I'm running a Visual C++ MFC application in release mode. I'm compiling everything using Visual Studio 2010.
My app runs a mini CNC mill through USB VCP communication.
I have a XML file that stores the app's settings.
My problem is this: ocassionaly (and this is repeatable) the pointer to the tinyxml2::XMLDocument I'm using gets set to 0x000.
Info:
Occasionally, the XML file get written to while the mill is running.
Before the error happens, the mill I'm running siezes for almost 30 seconds.
I'm using mutex locks to make sure the xmldoc doesn't get written to file twice at once.
The mutex locks are working, and the mutex error never occurs. I know the mutex code isn't perfect, but that isn't the issue. Honest.
I never write to the xmldoc pointer except when the parent class is booting up.
And then, all of a sudden, the xmlDoc pointer gets set to zero.
Any thoughts anyone?
Here is my saving code, although the problem may lie elsewhere:
void XMLSettings::SaveToXML()
{
HANDLE g_Mutex = CreateMutex( NULL, TRUE, "XMLSavingMutex");
DWORD wait_success = WaitForSingleObject( g_Mutex, 30000L);
if(wait_success == WAIT_OBJECT_0){
CIsoProApp* pApp = (CIsoProApp*)AfxGetApp();
if(PathFileExists(pApp->DrivePath + "IsoPro\\temp.xml"))
{
DeleteFile(pApp->DrivePath + "IsoPro\\temp.xml");
}
if(0==&xmlDoc)
{
OutputDebugString("xmlDoc == NULL");
}
int errorcode = xmlDoc->SaveFile(pApp->DrivePath + "IsoPro\\temp.xml");
if(errorcode != 0)
{
OutputDebugString("xmlDoc == errorcode");
}
if(0==&xmlDoc)
{
OutputDebugString("xmlDoc == NULL2");
}
if(0==xmlDoc)
{
OutputDebugString("xmlDoc == NULL");
}
if(PathFileExists(pApp->DrivePath + "IsoPro\\Settings.xml"))
{
DeleteFile(pApp->DrivePath + "IsoPro\\Settings.xml");
}
MoveFile(pApp->DrivePath + "IsoPro\\temp.xml",pApp->DrivePath + "IsoPro\\Settings.xml");
ReleaseMutex(g_Mutex);
}
else
{
int errorInt = GetLastError();
CString error;
error.Format("%d",errorInt);
if(errorInt != ERROR_ALREADY_EXISTS)
{
AfxMessageBox("XMLSavingMutex Error. WaitSuccess = " + wait_success);
AfxMessageBox("XMLSavingMutex Error. GetLastError = " + error);
}
}
CloseHandle(g_Mutex);
}
Since it seems that you are creating a Mutex each time SaveToXML is called, you should change your call to
HANDLE g_Mutex = CreateMutex( NULL, FALSE, "XMLSavingMutex");
Doing this will create a named mutex that allows the implementation to dictate who the owner is; other threads will receive the same mutex.
From the doc:
Two or more processes can call CreateMutex to create the same named mutex. The first process actually creates the mutex, and subsequent processes with sufficient access rights simply open a handle to the existing mutex. This enables multiple processes to get handles of the same mutex, while relieving the user of the responsibility of ensuring that the creating process is started first. When using this technique, you should set the bInitialOwner flag to FALSE; otherwise, it can be difficult to be certain which process has initial ownership.
(Credit to WhozCraig for pointing out named mutexes)
It appears that I was accessing the xml getter while writing the xml to a file. I put a single mutex lock in place for all xml actions and things seem to be functioning properly. Thanks to everyone for their help. I'll be in touch with more info if it becomes available.
Related
My application runs particular number of processes(different executables) using createprocess(windows api) in parallel(using threads). User can refresh / close my application at any time. As of now, I am pushing the process handles into vector and whenever close request received, I am iterating the vector and terminating(using GetExitCodeProcess and TerminateProcess APIs) and closing(using CloseHandle API) the process handles. Also I am closing the handle of the process when it is completed. The problem with current model is, whenever process completed handle will be closed and when close request received again I will try to close it using vector(handle is not updated). To solve this, I have to update/remove the handle in/from the vector. To do this, need to maintain index.
Since I know the number of process, I want to create a static vector and update it rather than pushing a local object to a vector. Can someone suggest a best approach.
