SetConsoleCtrlHandler routine issue - c++

I'm writting a console application in C++.
I use SetConsoleCtrlHandler to trap close and CTRL+C button. This allows for all my threads to stop and exit properly.
One of the thread performs some saving that require some time to complete and I have some code to wait in the console crtl handle routine. MSDN specify that a box should pop up after 5 seconds for CTRL_CLOSE_EVENT, but instead my process exits.
This is annoying for debugging console application too as the process exits before you can step through and I don't know what may be the problem (I have Windows 7 64bits).
Also, strangely if my routine returns TRUE (to simply disable the close action), it still closes the application. The routine does get called, so the SetConsoleCtrlHandler was successful installed.
e.g.:
BOOL WINAPI ConsoleHandlerRoutine(DWORD dwCtrlType)
{
if (dwCtrlType == CTRL_CLOSE_EVENT)
{
return TRUE;
}
return FALSE;
}
int _tmain(int argc, _TCHAR* argv[])
{
BOOL ret = SetConsoleCtrlHandler(ConsoleHandlerRoutine, TRUE);
while (true)
{
Sleep(1000);
}
return 0;
}
Any ideas?

It looks like you can no longer ignore close requests on Windows 7.
You do get the CTRL_CLOSE_EVENT event though, and from that moment on, you get 10 seconds to do whatever you need to do before it auto-closes. So you can either do whatever work you need to do in the handler or set a global flag.
case CTRL_CLOSE_EVENT: // CTRL-CLOSE: confirm that the user wants to exit.
close_flag = 1;
while(close_flag != 2)
Sleep(100);
return TRUE;
Fun fact: While the code in your CTRL_CLOSE_EVENT event runs, the main program keeps on running. So you'll be able to check for the flag and do a 'close_flag = 2;' somewhere. But remember, you only have 10 seconds. (So keep in mind you don't want to hang up your main program flow waiting on keyboard input for example.)

I suspect that this is by-design on Windows 7 - if the user wants to quit your application, you're not allowed to tell him "No".

There is no need to wait for any flag from the main thread, the handler terminates as soon as the main thread exits (or after 10s).
BOOL WINAPI ConsoleHandler(DWORD dwType)
{
switch(dwType) {
case CTRL_CLOSE_EVENT:
case CTRL_LOGOFF_EVENT:
case CTRL_SHUTDOWN_EVENT:
set_done();//signal the main thread to terminate
//Returning would make the process exit!
//We just make the handler sleep until the main thread exits,
//or until the maximum execution time for this handler is reached.
Sleep(10000);
return TRUE;
default:
break;
}
return FALSE;
}

Xavier's comment is slightly wrong.
Windows 7 allows your code in the event handler ~10 seconds. If you haven't exited the event handler in 10 seconds you are terminated. If you exit the event handler you are terminated immediately. Returning TRUE does not post a dialog. It just exits.

You're making this more complicated than it needs to be. I don't know exactly why your app is closing, but SetConsoleCtrlHandler(NULL, TRUE) should do what you want:
http://msdn.microsoft.com/en-us/library/ms686016(VS.85).aspx
If the HandlerRoutine parameter is NULL, a TRUE value causes the calling process to ignore CTRL+C input, and a FALSE value restores normal processing of CTRL+C input.

Related

Why does my Windows Console Close Event Handler time out?

