Why will the acquireQueued be called after tryAcquire failed in In AbstractQueuedSynchronizer? - java.util.concurrent

I cannot understand the meaning of this design.
When tryAccquire method is called,and it will return false when the lock is held by another thread, why not just addWaiter to sync queue and park this thread,waiting to be invoked?
In accquireQueued method ,the first thread node waiting is get out to tryAcquire again.I guess it will fail to acquire the lock very likely.
public final void acquire(int arg) {
if (!tryAcquire(arg) &&
acquireQueued(addWaiter(Node.EXCLUSIVE), arg))
selfInterrupt();
}
final boolean acquireQueued(final Node node, int arg) {
boolean failed = true;
try {
boolean interrupted = false;
for (;;) {
final Node p = node.predecessor();
if (p == head && tryAcquire(arg)) {
setHead(node);
p.next = null; // help GC
failed = false;
return interrupted;
}
if (shouldParkAfterFailedAcquire(p, node) &&
parkAndCheckInterrupt())
interrupted = true;
}
} finally {
if (failed)
cancelAcquire(node);
}
}

Related

Calling next multiple times in loop causes stack overflow in ue4 Lua machine

I've been working on lua machine json object system. But I've hit a snag with the json object merger(You can see the functions code used below). When I try to iterate through a table using a while loop and IterateTable function, and then ether call Next or a function containing Next it causes an infinite loop that leads to a stack overflow crash.
Loops through the map elements of a user data object
void UJsonMergetFunctionLibrary::MergeLuaJsonObject(UMyDynamicObject* Origional, UMyDynamicObject* ToMerge, bool Override)
{
//Get all user data object keys
for (TPair<FString, FLuaValue>& P: ToMerge->GetTableContent())
{
//Holds the value of current key
FLuaValue Hold;
if (Origional->hasField(P.Key))
{
if ((P.Value.Type == ELuaValueType::Table) || (P.Value.Type == ELuaValueType::UObject))
{
Hold = Origional->LuaGetField(P.Key);
MergeLuaJsonObject(Hold, P.Value, Override);
}
else if (Override)
{
Origional->LuaSetField(P.Key, P.Value);
}
}
else
{
Origional->LuaSetField(P.Key, P.Value);
}
}
}
Loops through the elements of ether a lua table or user data object
void UJsonMergetFunctionLibrary::MergeLuaJsonObject(FLuaValue& Origional, FLuaValue& ToMerge, bool Override)
{
if (Origional.Type != ToMerge.Type) {
if (Override)
{
Origional = ToMerge;
return;
}
else
{
return;
}
}
//Table
if ((Origional.Type == ELuaValueType::Table) || (ToMerge.Type == ELuaValueType::Table)) {
TPair<FLuaValue, FLuaValue> Pair;
int32 MaxDex = MaxTableIndex(Origional);
while (IterateTable(ToMerge, Pair)) {
if (Pair.Key.Type == ELuaValueType::Integer)
{
MaxDex += 1;
Origional.SetFieldByIndex(MaxDex, Pair.Value);
}
else if (HasTableField(Origional, Pair.Key.ToString()))
{
FLuaValue Hold = Origional.GetField(Pair.Key.ToString());
if ((Pair.Value.Type == ELuaValueType::Table) && (Hold.Type == ELuaValueType::Table))
{
//Hold = OrigionalObj->LuaGetField(P.Key);
MergeLuaJsonObject(Hold, Pair.Value, Override);
}