Below is the sample code.
//member object
std::vector<PROCESS_INFORMATION> mProcessHandles;
//this is a thread and will be called multiple times with different executable names in the application
void method(std::string executable)
{
STARTUPINFO startInfo{};
PROCESS_INFORMATION procInfo{};
bool ret = CreateProcess(NULL, executable, NULL, NULL, TRUE, CREATE_NO_WINDOW, NULL, NULL, &startInfo, &procInfo);
mProcessInfo.push_back(procInfo);
if(ret)
{
WaitForSingleObject(procInfo.hProcess, INFINITE);
CloseHandle(procInfo.hProcess);
procInfo.hProcess = NULL;
CloseHandle(procInfo.hThread);
procInfo.hThread = NULL;
}
return;
}
//this will be called when application close requested
void forceKill()
{
for (auto &processHandlesIt : mProcessHandles)
{
DWORD errorcode = 0;
GetExitCodeProcess(processHandlesIt.hProcess, &errorcode);
if (errorcode == STILL_ACTIVE)
{
TerminateProcess(processHandlesIt.hProcess, errorcode);
}
CloseHandle(processHandlesIt.hProcess);
processHandlesIt.hProcess = NULL;
CloseHandle(processHandlesIt.hThread);
processHandlesIt.hThread = NULL;
}
}
You should not use handles (in GetExitCodeProcess for example) after they are closed.
I would simply not close those process handles in the threads, and just leave them for the forceKill or other clean-up function to close.
Also, since you are not using procInfo.hThread, you could close it right after CreateProcess returns.
I guess you are not using any other members of the procInfo, so you could only store the process' handles in your vector.
I have a dilemma. My GUI-based C++ app requires to implement drag-and-drop functionality. At the same time, I'm converting this Win32 app to UWP to submit to Windows Store. But there's one issue:
To implement drag-and-drop I need to call these two methods:
OleInitialize(NULL);
//...
HRESULT hr = RegisterDragDrop(hMainWnd, pDropTarget);
and to init WinRT stuff to work with Windows Store, I need to call:
HRESULT hr = RoInitialize(RO_INIT_MULTITHREADED);
Unfortunately OleInitialize initialized COM as single-thread apartment and RoInitialize requires multi-threaded model, while RegisterDragDrop cannot function without calling OleInitialize.
Any idea how to resolve it? (apart from moving RoInitialize and all WinRT code into a worker thread, that will complicate things.)
Raymond Chen in his usual condescending way is pretty good at criticizing things but offers no fix to an existing problem. I'm posting this mostly for later self-reference and in case someone else stumbles upon the same issue as well. I just spent several days trying to resolve this bug, so maybe it will save time for someone else.
Problem
First off, this is a native Win32 code (no .NET or C++/CX.) It is C++ with a sprinkle of WRL for easier handling of WinRT/COM stuff.
In my case I have a Win32 GUI app that implements drag-and-drop of files into its main window. So to init it, one needs to do this from the main thread, right when the app starts:
OleInitialize(NULL);
//...
HRESULT hr = RegisterDragDrop(hMainWnd, pDropTarget);
The OleInitialize call above will initialize COM for the main thread to use single-thread apartment, which is required for RegisterDragDrop to succeed. Without it, the drag-and-drop function will not work.
Then, say you decide to convert this Win32 app to UWP using Microsoft's Project Centennial converter for inclusion into Windows 10 store.
When the app is converted and listed in the store under their trial-license scheme, you will employ the following logic to check if the user has a trial or an activated (i.e. purchased) copy of the app. You'll begin it as such:
//Init COM for WinRT
RoInitialize(RO_INIT_MULTITHREADED);
ComPtr<IStoreContextStatics> pStoreContextStatics;
if(SUCCEEDED(RoGetActivationFactory(
HStringReference(L"Windows.Services.Store.StoreContext").Get(),
__uuidof(pStoreContextStatics),
&pStoreContextStatics)) &&
pStoreContextStatics)
{
//Get store context for the app
ComPtr<IStoreContext> pStoreContext;
if(SUCCEEDED(pStoreContextStatics->GetDefault(&pStoreContext)) &&
pStoreContext)
{
//Got store context
//....
