Fix a couple of race conditions in the activity monitor and allow the hooked procedures to run without the activity_monitor_lock mutex in the locked state.
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+21
-15
@@ -56,8 +56,7 @@ pthread_mutex_t activity_monitor_mutex;
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pthread_cond_t activity_monitor_cv;
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void going_active(int block) {
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// debug(1, "activity_monitor: state transitioning to \"active\" with%s blocking", block ? "" :
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// "out");
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// debug(1, "activity_monitor: state transitioning to \"active\" with%s blocking", block ? "" : "out");
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if (config.cmd_active_start)
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command_execute(config.cmd_active_start, "", block);
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#ifdef CONFIG_METADATA
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@@ -106,10 +105,10 @@ void going_inactive(int block) {
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void activity_monitor_signify_activity(int active) {
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// this could be pthread_cancelled and there is likely to be cancellation points in the
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// hooked-on procedures
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pthread_cleanup_debug_mutex_lock(&activity_monitor_mutex, 10000, 1);
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pthread_mutex_lock(&activity_monitor_mutex);
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player_state = active == 0 ? ps_inactive : ps_active;
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// Now, although we could simply let the state machine in the activity monitor thread
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// look after eveything, we will change state here in two situations:
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// look after everything, we will change state here in two situations:
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// 1. If the state machine is am_inactive and the player is ps_active
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// we will change the state to am_active and execute the going_active() function.
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// 2. If the state machine is am_active and the player is ps_inactive and
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@@ -120,18 +119,25 @@ void activity_monitor_signify_activity(int active) {
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// and wait for them to complete before continuing. If they were performed in the
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// activity monitor thread, then we couldn't wait for them to complete.
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// Thus, the only time the thread will execute a going_... function is when a non-zero
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// timeout actually matures.
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// So, if the active end procedure is on a timer, it will be executed when the
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// timeout occurs and the "blocking" status is ignored.
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if ((state == am_inactive) && (player_state == ps_active)) {
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state = am_active;
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pthread_mutex_unlock(&activity_monitor_mutex);
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going_active(
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config.cmd_blocking); // note -- will be executed with the mutex locked, but that's okay
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config.cmd_blocking);
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} else if ((state == am_active) && (player_state == ps_inactive) &&
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(config.active_state_timeout == 0.0)) {
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state = am_inactive;
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pthread_mutex_unlock(&activity_monitor_mutex);
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going_inactive(
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config.cmd_blocking); // note -- will be executed with the mutex locked, but that's okay
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config.cmd_blocking);
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} else {
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pthread_mutex_unlock(&activity_monitor_mutex);
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}
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// lock the mutex again to send a signal
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pthread_cleanup_debug_mutex_lock(&activity_monitor_mutex, 10000, 1);
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pthread_cond_signal(&activity_monitor_cv);
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pthread_cleanup_pop(1); // release the mutex
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}
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@@ -166,16 +172,16 @@ void *activity_monitor_thread_code(void *arg) {
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debug(2, "am_state: am_inactive");
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while (player_state != ps_active)
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pthread_cond_wait(&activity_monitor_cv, &activity_monitor_mutex);
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state = am_active;
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debug(2, "am_state: going active");
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// state = am_active; this is done by the activity_monitor_signify_activity(1) function
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debug(2, "am_state: am_active");
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break;
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case am_active:
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// debug(1,"am_state: am_active");
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while (player_state != ps_inactive)
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pthread_cond_wait(&activity_monitor_cv, &activity_monitor_mutex);
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if (config.active_state_timeout == 0.0) {
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state = am_inactive;
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} else {
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// if it's not already am_inactive, the it should be beginning to time out...
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if (state != am_inactive) {
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state = am_timing_out;
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uint64_t time_to_wait_for_wakeup_ns = (uint64_t)(config.active_state_timeout * 1000000000);
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