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Author SHA1 Message Date
Robert Bragg 1a8a92b3fb Merge pull request #99 from rust-mobile/release-0.4.3
Release 0.4.3
2023-07-30 20:19:32 +01:00
Robert Bragg bb97af154f Release 0.4.3 2023-07-30 20:07:43 +01:00
Robert Bragg 8a21219695 Merge pull request #98 from rust-mobile/rib/pr/fix-game-activity-deadlock
GameActivity PATH: fix deadlocks in java callbacks after app destroyed
2023-07-30 19:51:23 +01:00
Robert Bragg c10a2fb67a GameActivity PATH: fix deadlocks in java callbacks after app destroyed
This ensures that any java Activity callbacks take into account the
possibility that the `android_app` may have already been marked
destroyed if `android_main` has returned - and so they mustn't block
and wait for a thread that is no longer running.
2023-07-30 19:38:50 +01:00
Robert Bragg ab2606a73d build.rs: emit rerun-if-changed lines for compiled C/C++ code 2023-07-30 19:38:50 +01:00
Robert Bragg a84a7b54cd Merge pull request #94 from sagebind/fix-deadlock-on-ondestroy
Fix deadlock on activity onDestroy
2023-07-30 16:01:31 +01:00
Stephen M. Coakley a9e91f4308 Fix deadlock on activity onDestroy
Fix a deadlock that occurs when an activity is destroyed without process
termination, such as when an activity is destroyed and recreated due to
a configuration change.

The deadlock occurs because `notify_destroyed` blocks until `destroyed`
is set to `true`. This only occurs when `WaitableNativeActivityState` is
dropped, but the `WaitableNativeActivityState` instance is the very
thing being used to await for destruction, resulting in a deadlock.

Instead of waiting for the `WaitableNativeActivityState` to be dropped
we now wait until the native `android_main` thread has stopped.

So we can tell the difference between the thread not running because it
hasn't started or because it has finished (in case `android_main`
returns immediately) this replaces the `running` boolean with a
tri-state enum.

Co-authored-by: Robert Bragg <robert@sixbynine.org>
2023-07-21 20:02:13 +01:00
5 changed files with 110 additions and 14 deletions
+8 -1
View File
@@ -1,11 +1,18 @@
<!-- markdownlint-disable MD022 MD024 MD032 -->
# Changelog
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
## [0.4.3] - 2022-07-30
### Fixed
- Fixed a deadlock in the `native-activity` backend while waiting for the native thread after getting an `onDestroy` callback from Java ([#94](https://github.com/rust-mobile/android-activity/pull/94))
## [0.4.2] - 2022-02-16
- Fixed numerous deadlocks in the `game-activity` backend with how it would wait for the native thread in various Java callbacks, after the app has returned from `android_main` ([#98](https://github.com/rust-mobile/android-activity/pull/98))
## [0.4.2] - 2022-06-17
### Changed
- The `Activity.finish()` method is now called when `android_main` returns so the `Activity` will be destroyed ([#67](https://github.com/rust-mobile/android-activity/issues/67))
- The `native-activity` backend now propagates `NativeWindow` redraw/resize and `ContentRectChanged` callbacks to main loop ([#70](https://github.com/rust-mobile/android-activity/pull/70))
+1 -1
View File
@@ -1,6 +1,6 @@
[package]
name = "android-activity"
version = "0.4.2"
version = "0.4.3"
edition = "2021"
keywords = ["android", "ndk"]
readme = "../README.md"
+11
View File
@@ -1,6 +1,9 @@
#![allow(dead_code)]
fn build_glue_for_game_activity() {
for f in ["GameActivity.h", "GameActivity.cpp"] {
println!("cargo:rerun-if-changed=game-activity-csrc/game-activity/{f}");
}
cc::Build::new()
.cpp(true)
.include("game-activity-csrc")
@@ -8,12 +11,20 @@ fn build_glue_for_game_activity() {
.extra_warnings(false)
.cpp_link_stdlib("c++_static")
.compile("libgame_activity.a");
for f in ["gamecommon.h", "gametextinput.h", "gametextinput.cpp"] {
println!("cargo:rerun-if-changed=game-activity-csrc/game-text-input/{f}");
}
cc::Build::new()
.cpp(true)