}
}
and then if you need to know trial vs. activated status of the app, using this logic, you'd call:
ComPtr<IAsyncOperation<StoreAppLicense*>> p_opAppLic;
if(SUCCEEDED(pStoreContext->GetAppLicenseAsync(p_opAppLic)) &&
p_opAppLic)
{
ComPtr<IAsyncOperationCompletedHandler<StoreAppLicense*>> p_onAppLicCallback =
Callback<Implements<RuntimeClassFlags<ClassicCom>, IAsyncOperationCompletedHandler<StoreAppLicense*>, FtmBase>>(
[](IAsyncOperation<StoreAppLicense*>* pOp, AsyncStatus status)
{
if (status == AsyncStatus::Completed)
{
ComPtr<IStoreAppLicense> pAppLicResult;
if(SUCCEEDED(pOp->GetResults(&pAppLicResult)) &&
pAppLicResult)
{
BYTE nActive = -1;
BYTE nTrial = -1;
pAppLicResult->get_IsActive(&nActive);
pAppLicResult->get_IsTrial(&nTrial);
//Get app's store ID with SKU
HString strStoreId;
pAppLicResult->get_SkuStoreId(strStoreId.GetAddressOf());
if(nActive == 1 &&
nTrial == 0)
{
//Activated, or purchased copy
}
else if(nActive == 1 &&
nTrial == 1)
{
//Trial copy
}
else
{
//Error -- store returned some gibberish
}
}
}
return S_OK;
});
if(SUCCEEDED(p_opAppLic->put_Completed(p_onAppLicCallback.Get())))
{
//Success initiating async call
}
}
So, if you do all this, your UWP-converted app will behave in a very strange way. Here's an example. Say a user purchases a license for the app thru Windows Store. In turn your app logic calls the code above to see if the app is activated, but what you get back is nActive=0 and nTrial=1. Then if you check strStoreId it will be your app store ID but without the SKU. WTF!?
I know, it's really confusing. As an aside, let me explain. When you first list your app in a Windows Store it will be assigned a Store ID. Something like: ABCDEFG12345. Then if you submit any follow-up update(s) to the first version of the same app, they will add a SKU number to it, that will make the whole app ID change to ABCDEFG12345/0010, then ABCDEFG12345/0011 for the next update, and so on.
Well, the WinRT code above would return my app store ID as ABCDEFG12345 without any SKU attached to it. Which was wrong, since it was a third or so update to the first version of the app. And thus any additional attributes for that app store ID were also wrong.
So that was the issue that I was faced with...
Cause
All the headache that I described above was caused by my omission to check the result code returned from the first RoInitialize call. I would be able to catch the problem much faster if I did this:
//Init COM for WinRT
if(FAILED(RoInitialize(RO_INIT_MULTITHREADED)))
{
//WinRT COM initialization failed
//Go scratch your head why....
}
In this case RoInitialize will fail with error code RPC_E_CHANGED_MODE. The documentation for it is as helpful as Windows Help (F1) option:
A previous call to RoInitialize specified the concurrency model for
this thread as multithread apartment (MTA). This could also indicate
that a change from neutral-threaded apartment to single-threaded
apartment has occurred.
What previous call? The only parameter anyone can call it with is RO_INIT_MULTITHREADED.
So I started digging deeper and by the process of elimination found that the OleInitialize call earlier was the reason why RoInitialize failed and caused the cascade of events that I described above.
Thus I was at the point of asking the question here.
Note on the side, that the bug ridden WinRT library (ref1, ref2, ref3, ref4, ref5) gave me no indications of a problem in all the calls following RoInitialize and somewhere internally silently failed to retrieve the app's SKU because of a single-thread apartment COM initialization.
Hack/Workaround
As was suggested by RbMm in the comments above, doing the following will work, but is a totally undocumented behavior:
if(SUCCEEDED(OleInitialize(0))
{
CoUninitialize();
}
CoInitializeEx(NULL, COINIT_MULTITHREADED);
So if you don't want your app to start crashing for no apparent reason, I would not use it.
Solution
My solution that I went with was to move all the WinRT COM stuff (code I listed above: 2nd and 3rd code segments) into a separate worker thread. It will work fine from there. The issue is marshalling calls between your main thread and this worker thread. It is doable, but requires some work, i.e. using mutexes and events for synchronized access, etc.