else if((Pair.Value.Type == ELuaValueType::UObject) && (Hold.Type == ELuaValueType::UObject))
{
MergeLuaJsonObject(Hold, Pair.Value, Override);
}
else if (Override) {
Origional.SetField(Pair.Key.ToString(), Pair.Value);
}
}
else
{
Origional.SetField(Pair.Key.ToString(), Pair.Value);
}
}
}
//Object
else if ((Origional.Type == ELuaValueType::UObject) || (ToMerge.Type == ELuaValueType::UObject)) {
UMyDynamicObject* ToMergeObj = Cast<UMyDynamicObject>(ULuaBlueprintFunctionLibrary::Conv_LuaValueToObject(ToMerge));
UMyDynamicObject* OrigionalObj = Cast<UMyDynamicObject>(ULuaBlueprintFunctionLibrary::Conv_LuaValueToObject(Origional));
TMap<FString, FLuaValue> Keys = ToMergeObj->GetTableContent();
for (TPair<FString, FLuaValue>& P: Keys)
{
FLuaValue Hold;
if (OrigionalObj->hasField(P.Key))
{
if ((P.Value.Type == ELuaValueType::Table) || (P.Value.Type == ELuaValueType::UObject))
{
Hold = OrigionalObj->LuaGetField(P.Key);
MergeLuaJsonObject(Hold, P.Value, Override);
}
else if (Override)
{
OrigionalObj->LuaSetField(P.Key, P.Value);
}
}
else
{
OrigionalObj->LuaSetField(P.Key, P.Value);
}
//OrigionalObj->LuaSetField(P.Key, P)
}
Origional = FLuaValue(OrigionalObj);
}
}
Iterates and retrieves the next key in a table
bool UJsonMergetFunctionLibrary::IterateTable(FLuaValue Table, TPair<FLuaValue, FLuaValue>& Pair)
{
if (Table.Type != ELuaValueType::Table)
return false;
ULuaState* L = Table.LuaState;
if (!L)
return false;
if (Pair.Key.IsNil())
{
L->FromLuaValue(Table);
L->PushNil(); // first key
}
if (L->Next(-2))
{
Pair.Key = L->ToLuaValue(-2);
Pair.Value = L->ToLuaValue(-1);
if (GEngine)
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, Pair.Key.ToString());
L->Pop(); // pop the value
return true;
}
else
{
L->Pop(); // pop the table
return false;
}
}
Checks if the table contains a key
bool UJsonMergetFunctionLibrary::HasTableField(FLuaValue Table, FString FieldName)
{
if (Table.Type != ELuaValueType::Table)
return false;
ULuaState* L = Table.LuaState;
if (!L)
return false;
L->FromLuaValue(Table);
L->PushNil(); // first key
while (L->Next(-2))
{
FLuaValue Key = L->ToLuaValue(-2);
if (Key.ToString() == FieldName)
{
L->Pop(); // pop the value
L->Pop(); // pop the table
return true;
}
else {
L->Pop(); // pop the value
}
}
L->Pop(); // pop the table
return false;
}
1.I have tried poping both the value and the key when calling next within the loop, and than reassigning the old key once the internal next call ends.
2.I have tried googling it and Wasn't able to find anything.
3.I added a limit to how many times the loop can execute, to test if a infinite loops is causing the crash.
4.I tried making a function in pure lua that loops through a table and calls next within it(Didn't work, but do note I'm new to lua).
None of what I've tried has worked. What I want to happen is that when both Original and ToMerge have the same key, and the value assigned to that key is table I want it to perform recursion and merge those two tables than once thats done return to the execution on the original loop. Any help would be appreciated.