I build the following program in VS2017/Windows 10. When I run it, I hit close and ctrl_handler() is called as expected, but after ~three seconds the process is forcefully terminated anyway.
This is a problem because my real application writes large log files and three seconds is not long enough to get them onto disk.
Where is the documentation that describes this behaviour? Its not in those for the CTRL+CLOSE signal.
Where is the timeout set? Can it be modified at the application level? Or with a group policy?
#include <Windows.h>
bool mainThreadRunning;
bool mainThreadFinished;
BOOL ctrl_handler(DWORD event)
{
if (event == CTRL_CLOSE_EVENT) {
mainThreadRunning = false;
while (!mainThreadFinished) {
Sleep(100);
}
return TRUE;
}
return FALSE;
}
int main()
{
mainThreadRunning = true;
mainThreadFinished = false;
SetConsoleCtrlHandler((PHANDLER_ROUTINE)(ctrl_handler), TRUE); // make sure when the user hits the close button in the console we shut down cleanly
while (true)
{
}
return 0;
}
I suppose this is the reference you were looking for:
Unfortunately, this is determined by the OS. There is documentation describing the behavior in the HandlerRoutine Callback docs:
" In this case, no other handler functions are called, and the system displays a pop-up dialog box that asks the user whether to terminate the process. The system also displays this dialog box if the process does not respond within a certain time-out period (5 seconds for CTRL_CLOSE_EVENT, and 20 seconds for CTRL_LOGOFF_EVENT or CTRL_SHUTDOWN_EVENT)."
There is no (at least public, documented) API to change this timeout.
Note:
A process can use the SetProcessShutdownParameters function to prevent the system from displaying a dialog box to the user during logoff or shutdown. In this case,the system terminates the process when HandlerRoutine returns TRUE or when the time-out period elapses.
The operating system intentionally forces termination if it considers handler is taking too much time to complete.
Important note pulled from comments below:
... Ctrl+C is not subject to the time-out (I've tested it, and that's what I am using now).

How to properly handle SIGBREAK when closing console?

I have to catch the click on close button of console event, which corresponds to ctrl-break event SIGBREAK but apparently there is a kind of timeout which does not allows me to do anything longer than 5 seconds, after what program seems to be aborted (so the message "Properly ended !" will never happend).
How can I force the system to perform closing operations until the end (or to extend the timeout to 60 seconds) ?
Note: with the same method, I can successfully handle CTRL+C event (SIGINT) using fflush(stdout); just before doStuffs();
Note 2: my code is based on this answer: https://stackoverflow.com/a/181594/1529139
#include <csignal>
void foo(int sig)
{
signal(sig, foo); // (reset for next signal)
// do stuffs which takes aboutly 15 seconds
doStuffs();
cout << "Properly ended !";
}
int main(DWORD argc, LPWSTR *argv)
{
signal(SIGBREAK, foo);
myProgramLoop();
}
I believe the timeout is fixed and there is no way to modify it, see API reference:
The system also displays the dialog box if the process does not respond within a certain time-out period (5 seconds for CTRL_CLOSE_EVENT, and 20 seconds for CTRL_LOGOFF_EVENT and CTRL_SHUTDOWN_EVENT).
A process can use the SetProcessShutdownParameters function to prevent the CTRL_LOGOFF_EVENT and CTRL_SHUTDOWN_EVENT dialog box from being displayed. In this case, the system just terminates the process when a HandlerRoutine returns TRUE or when the time-out period elapses.
How about an alternative approach, just disable the close button of your console window:
GUITHREADINFO info = {0};
info.cbSize=sizeof(info);
GetGUIThreadInfo(NULL, &info);
HMENU hSysMenu = GetSystemMenu(info.hwndActive, FALSE);
EnableMenuItem(hSysMenu, SC_CLOSE, MF_GRAYED);
Now you can safely handling closing through Ctrl-C or other keyboard input instead.