So if anyone finds an easier fix for this, please post your solution. I'll mark it as the answer.
solution to the IDsObjPicker crashes I mentioned in the comment ealier, quick code I wrote just now.
Use code below as:
TDsObjPicker lv_PickInfo;
memset(&lv_PickInfo, 0, sizeof(TDsObjPicker));
Sec_InitDsObjPicker(&lv_PickInfo, &lv_InitInfo);
Sec_InvokeDsObjPicker(&lv_PickInfo, 0, &lv_oData);
Solution is to run the dialog in another thread and init the thread without the Ole+Com combination:
// command codes
#define DSOPCMD_EXITTHREAD 1
#define DSOPCMD_INITIALIZE 2
#define DSOPCMD_INVOKE 3
// parameters of object picker via thread
typedef struct tagDsObjPicker
{
// thread handle
HANDLE hThread;
// events
HANDLE hCmdEvt;
HANDLE hRdyEvt;
// commands
UINT CmdCode;
HRESULT hResult;
// command parameters - DSOPCMD_INITIALIZE
DSOP_INIT_INFO *InitInfo;
// command parameters - DSOPCMD_INVOKE
HWND hWnd;
IDataObject **oData;
//
} TDsObjPicker;
DWORD CALLBACK _Sec_DsObjPickerThread(VOID *in_Param)
{
/* locals */
HRESULT lv_hCreateResult;
HRESULT lv_hResult;
TDsObjPicker *lv_PickInfo;
IDsObjectPicker *lv_oPicker;
// get info structure
lv_PickInfo = (TDsObjPicker*)in_Param;
// init COM
CoInitializeEx(NULL, COINIT_MULTITHREADED);
// preclear object pointer
lv_oPicker = NULL;
// create instance of picker
lv_hCreateResult = CoCreateInstance(
CLSID_DsObjectPicker, NULL, CLSCTX_INPROC_SERVER,
IID_IDsObjectPicker, (VOID**)&lv_oPicker);
// while thread is not aborted
while (lv_PickInfo->CmdCode != DSOPCMD_EXITTHREAD)
{
// wait for command event
if (WaitForSingleObject(lv_PickInfo->hCmdEvt, INFINITE) == 0)
{
// what command?
switch (lv_PickInfo->CmdCode)
{
// call init
case DSOPCMD_INITIALIZE:
{
// call object
if (lv_hCreateResult)
lv_hResult = lv_hCreateResult;
else
lv_hResult = lv_oPicker->Initialize(lv_PickInfo->InitInfo);
// done
break;
}
// call invoke
case DSOPCMD_INVOKE:
{
// call object
if (lv_hCreateResult)
lv_hResult = lv_hCreateResult;
else
lv_hResult = lv_oPicker->InvokeDialog(lv_PickInfo->hWnd, lv_PickInfo->oData);
// done
break;
}
// other command codes
default:
lv_hResult = E_FAIL;
break;
}
// store result
lv_PickInfo->hResult = lv_hResult;
// notify caller
SetEvent(lv_PickInfo->hRdyEvt);
}
}
// destroy the picker object
if (lv_oPicker)
lv_oPicker->Release();
// cleanup COM
CoUninitialize();
// leave the thread
return 0;
}
VOID Sec_DoneDsObjPicker(TDsObjPicker *in_PickInfo)
{
// is thread created?
if (in_PickInfo->hThread)
{
// set command code
in_PickInfo->CmdCode = DSOPCMD_EXITTHREAD;
// trigger the thread to process the code
SetEvent(in_PickInfo->hCmdEvt);
// wait for thread to finish
WaitForSingleObject(in_PickInfo->hThread, INFINITE);
// close thread handle
CloseHandle(in_PickInfo->hThread);
}
// close event handles
if (in_PickInfo->hCmdEvt) CloseHandle(in_PickInfo->hCmdEvt);
if (in_PickInfo->hRdyEvt) CloseHandle(in_PickInfo->hRdyEvt);
// clear
memset(in_PickInfo, 0, sizeof(TDsObjPicker));
}
HRESULT Sec_InitDsObjPicker(TDsObjPicker *in_PickInfo, DSOP_INIT_INFO *in_InitInfo)
{
/* locals */
DWORD lv_TID;
// thread not yet created?