Deadlock in C++ code

I try to handle a deadlock in my code but I can't fugure out how to prevent it. I have a thread which accesses data and an update method which update the data. The code looks like this:
thread {
forever {
if (Running) {
LOCK
access data
UNLOCK
}
Running = false;
}
}
update {
Running = false;
LOCK
access data
UNLOCK
Running = true;
}
I tried to fix it with a second access variable but it doesn't change anything.
thread {
forever {
if (!Updating) {
if (Running) {
LOCK
access data
UNLOCK
}
}
Running = false;
}
}
update {
Updating = true;
Running = false;
LOCK
access data
UNLOCK
Updating = false;
Running = true;
}
Thanks for your help.
UPDATE
This is a better description of the problem:
thread {
forever {
if (Running) {
LOCK
if (!Running) leave
access data
UNLOCK
}
Running = false;
}
}
update {
Running = false;
LOCK
access data
UNLOCK
Running = true;
}
My update function is a bit more complex, so that I can't see a way to use one of the standard algorithm for this.
UPDATE 2
Here is the simplified c++ source code. maybe it's better to read as the pseudocode:
void run() {
forever {
if (mRunning) {
QMutexLocker locker(&mMutex);
for (int i; i < 10; i++) {
qDebug("run %d", i);
sleep(1);
if (!mRunning) break;
}
mRunning = false;
}
}
}
void update() {
mRunning = false;
QMutexLocker locker(&mMutex);
qDebug("update");
mRunning = true;
}
UPDATE 3
Ok. The problem is a bit more complex. I forgot that my accesss data part in the thread starts also some child threads to fill the data structure
datathread {
access data
}
thread {
forever {
if (Running) {
LOCK
if (!Running) leave
forloop
start datathread to fill data to accessdata list
UNLOCK
}
Running = false;
}
}
update {
Running = false;
LOCK
access data
UNLOCK
Running = true;
}
Standard way for read method being restarted when during write is to use seqlock. With single writer and reader seqlock is just atomic integer variable, which is incremented every time when writer is started and when it is ended. Such a way reader method can periodically check whether variable is unchanged since read is started:
atomic<int> seq = 0;
updater() // *writer*
{
seq = seq + 1;
<update data>
seq = seq + 1;
}
thread() // *reader*
{
retry: // Start point of unmodified data processing.
{
int seq_old = seq;
if(seq_old & 1)
{
// odd value of the counter means that updater is in progress
goto retry;
}
for(int i = 0; i < 10; i++)
{
<process data[i]>
if(seq_old != seq)
{
// updater has been started. Restart processing.
goto retry;
}
}
// Data processing is done.
}
}
If several updater() can be executed concurrently, whole update code should be executed with mutex taken:
updater() // *writer*
{
QMutexLocker locker(&updater_Mutex);
seq = seq + 1;
<update data>
seq = seq + 1;
}
If even single element of data cannot be accessed concurrently with updating, both <update data> and <process data[i]> should be executed with mutex taken.

xcb key repeat ignoring not working

I have been trying to figure out how to ignore repeated keys in an xcb event loop and so far have got this:
extern xcb_connection_t *connection;
// looks like there's a leak, but in the finished product there isn't
bool poll_event(/*my_event_type e*/){
static xcb_generic_event_t *ev = nullptr;
static xcb_key_press_event_t *last_key_ev = nullptr;
if(!(ev = xcb_poll_for_event(connection)))
return false;
switch(ev->response_type & ~0x80){
case XCB_KEY_PRESS:{
xcb_key_press_event_t *kp = static_cast<decltype(kp)>(ev);
if(last_key_ev &&
((last_key_ev->response_type & ~0x80) == XCB_KEY_RELEASE) &&
(last_key_ev->detail == kp->detail) &&
(last_key_ev->time == kp->time)
){
std::free(last_key_ev);
last_key_ev = kp;
// is repeated key, ignore this event
return false;
}
std::free(last_key_ev);
last_key_ev = kp;
return true;
}
case XCB_KEY_RELEASE:{
/* same as KEY_PRESS but looking for KEY_PRESS in 'last_key_ev' */
}
default:
std::free(ev);
return true;
}
}
This doesn't work because it will only discard the second half of the repeated event pair (XCB_KEY_RELEASE then XCB_KEY_PRESS), so I get a bunch of XCB_KEY_RELEASE events rather than none. but there doesn't seem to be a function in xcb for testing if there is an event in the queue without modifying the queue itself.
I am looking for an XEventsQueued equivalent in xcb so I could test if there is an event queued straight afterward instead of using the last event that occured, but have failed to do so yet.
Have any of you done this already and be willing to pass on your wisdom in the matter?
So, #n.m said that XCB has no utility for peaking into the event queue. So I wrote my own wrapper over the xcb event queue so I could peak into the next event. Here is how I implemented it if anyone is interested:
First my event queue:
extern xcb_connection_t *connection;
struct my_event_queue_t{
xcb_generic_event_t *prev = nullptr;
xcb_generic_event_t *current = nullptr;
xcb_generic_event_t *next = nullptr;
} event_queue;
void update_event_queue(){
std::free(event_queue.prev);
event_queue.prev = event_queue.current;
event_queue.current = event_queue.next;
event_queue.next = xcb_poll_for_queued_event(connection);
}
Then the event loop:
struct my_event_type;
bool poll_event(my_event_type &ret){
static xcb_generic_event_t *xcb_ev = nullptr;
update_event_queue();
xcb_ev = event_queue.current;
if(!xcb_ev) return false;
switch(xcb_ev->response_type & ~0x80){
case XCB_KEY_RELEASE:{
static xcb_key_press_event_t *kp = nullptr;
kp = xcb_ev;
if(event_queue.next &&
((event_queue->response_type & ~0x80) == XCB_KEY_PRESS) &&
(reinterpret_cast<decltype(kp)>(xcb_ev)->time == kp->time) &&
(reinterpret_cast<decltype(kp)>(xcb_ev)->detail == kp->detail)
){
update_event_queue(); // eat repeat event
return false;
}
// update ret
return true;
}
case XCB_KEY_PRESS:{
// handle normally
// update ret
return true;
}
default:
// signify unknown event
return true;
}
}
This is how I ignore key repeats in my application, which is a toolkit for game/graphical application development. I haven't tested what sort of performance dip this gives, but it should be minimal.

