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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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@ -18,6 +18,8 @@
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namespace ControllerEmu
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{
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// This should theoretically be per EmulatedController instance,
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// though no EmulatedController usually run in parallel, so it makes little difference
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static std::recursive_mutex s_get_state_mutex;
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std::string EmulatedController::GetDisplayName() const
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@ -77,6 +79,7 @@ void EmulatedController::UpdateSingleControlReference(const ControllerInterface&
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{
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ciface::ExpressionParser::ControlEnvironment env(devi, GetDefaultDevice(), m_expression_vars);
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const auto lock = GetStateLock();
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ref->UpdateReference(env);
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env.CleanUnusedVariables();
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