if (!in_PickInfo->hThread)
{
// create events
in_PickInfo->hCmdEvt = CreateEvent(0,0,0,0);
in_PickInfo->hRdyEvt = CreateEvent(0,0,0,0);
// if ok
if (in_PickInfo->hCmdEvt && in_PickInfo->hRdyEvt)
{
// create the thread
in_PickInfo->hThread = CreateThread(
0, 0, _Sec_DsObjPickerThread, in_PickInfo, 0, &lv_TID);
}
// failed?
if (!in_PickInfo->hThread)
{
// cleanup
Sec_DoneDsObjPicker(in_PickInfo);
// return with error
return E_OUTOFMEMORY;
}
}
// store parameter
in_PickInfo->InitInfo = in_InitInfo;
// set command code
in_PickInfo->CmdCode = DSOPCMD_INITIALIZE;
// trigger the thread to process the code
SetEvent(in_PickInfo->hCmdEvt);
// wait for result
WaitForSingleObject(in_PickInfo->hRdyEvt, INFINITE);
// return the result
return in_PickInfo->hResult;
}
HRESULT Sec_InvokeDsObjPicker(TDsObjPicker *in_PickInfo, HWND in_hWnd, IDataObject **out_oData)
{
/* locals */
MSG lv_Msg;
// thread not yet created?
if (!in_PickInfo->hThread)
return E_FAIL;
// store parameters
in_PickInfo->hWnd = in_hWnd;
in_PickInfo->oData = out_oData;
// set command
in_PickInfo->CmdCode = DSOPCMD_INVOKE;
// trigger the thread
SetEvent(in_PickInfo->hCmdEvt);
// process messages of this thread while picker runs in other thread until event
while (MsgWaitForMultipleObjects(1, &in_PickInfo->hRdyEvt, 0, INFINITE, QS_ALLINPUT) != 0)
{
// get next message
while (PeekMessage(&lv_Msg, 0,0,0, PM_REMOVE))
{
// translate/dispatch the message
TranslateMessage(&lv_Msg);
DispatchMessage(&lv_Msg);
}
}
// return the result
return in_PickInfo->hResult;
}
You asked why calling OleInitialize() first, followed by CoUnintialize and then reinit COM via CoInitializeEx works and is safe, look at the code of the rewritten OLE server in WINE, https://github.com/wine-mirror/wine/blob/master/dlls/ole32/ole2.c it comes pretty close to the "real thing". The OleInitialize calls CoInitializeEx itself with COINIT_APARTMENTTHREADED and fails before doing the OLE-specific initializations upon a fail of CoInitializeEx. There is no reason to fail as the OLE code can run as well in MULTITHREADED mode. Remember MULTITHREADED means the caller must take care of synchronisation/locking while with APARTMENTTHREADED the COM libray will handle it for the code. So if you make sure you do not call the OLE code like dragdrop and clipboard at the same time from multiple threads then there is no problem. Keeping all UI in the main thread will do that. As you should already write multithreaded-aware code yourself using the requested MULTITHREADED mode.
I have the problem with directshow filters/drivers which lock the process when COM is initialized with APARTMENTTHREADED even when directshow is called from a thread with THREADED while the main UI thread runs in APARTMENTTHREADED.
Uninitializing COM after initializing OLE, then re-inititializing COM with MULTITHREAED during startup in the main UI thread makes you bypass the failure in OleInitialize. It is the best solution to make sure all runs well.
I'm creating a Windows Add/Remove Programs application in Qt 5.4 and I'm becaming crazy to solve a little "puzzle":
My application (APP_0) runs another application (APP_1) and waits for this APP_1 until it terminates.
APP_1 is an uninstaller (i.e. uninstall.exe) and I've not the source code of the APP_1, just of my Qt APP_0.
APP_1, instead of doing the uninstall job, it simply copies itself somewhere in the filesystem (I saw as Au_.exe but other apps could use different names and locations), runs this copy of itself (APP_2) and terminates.
The APP_2 has a GUI and the job I'm waiting for (uninstall) is demanded to the final user of the running APP_2.
In this situation my application (APP_0) stops waiting for APP_1 pratically immediately (because it launches APP_1 and waits for APP_1). But to work properly, obviously, I need to know instead when APP_2 is terminated...