.include("game-activity-csrc")
.file("game-activity-csrc/game-text-input/gametextinput.cpp")
.cpp_link_stdlib("c++_static")
.compile("libgame_text_input.a");
for f in ["android_native_app_glue.h", "android_native_app_glue.c"] {
println!("cargo:rerun-if-changed=game-activity-csrc/native_app_glue/{f}");
}
cc::Build::new()
.include("game-activity-csrc")
.include("game-activity-csrc/game-activity/native_app_glue")
@@ -308,6 +308,15 @@ static void android_app_set_window(struct android_app* android_app,
ANativeWindow* window) {
LOGV("android_app_set_window called");
pthread_mutex_lock(&android_app->mutex);
// NB: we have to consider that the native thread could have already
// (gracefully) exit (setting android_app->destroyed) and so we need
// to be careful to avoid a deadlock waiting for a thread that's
// already exit.
if (android_app->destroyed) {
pthread_mutex_unlock(&android_app->mutex);
return;
}
if (android_app->pendingWindow != NULL) {
android_app_write_cmd(android_app, APP_CMD_TERM_WINDOW);
}
@@ -324,15 +333,30 @@ static void android_app_set_window(struct android_app* android_app,
static void android_app_set_activity_state(struct android_app* android_app,
int8_t cmd) {
pthread_mutex_lock(&android_app->mutex);
android_app_write_cmd(android_app, cmd);
while (android_app->activityState != cmd) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
// NB: we have to consider that the native thread could have already
// (gracefully) exit (setting android_app->destroyed) and so we need
// to be careful to avoid a deadlock waiting for a thread that's
// already exit.
if (!android_app->destroyed) {
android_app_write_cmd(android_app, cmd);
while (android_app->activityState != cmd) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_free(struct android_app* android_app) {
pthread_mutex_lock(&android_app->mutex);
// It's possible that onDestroy is called after we have already 'destroyed'
// the app (via `android_app_destroy` due to `android_main` returning.
//
// In this case `->destroyed` will already be set (so we won't deadlock in
// the loop below) but we still need to close the messaging fds and finish
// freeing the android_app
android_app_write_cmd(android_app, APP_CMD_DESTROY);
while (!android_app->destroyed) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
@@ -372,6 +396,16 @@ static void onSaveInstanceState(GameActivity* activity,
struct android_app* android_app = ToApp(activity);
pthread_mutex_lock(&android_app->mutex);
// NB: we have to consider that the native thread could have already
// (gracefully) exit (setting android_app->destroyed) and so we need
// to be careful to avoid a deadlock waiting for a thread that's
// already exit.
if (android_app->destroyed) {
pthread_mutex_unlock(&android_app->mutex);
return;
}
android_app->stateSaved = 0;
android_app_write_cmd(android_app, APP_CMD_SAVE_STATE);
while (!android_app->stateSaved) {
@@ -481,6 +515,15 @@ static bool onTouchEvent(GameActivity* activity,
struct android_app* android_app = ToApp(activity);
pthread_mutex_lock(&android_app->mutex);
// NB: we have to consider that the native thread could have already
// (gracefully) exit (setting android_app->destroyed) and so we need
// to be careful to avoid a deadlock waiting for a thread that's
// already exit.
if (android_app->destroyed) {
pthread_mutex_unlock(&android_app->mutex);
return false;
}
if (android_app->motionEventFilter != NULL &&
!android_app->motionEventFilter(event)) {
pthread_mutex_unlock(&android_app->mutex);
@@ -563,6 +606,15 @@ static bool onKey(GameActivity* activity, const GameActivityKeyEvent* event) {
struct android_app* android_app = ToApp(activity);
pthread_mutex_lock(&android_app->mutex);
// NB: we have to consider that the native thread could have already
// (gracefully) exit (setting android_app->destroyed) and so we need
// to be careful to avoid a deadlock waiting for a thread that's
// already exit.
