How to execute c++ function in a parallel thread under WinRT? - c++

I have a C++ code which uses _beginthreadex() Windows method to execute a function in a thread. Now I want to port it to WinRT component to include it in windows phone app. But windows phone does't support _beginthreadex(). How do I do it?
my function is:
bool doesWordAppearInDictionarry(char* word);
I have 4 cores on my computer so I want to execute 4 copies of this function in parallel (searching for 4 different words in the dictionary simultaneously).
I read (here) and (here) about Windows::System::Threading::WorkItemHandler, ThreadPool's and IAsyncAction
But the supplied examples activate managed code and do not call a native function.
What I am looking for is a clean solution (minimal amount of lines of code) which will replace my current Windows Desktop code:
for (int i=0; i<4; i++){
tInfo[i].id = (HANDLE)_beginthreadex( NULL, stack_size, doesWordAppearInDictionarry,tInfo, 0, word[i]);
}
for (int i=0; i<4; i++){
WaitForSingleObject( tInfo[i].id, INFINITE );
CloseHandle(tInfo[i].id);
}

Here is a short solution: Few lines of code that emulate _beginthreadex() using WinRT api.
using namespace Platform;
using namespace Windows::System::Threading;
_Use_decl_annotations_ HANDLE WINAPI _beginthreadex(LPSECURITY_ATTRIBUTES unusedThreadAttributes, SIZE_T unusedStackSize, LPTHREAD_START_ROUTINE lpStartAddress, LPVOID lpParameter, DWORD dwCreationFlags, LPDWORD unusedThreadId){
// Create a handle for the new thread.
HANDLE threadHandle = CreateEventEx(nullptr, nullptr, CREATE_EVENT_MANUAL_RESET, EVENT_ALL_ACCESS);
if (!threadHandle)
return nullptr;
try{
auto workItemHandler = ref new WorkItemHandler([=](IAsyncAction^){
lpStartAddress(lpParameter);
SetEvent(threadHandle); // Signal that the thread has completed (assuming this handle was not destroyed by the caller due to time-out).
}, CallbackContext::Any);
ThreadPool::RunAsync(workItemHandler, WorkItemPriority::High, WorkItemOptions::TimeSliced);
return threadHandle; // Return the handle to the caller (he can wait for this handle until thread terminates).
}
catch (...){
CloseHandle(threadHandle); // Clean up if thread creation fails.
return nullptr;
}
}
This solution is based on stack overflow answer (here) which discusses (this) blog. The blog includes a full emulation of threads including the CreateThread() Win32 api, accessing threads while they are running and sharing memory between threads. My solution is a simplified case of the full emulator.
P.s. The caller method must waid for the threads using WaitForSingleObjectEx() method and not WaitForSingleObject()

Related

Replacing vector with array or static vector for a better approach

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.

How to combine RegisterDragDrop, RoInitialize to work together in one thread?

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.

OpenProcess function returns invalid handles

I'm working on an application that creates multiple desktops and gives the user the ability to start whatever applications he desires under the desktop he is currently using.
When that desktop is closed (using a combo key) I want close all applications opened under that desktop. In order to do this I enumarate all processes using the EnumProcesses function and retrive a handle based on every process identifier returned by EnumProcesses using OpenProcess function. Using GetThreadId I retrieve the thread identifier which is used as the parameter for GetThreadDesktop function and the returned handle is compared with the one from my desktop, so I can find out in which desktop the process runs.
At least in theory, this works, because for every process identifier, OpenProcess function returns an invalid handle for GetThreadId (error code 6). I'm running the application as administrator and I enable the SeDebugPrivilege privilege.
I don't understand why the returned handle is always invalid, here is the code that I use:
void iterateProcesses(HDESK threadDesktop)
{
EnableDebugPriv(); // functions enables the SeDebugPrivilege privilege
int found = 0;
int wanted = 0;
DWORD aProcesses[1024], cbNeeded, cProcesses;
unsigned int i;
EnumProcesses(aProcesses, sizeof(aProcesses), &cbNeeded);
cProcesses = cbNeeded / sizeof(DWORD);
for (i = 0; i < cProcesses; i++)
{
if (aProcesses[i] != 0)
{
found++;
if (GetThreadDesktop(checkProcess(aProcesses[i])) == threadDesktop)
{
wanted++;
}
}
}
}
DWORD checkProcess(DWORD processID)
{
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, TRUE, processID);
GetLastError(); // if in the manifest file under 'UAC execution level'
// the application does not requests for administrator rights
// GetLastError() will return code 5 (access denied)
DWORD dwThreadId = GetThreadId(hProcess);
GetLastError(); // return code 6 (ERROR_INVALID_HANDLE)
// dwThreadId returned is always 0 because the handle is not valid
CloseHandle(hProcess);
return dwThreadId;
}
Your error checking is wrong. Please read the documentation again. Only call GetLastError if the function failed.
It's reasonable that you will only be able to get all access to a process handle if you are executing elevated. But you do need to check the value returned by OpenProcess, as described in the documentation. Only proceed if that value indicates success. Otherwise, call GetLastError to find out why.
You are expected to pass a thread handle to GetThreadId. hProcess is a process handle. Hence the ERROR_INVALID_HANDLE error code. But again, you are not checking for errors properly. You must first check the return value, as stated in the documentation. Only if that indicates failure do you call GetLastError.
I'm not sure how you can expect to get a single thread from a process. Processes can, and do, have many threads. Indeed threads can be created and destroyed so perhaps the thread you are looking for is not there anymore. All the same, here's how to enumerate threads in a process: https://msdn.microsoft.com/en-us/library/windows/desktop/ms686852.aspx