MFC application hangs in thread signaled for termination

I'm writing an app in MFC with a background worker thread (created via _beginthreadex) and UI thread. A button is clicked from the UI thread to begin and end the worker thread. It starts the background thread if the m_threadRunning flag is false, and stops the background thread if it is true. The way I go about stopping the thread is I set the m_threadRunning flag to false and call WaitForSingleObject to let the background thread finish what it is doing.
My app has four different states. I had the first three states working properly, and adding the fourth state is what caused my problem. For the fourth state I want to be able to sample the desktop and send average RGB values to the COM port for processing. When in any of the first three states, if I want to stop execution of sending data to the COM port, it will terminate normally and without problems. If I am in the fourth state and click "stop", the application will hang since I have no time out on my call to WaitForSingleObject.
I also have a custom CEdit box CColorEdit that shows the current RGB values. I update this from the background thread when I'm in either state 3 or 4 (since they both change the colors dynamically). I've narrowed down the problem to a call to when I'm setting the color in which I call either Invalidate or RedrawWindow.
I've come up with a few solutions, but I don't like any of them and would rather understand what is causing the problem since my goal in writing this in MFC is to learn and understand MFC. Here is what has resolved the problem:
I call Sleep() in my worker thread already at about 60 samples/second. Changing this to a lower value, like 30 samples/second, resolved the problem most of the time.
I poll m_threadRunning in my worker thread to check if the thread should be terminated. If I poll it after sampling the screen but before updating the edit control, this resolves the problem most of the time.
I do a timeout of 5 seconds when calling WaitForSingleObject and call TerminateThread to manually kill the thread when it fails to wait, this resolves the problem all of the time. This is my solution in place for now.
Here are the relevant code bits (I lock around any use of outBytes):
void CLightControlDlg::UpdateOutputLabel()
{
CSingleLock locker(&m_crit);
locker.Lock();
m_outLabel.SetColor(outBytes[1], outBytes[2], outBytes[3]); //the call to this freezes the program
CString str;
str.Format(L"R = %d; G = %d; B = %d;", outBytes[1], outBytes[2], outBytes[3]);
m_outLabel.SetWindowText(str);
}
This section of code is for terminating the worker thread
m_threadRunning = false;
locker.Unlock(); //release the lock...
//omitted re-enabling of some controls
//normally this is just WaitForSingleObject(m_threadHand, INFINITE);
if(WaitForSingleObject(m_threadHand, 5000) == WAIT_TIMEOUT)
{
MessageBox(L"There was an error cancelling the I/O operation to the COM port. Forcing a close.");
TerminateThread(m_threadHand, 0);
}
CloseHandle(m_threadHand);
CloseHandle(m_comPort);
m_threadHand = INVALID_HANDLE_VALUE;
m_comPort = INVALID_HANDLE_VALUE;
The code in my derived edit control that updates the text color:
void SetColor(byte r, byte g, byte b)
{
_r = r;
_g = g;
_b = b;
br.DeleteObject();
br.CreateSolidBrush(RGB(r,g,b));
Invalidate(); //RedrawWindow() freezes as well
}
And finally, the code for my thread procedure:
unsigned int __stdcall SendToComProc(void * param)
{
CLightControlDlg *dlg = (CLightControlDlg*)param;
while(1)
{
if(!dlg->IsThreadRunning())
break;
switch(dlg->GetCurrentState())
{
case TransitionColor: //state 3
dlg->DoTransition();
dlg->UpdateOutputLabel();
break;
case ScreenColor: //state 4
dlg->DoGetScreenAverages();
//if(!dlg->IsThreadRunning()) break; //second poll to IsThreadRunning()
dlg->UpdateOutputLabel();
break;
}
dlg->SendToCom();
Sleep(17); // Sleep for 1020 / 60 = 17 = ~60samples/sec
}
return 0;
}
Any help you can provide is greatly appreciated!
You get a deadlock when the worker thread attempts to access controls that were created in the main thread and the main thread is suspended in WaitForSingleObject. Updating controls from the worker thread can only proceed when the main thread accepts the associated message to the control.
Remove all accesses to the controls from the worker thread. Instead, PostMessage a custom message to a window in the main thread. An example is here:
http://vcfaq.mvps.org/mfc/12.htm
The same technique could be used to notify the main thread that the worker thread has completed, so you could avoid WaitForSingleObject.

How to restart a multithreaded C++ program inside the code?