So the question is:
is there a way (using some techniques (hooking?)) to know if and when APP_2 terminates?
Note: Consider that the standard Windows Add/Remove Programs utility does the job successfully (it seems it waits for APP_2). You can test this, for example, installing Adobe Digital Edition. Its uninstaller (uninstall.exe) copies itself into a new folder in the User_Local_Temp folder as Au_.exe, runs it and terminates. But the OS utility successfully waits for Au_.exe and only after it terminates refreshes the list of installed programs.
If this kind of technique (uninstall.exe copies itself somewhere ALWAYS with THE SAME name (Au_.exe) ) the problem could be resolved, obviously, very simply. But I don't think that the name of the copied uninstaller is always the same and also I don't like to assume things I'm not sure are real.
Many thanks in advance
Thanks to IInspectable's suggestion (see his comment... and many thanks guy!) I created a function which solves my problems! I'll share here this function which could be useful to other people with the same (or similar) problem.
For my needs, the function receives as parameter the index of the item to be uninstalled (from a QList) and gets the uninstall string (for example: C:\ProgramFiles\MyApp\uninstall.exe).
Then with this uninstall string, I'll create a process (CreateProcess) and put its handle into a Job Object, so that my function will wait for all the processes ran by this process.
The function itself is pretty simple and can be improved.
Notice that the process MUST be created with the CREATE_BREAKAWAY_FROM_JOB option, otherwise the AssignProcessToJobObject will fail with a "Access Denied" error.
void MainWindow::uniButtonClick(int idx)
{
QMessageBox::StandardButton reply;
QMessageBox::StandardButton err;
reply = QMessageBox::question(this, "Uninstall/Change", "Uninstall " +
ip[idx].displayName +"?\r\n\r\n" + ip[idx].uninstallString,
QMessageBox::Yes|QMessageBox::No);
if (reply == QMessageBox::Yes)
{
//QString s = "C:\\windows\\notepad.exe"; // Just to test Job assignment and createprocess
QString s = ip[idx].uninstallString; // the real uninstaller string
QString jobName = "MyJobObject";
try
{
PROCESS_INFORMATION ProcessInfo; //This is what we get as an [out] parameter
STARTUPINFO StartupInfo; //This is an [in] parameter
PJOBOBJECT_BASIC_PROCESS_ID_LIST pList;
HANDLE hProcess;
BOOL bJobAllEnd;
ZeroMemory(&StartupInfo, sizeof(StartupInfo));
StartupInfo.cb = sizeof StartupInfo ; //Only compulsory field
wchar_t* path;
path = (wchar_t*) malloc (sizeof(wchar_t)*s.length()+1);
s.toWCharArray(path);
path[s.length()]=0; // Null terminate the string
// Create the process with CREATE_BREAKAWAY_FROM_JOB to overcome the AccessDenied issue on AssignProcessToJobObject.
if(CreateProcess(NULL, path, NULL, NULL, FALSE, CREATE_BREAKAWAY_FROM_JOB|CREATE_SUSPENDED, NULL, NULL,&StartupInfo, &ProcessInfo))
{
pList = (PJOBOBJECT_BASIC_PROCESS_ID_LIST)GlobalAlloc(GMEM_FIXED, 10000);
HANDLE jobObj = CreateJobObject(NULL, (const wchar_t*)jobName.utf16());
if (AssignProcessToJobObject(jobObj, ProcessInfo.hProcess) != 0)
{
ResumeThread(ProcessInfo.hThread); // Process assigned to JobObjext, resume it now
do
{
QueryInformationJobObject(jobObj, JobObjectBasicProcessIdList, pList, 10000, NULL);
bJobAllEnd = TRUE;
for(DWORD i=0; i<pList->NumberOfProcessIdsInList; i++)
{
hProcess = OpenProcess(SYNCHRONIZE, FALSE, pList->ProcessIdList[i]);
if(hProcess != NULL)
{
CloseHandle(hProcess);
bJobAllEnd = FALSE;
}
}
Sleep(500);
} while(!bJobAllEnd);
}
else
qDebug() << "AssignProcess to Job failed: error = " << QString::number(GetLastError());
GlobalFree(pList);
CloseHandle(jobObj);
CloseHandle(ProcessInfo.hThread);
CloseHandle(ProcessInfo.hProcess);
}
}
catch(QString error)
{
QMessageBox::critical(this, "File not found!", "The requested uninstaller doesn't exists", QMessageBox::Ok);
}
// refresh list
handleButton();
}
}
I was wondering if C++ had any way of doing interrupts. I want one program to store information in a text file, while the other one prints a statement depending on what is in the text file. Since I want it to be as accurate as possible, I need the print program to be interrupted when the update program updates the file.