LinearHashTable iter not dereferencable and iter not

Hy all :)
I am using 1.5.4-all (2014-10-22) in my VC++ project (Microsoft Visual C++ Compiler 18.00.21005.1 for x86 platform).
My problem is that I get the following error message after some time. The time, after which the error occurs differ quiet a lot - sometimes it happens after 30 secs and sometimes after 5 minutes.
I could locate the source for the error in the LinearHashTable.h file at line 214:
I have the following method where a Shot (struct) is added to the table:
void ShotSimulationService::SimulateShot(Shot shot) {
MutexThreadLock.lock();
shots.insert(ShotsSetType::ValueType(SimulationShot(shot)));
errorCount = 0;
MutexThreadLock.unlock();
}
The call of SimulateShot is from another thread than the handling of the following code:
void ShotSimulationService::Update(WebcamService* observable) {
if (shots.empty()) {
return;
}
try {
Mat frame = observable->GetLastImage().clone();
ShotsSetType::Iterator iter = shots.begin();
vector<Shot> deleteShots;
errorCount++;
while (iter != shots.end()){
if (iter->SimulateStartExplosion()) {
//simulate gun explosion
OverlayImage(frame, gunShotImg, iter->startPoint);
}
//simulate explosion
SimulationShot::SimulationHitStatus status = iter->status;
if (status == SimulationShot::SimulationHitStatus::UNKNOWN) {
if (detectionService.HasShotHitPlayer(frame, *iter)) {
iter->status = SimulationShot::HIT_PLAYER;
iter->SetCurrentPointAsEndoint();
//Notify that player was hit
playerHitQueue.enqueueNotification(new PlayerHitNotification(iter->hitPlayer));
}
}
if (iter->SimulateEndExplosion()) {
if (status == SimulationShot::HIT_PLAYER) {
int explosionx = iter->endPoint.x - robotExplosionHalfXSize > 0 ? iter->endPoint.x - robotExplosionHalfXSize : 0;
int explosionY = iter->endPoint.y - robotExplosionHalfYSize > 0 ? iter->endPoint.y - robotExplosionHalfYSize : 0;
OverlayImage(frame, robotExplosionImg, Point2i(explosionx, explosionY));
}
else {
// status == SimulationShot::HIT_WALL or UNKNOWN
int explosionx = iter->endPoint.x - wallExplosionHalfXSize > 0 ? iter->endPoint.x - wallExplosionHalfXSize : 0;
int explosionY = iter->endPoint.y - wallExplosionHalfYSize > 0 ? iter->endPoint.y - wallExplosionHalfYSize : 0;
OverlayImage(frame, robotExplosionImg, Point2i(explosionx, explosionY));
if (status != SimulationShot::HIT_WALL) {
iter->status = SimulationShot::HIT_WALL;
}
}
if (iter->IsSimulationFinished()) {
deleteShots.push_back(*iter);
}
}
else {
//simulate bullet
OverlayImage(frame, cheeseImg, iter->GetNextShotPoint());
}
++iter;
}
//delete finished simulations
MutexThreadLock.lock();
for each (Shot shot in deleteShots)
{
shots.erase(shot);
}
MutexThreadLock.unlock();
}
catch (cv::Exception& e) {
Logger& logger = Logger::get("Test");
logger.error(e.what());
}
}
The Update method is called quiet often - always when a new webcam frame is available.
The callstack of the error starts in the following line:
if (iter->SimulateEndExplosion()) {
In the method SimulateEndExplosion only members of the struct were used:
bool SimulateEndExplosion() {
if (status == HIT_PLAYER) {
currPercentage = 1.0;
return true;
}
if (currPercentage < 1.0) {
return false;
}
++endExplosionCtr;
return endExplosionCtr <= maxEndExplosions;
}
Does anybody have an idea why this problem occurs?
Any help and any feedback is welcome!! I have absolutly no idea what is going wrong here :(
Thanks!
Iterating in one thread and inserting in another without protecting the operations with mutex in both threads will cause this problem; when you insert, iterator will be invalidated and you will get the assertion failure. You should protect both insertion and iteration with mutex.
Also, the way you are using mutex is not safe because mutex will not be unlocked if an exception is thrown between lock() and unlock(). Use ScopedLock instead and RAII will do the job automatically and safely in all cases:
void ShotSimulationService::SimulateShot(Shot shot) {
Mutex::ScopedLock lock(MutexThreadLock);
shots.insert(ShotsSetType::ValueType(SimulationShot(shot)));
errorCount = 0;
// unlock will be called by ScopedLock destructor
}

