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Fix nasty race condition with menu background audio. Fixes #12365
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701d740207
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@ -223,7 +223,7 @@ private:
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SimpleAudio *decoder_ = nullptr;
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};
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static std::mutex bgMutex;
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static std::mutex g_bgMutex;
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static std::string bgGamePath;
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static int playbackOffset;
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static AT3PlusReader *at3Reader;
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@ -251,7 +251,7 @@ static void ClearBackgroundAudio(bool hard) {
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void SetBackgroundAudioGame(const std::string &path) {
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time_update();
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std::lock_guard<std::mutex> lock(bgMutex);
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std::lock_guard<std::mutex> lock(g_bgMutex);
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if (path == bgGamePath) {
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// Do nothing
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return;
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@ -272,7 +272,7 @@ void SetBackgroundAudioGame(const std::string &path) {
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int PlayBackgroundAudio() {
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time_update();
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std::lock_guard<std::mutex> lock(bgMutex);
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std::lock_guard<std::mutex> lock(g_bgMutex);
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// Immediately stop the sound if it is turned off while playing.
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if (!g_Config.bEnableSound) {
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@ -281,30 +281,6 @@ int PlayBackgroundAudio() {
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return 0;
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}
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// If there's a game, and some time has passed since the selected game
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// last changed... (to prevent crazy amount of reads when skipping through a list)
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if (!at3Reader && bgGamePath.size() && (time_now_d() - gameLastChanged > 0.5)) {
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// Grab some audio from the current game and play it.
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if (!g_gameInfoCache)
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return 0; // race condition?
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// This is very unsafe! TODO: Get rid of this somehow or make threadsafe!
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std::shared_ptr<GameInfo> gameInfo = g_gameInfoCache->GetInfo(NULL, bgGamePath, GAMEINFO_WANTSND);
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if (!gameInfo)
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return 0;
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if (gameInfo->pending) {
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// Should try again shortly..
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return 0;
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}
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if (gameInfo->sndFileData.size()) {
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const std::string &data = gameInfo->sndFileData;
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at3Reader = new AT3PlusReader(data);
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lastPlaybackTime = 0.0;
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}
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}
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double now = time_now();
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if (at3Reader) {
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int sz = lastPlaybackTime <= 0.0 ? 44100 / 60 : (int)((now - lastPlaybackTime) * 44100);
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@ -336,3 +312,33 @@ int PlayBackgroundAudio() {
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return 0;
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}
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// Stuff that should be on the UI thread only, like anything to do with
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// g_gameInfoCache.
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void UpdateBackgroundAudio() {
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// If there's a game, and some time has passed since the selected game
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// last changed... (to prevent crazy amount of reads when skipping through a list)
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if (bgGamePath.size() && (time_now_d() - gameLastChanged > 0.5)) {
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std::lock_guard<std::mutex> lock(g_bgMutex);
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if (!at3Reader) {
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// Grab some audio from the current game and play it.
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if (!g_gameInfoCache)
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return;
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std::shared_ptr<GameInfo> gameInfo = g_gameInfoCache->GetInfo(NULL, bgGamePath, GAMEINFO_WANTSND);
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if (!gameInfo)
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return;
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if (gameInfo->pending) {
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// Should try again shortly..
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return;
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}
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if (gameInfo->sndFileData.size()) {
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const std::string &data = gameInfo->sndFileData;
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at3Reader = new AT3PlusReader(data);
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lastPlaybackTime = 0.0;
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}
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}
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}
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}
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@ -4,3 +4,4 @@
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void SetBackgroundAudioGame(const std::string &path);
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int PlayBackgroundAudio();
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void UpdateBackgroundAudio();
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@ -734,6 +734,7 @@ void GameInfoCache::WaitUntilDone(std::shared_ptr<GameInfo> &info) {
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// Runs on the main thread. Only call from render() and similar, not update()!
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// Can also be called from the audio thread for menu background music.
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std::shared_ptr<GameInfo> GameInfoCache::GetInfo(Draw::DrawContext *draw, const std::string &gamePath, int wantFlags) {
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std::shared_ptr<GameInfo> info;
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@ -959,6 +959,12 @@ void RenderOverlays(UIContext *dc, void *userdata) {
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void NativeRender(GraphicsContext *graphicsContext) {
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g_GameManager.Update();
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if (GetUIState() != UISTATE_INGAME) {
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// Note: We do this from NativeRender so that the graphics context is
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// guaranteed valid, to be safe - g_gameInfoCache messes around with textures.
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UpdateBackgroundAudio();
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}
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float xres = dp_xres;
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float yres = dp_yres;
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