Windows creates events on thread shutdown

I am attempting to add handle leak detection to the unit test framework on my code. (Windows 7, x64 VS2010)
I basically call GetProcessHandleCount() before and after each unit test.
This works fine except when threads are created/destroyed as part of the test.
It seems that windows is occasionally creating an 1-3 events on thread shutdown. Running the same test in a loop does not increase the event creation count. (eg running the test 5000 times in a loop only results in 1-3 extra events being created)
I do not create events manually in my own code.
It seems that this is similar to this problem:
boost::thread causing small event handle leak?
but I am doing manual thread creation/shutdown.
I followed this code:
http://blogs.technet.com/b/yongrhee/archive/2011/12/19/how-to-troubleshoot-a-handle-leak.aspx
And got this callstack from WinDbg:
Outstanding handles opened since the previous snapshot:
--------------------------------------
Handle = 0x0000000000000108 - OPEN
Thread ID = 0x00000000000030dc, Process ID = 0x0000000000000c90
0x000000007715173a: ntdll!NtCreateEvent+0x000000000000000a
0x0000000077133f26: ntdll!RtlpCreateCriticalSectionSem+0x0000000000000026
0x0000000077133ee3: ntdll!RtlpWaitOnCriticalSection+0x000000000000014e
0x000000007714e40b: ntdll!RtlEnterCriticalSection+0x00000000000000d1
0x0000000077146ad2: ntdll!LdrShutdownThread+0x0000000000000072
0x0000000077146978: ntdll!RtlExitUserThread+0x0000000000000038
0x0000000076ef59f5: kernel32!BaseThreadInitThunk+0x0000000000000015
0x000000007712c541: ntdll!RtlUserThreadStart+0x000000000000001d
--------------------------------------
As you can see, this is an event created on the thread shutdown.
Is there a better way of doing this handle leak detection in unit tests? My only current options are:
Forget trying to do this handle leak detection
Spin up some dummy tasks to attempt to create these spurious events.
Allow some small tolerance value in leaks and run each test 100's of times (so actual leaks will be a large number)
Get the handle count excluding events (difficult amount of code)
I have also tried switching to using std::thread in VS2013, but it seems that it creates a lot of background threads and handles when used. (makes the count difference much worse)
Here is a self contained example where 99+% of the time (on my computer) an event is created behind the scenes. (handle count is different). Putting the startup/shutdown code in a loop indicates it does not directly leak, but accumulates the occasional events:
#include "stdio.h"
#include <Windows.h>
#include <process.h>
#define THREADCOUNT 3
static HANDLE s_semCommand, s_semRender;
static unsigned __stdcall ExecutiveThread(void *)
{
WaitForSingleObject(s_semCommand, INFINITE);
ReleaseSemaphore(s_semRender, THREADCOUNT - 1, NULL);
return 0;
}
static unsigned __stdcall WorkerThread(void *)
{
WaitForSingleObject(s_semRender, INFINITE);
return 0;
}
int main(int argc, char* argv[])
{
DWORD oldHandleCount = 0;
GetProcessHandleCount(GetCurrentProcess(), &oldHandleCount);
s_semCommand = CreateSemaphoreA(NULL, 0, 0xFFFF, NULL);
s_semRender = CreateSemaphoreA(NULL, 0, 0xFFFF, NULL);
// Spool threads up
HANDLE threads[THREADCOUNT];
for (int i = 0; i < THREADCOUNT; i++)
{
threads[i] = (HANDLE)_beginthreadex(NULL, 4096, (i==0) ? ExecutiveThread : WorkerThread, NULL, 0, NULL);
}
// Signal shutdown - Wait for threads and close semaphores
ReleaseSemaphore(s_semCommand, 1, NULL);
for (int i = 0; i < THREADCOUNT; i++)
{
WaitForSingleObject(threads[i], INFINITE);
CloseHandle(threads[i]);
}
CloseHandle(s_semCommand);
CloseHandle(s_semRender);
DWORD newHandleCount = 0;
GetProcessHandleCount(GetCurrentProcess(), &newHandleCount);
printf("Handle %d -> %d", oldHandleCount, newHandleCount);
return 0;
}

Close handle to a mutex in another process

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.