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ControllerInterface: fix UpdateReferences() deadlock
Removed useless locks to DeviceContainer::m_devices_mutex, as they were all already protected by m_devices_population_mutex. We have no interest in blocking other threads that were potentially reading devices at the same time so this seems fine. This simplifies the code, and I've adjusted a few comments which mentioned possible deadlock that should now be totally gone. The deadlock could have happen if a thread directly called EmulatedController::UpdateReferences(), while another another thread also reached EmulatedController::UpdateReferences() within a call to ControllerInterface::UpdateDevices(), as the mentioned function locked both the DeviceContainer::m_devices_mutex and s_get_state_mutex at the same time. The deadlock was frequent on game emulation startup on Android, due to the UpdateReferences() call in InputConfig::LoadConfig() and the UI thread triggering calls to ControllerInterface::UpdateDevices(). It could also have happened on Desktop if a user pressed "Refresh Devices" manually in the UI while the input config was loading. Also brought some UpdateReferences() comments and thread safety fixes from https://github.com/dolphin-emu/dolphin/pull/9489
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@ -80,8 +80,7 @@ Settings::Settings()
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// they'd continue living until the queued event has run, but some devices can't be recreated
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// until they are destroyed.
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// This is safe from any thread. Devices will be refreshed and re-acquired and in
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// DevicesChanged(). Waiting on QueueOnObject() to have finished running was not feasible as
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// it would cause deadlocks without heavy workarounds.
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// DevicesChanged(). Calling it without queueing shouldn't cause any deadlocks but is slow.
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emit ReleaseDevices();
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QueueOnObject(this, [this] { emit DevicesChanged(); });
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