if (android_app->destroyed) {
pthread_mutex_unlock(&android_app->mutex);
return false;
}
if (android_app->keyEventFilter != NULL &&
!android_app->keyEventFilter(event)) {
pthread_mutex_unlock(&android_app->mutex);
@@ -599,8 +651,9 @@ static void onTextInputEvent(GameActivity* activity,
const GameTextInputState* state) {
struct android_app* android_app = ToApp(activity);
pthread_mutex_lock(&android_app->mutex);
android_app->textInputState = 1;
if (!android_app->destroyed) {
android_app->textInputState = 1;
}
pthread_mutex_unlock(&android_app->mutex);
}
+32 -7
View File
@@ -199,6 +199,18 @@ impl NativeActivityGlue {
}
}
/// The status of the native thread that's created to run
/// `android_main`
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum NativeThreadState {
/// The `android_main` thread hasn't been created yet
Init,
/// The `android_main` thread has been spawned and started running
Running,
/// The `android_main` thread has finished
Stopped,
}
#[derive(Debug)]
pub struct NativeActivityState {
pub msg_read: libc::c_int,
@@ -210,8 +222,11 @@ pub struct NativeActivityState {
pub content_rect: ndk_sys::ARect,
pub activity_state: State,
pub destroy_requested: bool,
pub running: bool,
pub thread_state: NativeThreadState,
pub app_has_saved_state: bool,
/// Set as soon as the Java main thread notifies us of an
/// `onDestroyed` callback.
pub destroyed: bool,
pub redraw_needed: bool,
pub pending_input_queue: *mut ndk_sys::AInputQueue,
@@ -303,8 +318,6 @@ impl Drop for WaitableNativeActivityState {
unsafe {
let mut guard = self.mutex.lock().unwrap();
guard.detach_input_queue_from_looper();
guard.destroyed = true;
self.cond.notify_one();
}
}
}
@@ -356,7 +369,7 @@ impl WaitableNativeActivityState {
content_rect: Rect::empty().into(),
activity_state: State::Init,
destroy_requested: false,
running: false,
thread_state: NativeThreadState::Init,
app_has_saved_state: false,
destroyed: false,
redraw_needed: false,
@@ -369,10 +382,11 @@ impl WaitableNativeActivityState {
pub fn notify_destroyed(&self) {
let mut guard = self.mutex.lock().unwrap();
guard.destroyed = true;
unsafe {
guard.write_cmd(AppCmd::Destroy);
while !guard.destroyed {
while guard.thread_state != NativeThreadState::Stopped {
guard = self.cond.wait(guard).unwrap();
}
@@ -541,7 +555,13 @@ impl WaitableNativeActivityState {
pub fn notify_main_thread_running(&self) {
let mut guard = self.mutex.lock().unwrap();
guard.running = true;
guard.thread_state = NativeThreadState::Running;
self.cond.notify_one();
}
pub fn notify_main_thread_stopped_running(&self) {
let mut guard = self.mutex.lock().unwrap();
guard.thread_state = NativeThreadState::Stopped;
self.cond.notify_one();
}
@@ -907,11 +927,16 @@ extern "C" fn ANativeActivity_onCreate(
ndk_context::release_android_context();
}
rust_glue.notify_main_thread_stopped_running();
});
// Wait for thread to start.
let mut guard = jvm_glue.mutex.lock().unwrap();
while !guard.running {
// Don't specifically wait for `Running` just in case `android_main` returns
// immediately and the state is set to `Stopped`
while guard.thread_state == NativeThreadState::Init {
guard = jvm_glue.cond.wait(guard).unwrap();
}
})