as i describe in the header I would like to have in a thread an if statement which is checked every 1 minute and if it is true restart the whole programm.. Any suggestions?
void* checkThread(void* arg)
{
if(statement)
//restart procedure
sleep(60);
}
int main()
{
pthread_create(&thread1, NULL, checkThread, main_object);
pthread_create();
pthread_create();
}
If you are going for the nuke-it-from-orbit approach (i.e. you don't want to trust your code to do a controlled shutdown reliably), then having the kill-and-auto-relaunch mechanism inside the same process space as the other code is not a very robust approach. For example, if one of the other threads were to crash, it would take your auto-restart-thread down with it.
A more fail-safe approach would be to have your auto-restart-thread launch all of the other code in a sub-process (via fork(); calling exec() is allowable but not necessary in this case). After 60 seconds, the parent process can kill the child process it created (by calling kill() on the process ID that fork() returned) and then launch a new one.
The advantage of doing it this way is that the separating of memory spaces protects your relauncher-code from any bugs in the rest of the code, and the killing of the child process means that the OS will handle all the cleanup of memory and other resources for you, so there is less of a worry about things like memory or file-handle leaks.
If you want a "nice" way to do it, you set a flag, and then politely wait for the threads to finish, before relaunching everything.
main_thread() {
do {
kill_and_restart_everything = false;
// create your threads.
pthread_create(&thread1, NULL, checkThread, main_object);
pthread_create(&thread2, ...);
pthread_create(&thread3, ...);
// wait for your threads.
pthread_join(thread1, nullptr);
pthread_join(thread2, nullptr);
pthread_join(thread3, nullptr);
} while (kill_and_restart_everything);
}
void* checkThread(void* arg) {
while (! kill_and_restart_everything) {
if(statement)
kill_and_restart_everything = true;
else
sleep(60);
}
}
void* workerThread(void* arg) {
// do stuff. periodically check
if (kill_and_restart_everything) {
// terminate this thread early.
// do it cleanly too, release any resources, etc (RAII is your friend here).
return nullptr;
}
// do other stuff, remember to have that check happen fairly regularly.
}
This way, whenever if(statement) is true, it will set a boolean that can be used to tell each thread to shut down. Then the program waits for each thread to finish, and then starts it all over again.
Downsides: If you're using any global state, that data will not be cleaned up and can cause problems for you. If a thread doesn't check your signal, you could be waiting a looooong time.
If you want to kill everything (nuke it from orbit) and restart, you could simply wrap this program in a shell script (which can then detect whatever condition you want, kill -9 the program, and relaunch it).
Use the exec system call to restart the process from the start of the program.
you can do it in two parts:
Part1: one thread that checks for the statement and sets a boolean to true when you need to restart the program
This is the "checker" thread
Part2: one thread that computes what you want:
this will "relaunch" the program as long as needed
This "relaunch" consists in a big loop
In the loop:
creates a thread that will actually execute your programme (the task you want to be executed)
ends this taks when the boolean is set to true
creates another thread to replace then one that is terminated
The main of your program consists in launching the "checker" and the "relauncher"
Tell me if you have any questions/remarks I can detail or add some code

WaitForSingleObject times out too fast

I have this piece of code in a secondary thread:
DWORD result = WaitForSingleObject(myhandle,10000);
if(result == WAIT_OBJECT_0){
AfxMessageBox(_T(...));
}
else if(result == WAIT_TIMEOUT){
AfxMessageBox(_T("Timeout"));
}
Sometimes, not always, the timeout will get called almost as soon as the WaitForSingleObject is called (not even 1s delay).
Am I doing something wrong ? Any suggestions for more stable alternatives ?
EDIT:
myhandle is created inside a class constructor as:
myhandle = CreateEvent(NULL,FALSE,FALSE,_T("myhandle"));
it would get called by another function:
SetEvent(myhandle);
The point is it works when I do the SetEvent, the problem is that it sometimes times out as soon as the WaitForSingleObject is called, even though it should wait 10s.
Do you really need/want a named event? Typically this is only required for inter-process concurrency control.
If you have multiple instances of this class they will all use the same event - see the docs for CreateEvent about calling for a named object that already exists.
It may be that all you need to do is remove the name here. This allows each class instance to have its own Event object and behaviour should be more predictable.
WaitForSingleObject will not wait the whole 10 seconds. It will wait for the first of:
The timeout value is elapsed
The event is signaled
The handle becomes invalid (closed in another thread)
If the event is set when you call WaitForSingleObject, condition #2 is true from the start and WaitForSingleObject returns immediatly.
If you want to always wait 10 seconds, you should use code like this :
//Always wait 10 seconds
Sleep(10000);
//Test the event without waiting
if(WaitForSingleObject(myhandle, 0) == WAIT_OBJECT_0) {
AfxMessageBox(_T("Event was set in the last 10 secondes"));
} else {
AfxMessageBox(_T("Timeout"));
}
Took awhile but the problem actually was that the program sometimes did multiple calls to WaitForSingleObject. So it's a previous call that is timing out.
Solution is to use WaitForMultipleObjects and set a cancelling event in the case it is known that the first event won't be set, so the timer is cancelled before is it re-invoked.