C++ itself doesn't give this capability, it knows nothing of other programs that may or may not be running.
What you need to look into is IPC (inter-process communications), something your operating system will probably provide.
Things like signals, shared memory, semaphores, message queues and so on.
Since you seem to be using the file itself as the method of delivering content to the other process, signals are probably the way to go. You would simply raise a signal from process A to process B and a signal handler would run in the latter.
Of course this all depends on which operating system you're targeting.
If you are using Windows you can use FindFirstChangeNotification.
Here's some old code I have. This is run in it's own thread:
DWORD CDiskWatcher::Run(void *vpParameter)
{
CFileNotifyInterface *pIface = (CFileNotifyInterface *)vpParameter;
HANDLE handles[2];
handles[0] = m_hQuitEvent;
handles[1] = ::FindFirstChangeNotification(m_szPath, FALSE, FILE_NOTIFY_CHANGE_LAST_WRITE|FILE_NOTIFY_CHANGE_FILE_NAME);
DWORD dwObject;
if (INVALID_HANDLE_VALUE != handles[1]) {
do {
// Wait for the notification
dwObject = ::WaitForMultipleObjects(2, handles, FALSE, INFINITE);
if (WAIT_OBJECT_0 + 1 == dwObject) {
// Continue waiting...
::FindNextChangeNotification(handles[1]);
pIface->FireFileSystemChange(m_szPath);
}
} while (WAIT_OBJECT_0 != dwObject);
// Close handle
::FindCloseChangeNotification(handles[1]);
}
return 0;
}
Note m_hQuitEvent is created with CreateEvent() and CFileNotifyInterface is for callbacks:
class CFileNotifyInterface
{
public:
virtual void FireFileSystemChange(const char *szPath) = 0;
};
I want to close a handle to a mutex located in another process, so I can run more than one instance of the application.
I already know this can be done, see Process Explorer. Example: Windows Minesweeper (Windows 7) uses a mutex to only allow one game, so I thought I would use it as an example since it's pre-installed with Windows and therefore easier for you guys to guide me.
The mutex that I need to close is \Sessions\1\BaseNamedObjects\Oberon_Minesweeper_Singleton, which I found using Process Explorer.
After closing this mutex I was able to launch two games of Minesweeper, but I want to do this in my program using C++.
After some searching I have found that I might need the API DuplicateHandle. So far I haven't been able to close the handle on this mutex.
Here is my code so far:
#include <Windows.h>
#include <iostream>
using namespace std;
void printerror(LPSTR location){
printf("Error: %s_%d", location, GetLastError());
cin.get();
}
int main(){
DWORD pid = 0;
HWND hMineWnd = FindWindow("Minesweeper", "Minesveiper");
GetWindowThreadProcessId(hMineWnd, &pid);
HANDLE hProc =OpenProcess(PROCESS_DUP_HANDLE, 0, pid);
if(hProc == NULL){
printerror("1");
return 1;
}
HANDLE hMutex = OpenMutex(MUTEX_ALL_ACCESS, TRUE, "Oberon_Minesweeper_Singleton");
if(hMutex == NULL){
printerror("2");
return 2;
}
if(DuplicateHandle(hProc, hMutex, NULL, 0, 0, FALSE, DUPLICATE_CLOSE_SOURCE) == 0){
printerror("3");
return 3;
}
if(CloseHandle(hMutex) == 0){
printerror("4");
return 4;
}
return 0;
}
This code returns 0, but the mutex is still there, and I am not able to launch more games of Minesweeper. I think some of my parameters to DuplicateHandle are wrong.
The second argument to DuplicateHandle expects "an open object handle that is valid in the context of the source process", however I believe the handle you're passing in would only be valid within the current process (OpenMutex creates a new handle to an existing mutex object). You'll likely need to determine what the mutex's handle is in the remote process, and use that value when calling DuplicateHandle.