Can't lua_resume after async_wait?

I have some lua script that have some long running task like getting a web page so I make it yield then the C code handle get page job async, so the thread free to do other job and after a specify time it check back to see is the get page job finished , if so then resume the script. the problem is the thread can't resume the job after async wait.
here is my code I riped it from a class so a little messy sorry
////script:
function Loginmegaupload_com(hp, user, pass, cookie)
setURL(hp, "http://megaupload.com/?c=login")
importPost(hp, "login=1&redir=1")
addPost(hp, "username", user)
addPost(hp, "password", pass)
GetPage()
if isHeaderContain(hp, "user=") ~= nil then
SetFileLink(cookie, GetAllCookie(hp))
return 1
else
return 0
end
end
////c code
int FileSharingService::GetPage(lua_State *ls)
{
return lua_yield(ls, 0);
}
void FileSharingService::AsyncWait(Http_RequestEx *Http, lua_State *LS, boost::asio::deadline_timer* Timer)
{
if( (Http->status_code == Http_RequestEx::ERROR) || (Http->status_code == Http_RequestEx::FISNISHED))
{
if(Http->status_code == Http_RequestEx::FISNISHED)
{
int result = lua_resume(LS, 0); // here I got result == 2 mean error ?
if(result == 0)//lua script exit normal, resume success
{
delete Http;
delete Timer;
}
}
else
return;
}
else
{
Timer->expires_from_now(boost::posix_time::milliseconds(200));
Timer->async_wait(boost::bind(&FileSharingService::AsyncWait, this, Http, LS, Timer));
}
}
bool FileSharingService::Login(string URL, string User, string Pass, string &Cookie)
{
Http_RequestEx *http = new Http_RequestEx;
http->url = URL;
LuaWarper* Lua = Lua_map[boost::this_thread::get_id()]; //one main luaState per ioservice thread
lua_State *thread = lua_newthread(Lua->GetState());
boost::asio::deadline_timer *timer = new boost::asio::deadline_timer(*HClient.ioservice);
string functioname = "Login" + GetServicename(URL);
if( Lua->isFunctionAvaliable(functioname.c_str()) == false )
{
throw(FileSharingService::SERVICE_NOT_AVALIABLE);
}
else
{
lua_getglobal(thread, functioname.c_str());
lua_pushlightuserdata(thread, http);
lua_pushstring(thread, User.c_str());
lua_pushstring(thread, Pass.c_str());
lua_pushlightuserdata(thread, &Cookie);
int result = lua_resume(thread, 4);
if(result == LUA_YIELD)
{
HClient.Do(*http, false);
AsyncWait(http, thread, timer);
}
else if(result == 0)
{
//fisnished at first call
}
else
{
//yield error, will handle late
}
}
}
Sorry never mind this question, lua_resume return 2 mean error but script work just fine, asio get page work fine too, and I tracked down the line that respond for fail of lua_resume :
httpinfo.header.append(buffer, (HeaderEndIndex-buffer+2) );
if I comment that line lua_resume work as expected it return 0 mean script exit, this line don't do any thing that can affect the lua thread state it just a string assign, I checked there no overflow. so weird.