions was empty");
return;
}
// Loop rules:
// - Lock the mutex **only when required**. That is, the lock must be held for the shortest duration possible.
// - An AtomicBool used for thread exit should be checked in every loop, including nested
@@ -150,55 +151,54 @@ impl CtrlAnime {
std::thread::Builder::new()
.name("AniMe system thread start".into())
.spawn(move || {
info!("AniMe system thread started");
info!("AniMe new system thread started");
// Getting copies of these Atomics is done *in* the thread to ensure
// we don't block other threads/main
let thread_exit;
let thread_running;
// First two loops are to ensure we *do* aquire a lock on the mutex
// The reason the loop is required is because the USB writes can block
// for up to 10ms. We can't fail to get the atomics.
loop {
if let Ok(lock) = inner.try_lock() {
thread_exit = lock.thread_exit.clone();
thread_running = lock.thread_running.clone();
// Make any running loop exit first
thread_exit.store(true, Ordering::SeqCst);
break;
}
}
loop {
// wait for other threads to set not running so we know they exited
if !thread_running.load(Ordering::SeqCst) {
info!("AniMe forced a thread to exit");
break;
}
// First two loops are to ensure we *do* aquire a lock on the mutex
// The reason the loop is required is because the USB writes can block
// for up to 10ms. We can't fail to get the atomics.
while thread_running.load(Ordering::SeqCst) {
// Make any running loop exit first
thread_exit.store(true, Ordering::SeqCst);
break;
}
info!("AniMe no previous system thread running (now)");
thread_exit.store(false, Ordering::SeqCst);
thread_running.store(true, Ordering::SeqCst);
'main: loop {
thread_running.store(true, Ordering::SeqCst);
for action in actions.iter() {
if thread_exit.load(Ordering::SeqCst) {
break 'main;
}
match action {
ActionData::Animation(frames) => {
if let Err(err) = rog_anime::run_animation(
frames,
thread_exit.clone(),
&|frame| {
inner
.try_lock()
.map(|lock| lock.write_data_buffer(frame))
.map_err(|err| {
warn!("rog_anime::run_animation:callback {}", err);
AnimeError::NoFrames
})
},
) {
if let Err(err) = rog_anime::run_animation(frames, &|frame| {
if thread_exit.load(Ordering::Acquire) {
info!("rog-anime: frame-loop was asked to exit");
return Ok(true); // Do safe exit
}
inner
.try_lock()
.map(|lock| {
lock.write_data_buffer(frame);
false // Don't exit yet
})
.map_err(|err| {
warn!("rog_anime::run_animation:callback {}", err);
AnimeError::NoFrames
})
}) {
warn!("rog_anime::run_animation:Animation {}", err);
break 'main;
};